Interview: Seven Knights Re:BIRTH Executive Director Jeong-min Kim

Some development insights about the new collectible mobile RPG remake.

Published:

Ahead of the global launch of Seven Knights Re:BIRTH, Final Weapon had the opportunity to interview Netmarble Nexus CEO and executive producer Jeong-min Kim about the new collectible mobile RPG remake. In our interview, producer Jeong-min Kim discusses the development of Seven Knights Re:BIRTH and various topics, including some of the challenges the team faced and what players can expect after the game’s servers go live on September 17. 

Get the full interview below:

As a lead developer of Seven Knights Re:BIRTH, what were your day-to-day duties like during the game’s development?

Jeong-min Kim: It has been a continuous process of preparing to meet our players as soon as possible. We’ve been collaborating closely with many developers to balance both the schedule and the quality of the game. We also know that there is great interest in the game across various overseas channels, and we make an effort to keep a close eye on community trends around the world.

What were some of the goals that the development team had in mind when development of Seven Knights Re:BIRTH first began?

Jeong-min Kim: Seven Knights Re:BIRTH began with the goal of once again delivering the fun of the original Seven Knights to longtime fans. That’s why preserving the core elements of the original was our top priority in development. At the same time, because much time has passed, we also sought to improve the parts that felt inconvenient in the original and to adopt strengths from more modern trends.

Seven Knights Re:BIRTH has an auto turn-based combat system with a fast-paced battle flow. Was this combat system planned from the start? Were there other ideas and concepts that the team considered?

Jeong-min Kim: That’s correct. We believed a turn-based system was the most suitable battle format for mobile. However, the traditional form of turn-based combat, simply taking turns in order, has relatively few variables and could feel tedious for some players. To address this and create greater strategic depth, we enhanced the battle system by allowing basic attacks to occur between skill-based turns, creating a more engaging flow.

Seven Knights Re:BIRTH

The game features more than 120 heroes, each with their own story. Did the team run into any challenges while creating these stories and building relationships between these many characters?

Jeong-min Kim: It was not an easy process to establish the unique traits and relationships of the many heroes within the Seven Knights IP. Fortunately, we have an internal team dedicated to the IP, which has long worked on solidifying the universe, each character’s story, and their interwoven narratives. Thanks to this effort, we’ve built a well-structured IP that the company can now utilize, making story development and overall game development smoother than before.

The Power-Leveling (Ruby Farming) system gives players opportunities to summon heroes and pets through regular gameplay without relying on paid content. How did the development team determine the right balance between rewards and gameplay for this system?

Jeong-min Kim: Our principle has been that all types of players should be able to enjoy the game, including those who don’t spend money. We designed the balance so that free-to-play users can still fully enjoy the experience. This is especially clear in the fodder-leveling system, where we ensured that players can acquire all new heroes simply through gameplay, without needing to overspend.

Seven Knights Re:BIRTH also has an Auto Battle feature, which lets players engage in multiple game modes at the same time. What inspired this feature? Did you encounter any limitations while implementing it on mobile?

Jeong-min Kim: I think this reflects the flow of the times. We wanted to minimize unnecessary time spent in the game while still allowing players to fully enjoy its core fun. That’s why we made repetitive gameplay easier through auto-battle, while keeping content that requires strategy as areas where players can build decks and engage more directly.

Implementing this was not easy, as it required restructuring the battle system from the ground up, but we felt it was absolutely necessary. We invested the development resources to make it happen, and we believe the positive reception from players so far shows it was the right choice.

What features and elements from Seven Knights Re:BIRTH do you think will greatly resonate with players around the world?

Jeong-min Kim: There are two things I want to highlight. The first is the variety of characters and stories in Seven Knights Re:BIRTH. Its universe features many compelling characters and narratives shaped around themes like companionship, love, and the conflict between good and evil.

The second is that the game is easy to approach but still offers real depth. Seven Knights
Re:BIRTH aims to be a light and accessible turn-based collection RPG that anyone can enjoy without burden. At the same time, it has a deep strategy built around the unique skills of its heroes. This is most evident in the Arena, where players can experiment with different team compositions, develop new strategies, and even shape the meta with the heroes they’ve collected and nurtured.

What can players expect from post-launch updates for Seven Knights Re:BIRTH?

Jeong-min Kim: Because Seven Knights Re:BIRTH is based on the original, we’ve prepared by bringing over its heroes and core content as the foundation. On top of that, we will continue to add new stories, new heroes, and new content through ongoing updates. We are also actively listening to player feedback to make improvements, and we will keep refining the game where needed.

Is there anything else you would like to share?

Jeong-min Kim: Seven Knights Re:BIRTH is the culmination of all the experience and know-how gained throughout the history of the Seven Knights IP series. If you’ve ever enjoyed a hero-collection RPG, we strongly encourage you to try Seven Knights Re:BIRTH. We ask for your continued interest as we approach launch, and we promise to take every single piece of feedback from players seriously and reflect it in the game. Thank you.

Thank you so much for your time, Jeong-min Kim!

Seven Knights Re:BIRTH will launch on September 17 at 7:00 p.m. PDT / 10:00 p.m. EDT for iOS via App Store, Android via Google Play Store, and PC with full cross-play support. All players will receive a Vanguard Set and special package containing a 5★ pet “Croa,” a Skill Enhancement Stone, Golds, Topaz, and Superb Eggs, along with Legendary Heroes, Hero Summon Vouchers (x10), 2 million Gold and Key Bundles (x10).

Soul Kiwami
Soul Kiwami
Raul Ochoa, a.k.a. Soul Kiwami, is the Managing Editor of Final Weapon with six years of writing/editing experience and a former News Writer at Game Rant. Raul is passionate about the Japanese gaming and anime/manga industries, and he's a huge fan of Nintendo Switch, PC hardware, JRPGs, and fighting games. business email: [email protected] | Muck Rack: https://muckrack.com/raul-landaverde-1

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