Interview: Tripearl Games CEO Manson Jeong and The Player Who Can’t Level Up Project Director Hyeonseok Lee

Some more insight from the minds behind the project.

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Before the release of the free demo for The Player Who Can’t Level Up, Final Weapon had the chance to interview Tripearl Games CEO Manson Jeong and project director Hyeonseok Lee to learn more about the roguelite action game’s development. Jeong and Hyeonseok also address the Nintendo Switch 2 version of The Player Who Can’t Level Up, availability of the demo on more platforms, and the conception of the game as a roguelite in our interview.

Get the full interview below:

Were you familiar with the webtoon series before working on The Player Who Can’t Level Up?

Tripearl Games CEO Manson Jeong: I encountered the webtoon before we started development and thoroughly enjoyed reading it. I thought it was an excellent IP for a game adaptation, which led us to move forward with the project.

Was The Player Who Can’t Level Up always planned to be a roguelite? Were there any other initial concepts or ideas for the game regarding the story and its combat?

Jeong: We started this project because we believed the worldview and setting of the
original work fit perfectly with the action roguelite genre.

Project director Hyeonseok Lee: The genre was an action roguelite from the very beginning. For the story, we intended to cover one of the episodes where the player carries out a mission to seal a gate. However, we did have a period where we debated using a fixed camera view. We initially designed the prototype build so that the tutorial would progress naturally during gameplay. But since the webtoon heavily features Kigyu fighting and growing in the training grounds, we opted for a more classic approach to better highlight that concept. In the early build, combat involved ‘LU’ and ‘EL’ leveling up in real-time, collecting Ego fragments, and combining them depending on the situation. However, after considering various factors, we arrived at our current combat system.

The Player Who Can’t Level Up received a free demo on Steam, allowing PC gamers to traverse the Pantheon zone and try out the action game mechanics. Are there plans to bring the demo to consoles?

Jeong: We are currently in discussions with console platform partners regarding the
release of a demo for consoles. We want to provide an opportunity for users on more
platforms to experience our game firsthand as soon as possible.

Lee: The timing is still undecided, but we plan to proceed while leaving the possibility
open. We also intend to swiftly address any development issues specific to console
platforms.

A playtest for The Player Who Can’t Level Up was held this past March. What was some feedback that you thought was critical to address ahead of the demo’s release? Are there any upcoming changes and fixes that players should be aware of?

Lee: The main feedback revolved around quality-of-life improvements. No matter how
good a game element or option is, it doesn’t matter if players aren’t aware of it. Therefore, we believe it’s crucial to improve in-game guidance and various systems that allow players to properly enjoy the game. Moving forward, we plan to provide more options and expand the content structure so that users can shape their desired gameplay experience through their own choices.

The Player Who Can’t Level Up is set to release in Q3 2026 in Steam Early Access. Could you share some of the team’s plans for the rollout of early access content? Will there be any exclusive bonuses for players who opt in for the early access version?

Jeong: We are truly grateful for the very positive feedback regarding the worldview,
action, and art following the release of the demo version. For Early Access, we plan to
add more progression elements and reveal an additional theme so players can enjoy the
fun of making more diverse choices.

Lee: We plan to include up to the second theme. It will offer a different experience from
the first theme, and the structure of progressing through these themes will offer a distinct
feeling compared to playing a single theme as you do now.

Is a Nintendo Switch 2 version of The Player Who Can’t Level Up planned?

Jeong: The Nintendo Switch 2 is also one of our target platforms for release. As it is an
outstanding gaming platform, we will prepare thoroughly so that players can enjoy the
game at its best on the Switch 2 as well.

Is there anything else you would like to share?

Lee: Our game might currently fall a bit short of players’ expectations. However, The
Player Who Can’t Level Up development team is always ready to swiftly respond and
improve the areas you point out. We appreciate your support for what’s working well,
and we encourage you to actively share your feedback on the areas that need work, so
we can continue to develop it into an increasingly polished game. Thank you.


The Player Who Can’t Level Up launches in Steam Early Access in Q3 2026, followed by the official release for Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Stove and Steam in the first half of 2027. Final Weapon had the chance to check out the demo for The Player Who Can’t Level Up to get an in-depth look at what Kim Kigyu is capable of in combat.

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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