The staff of the TV anime adaptation of Hiroshi Shiibashi’s Recommendation from Mr. Iwamoto manga announced the anime’s July 4 premiere alongside the opening and ending theme songs. THE JET BOY BANGERZ performs the opening theme song “Budding,” and WOLF HOWL HARMONY performs the ending theme song “Koko ni Iru (I Am Here).”
The new cast members include:
Gen Sato as Ryū Sazame
Shinnosuke Tokudome as Mizuhi Awadama
The previously announced cast members include:
Taito Ban as Kodō Iwamoto
Yuki Sakakihara as Kai Haramachi
Kent Itō as Sōichirō Amaha
Akira Ishida as Bōkyo Kizujō
Masaya Fukunishi as Oni Okuaki
Takuma Nagatsuka as Shizuma Aonuma
Toshifumi Kawase directs the Recommendation from Mr. Iwamoto anime at Studio DEEN. Keiichirō Ōchi oversees the series scripts, and Atsuko Nakajima is the character designer. Takuya Hiramitsu is the sound director, and Yoshiaki Dewa and Tōru Ishitsuka are the music composers.
Shiibashi initially launched the Recommendation from Mr. Iwamoto manga in 2021. Shiibashi previously worked on the Nura: Rise of the Yokai Clan (Nurarihyon no Mago) manga series, which ran from 2008 to 2012.
Lastly, here’s an overview of the Recommendation from Mr. Iwamoto manga, via Manga Dex:
The year 1910. Iwamoto Kodou is a young boy who has successfully carried out many curious missions under the military’s directive. His destinations lead to encounters with the strange, weaving tales of history that have yet to be told.
Here’s an overview of One Piece Elbaph Arc via Crunchyroll:
After a daring escape from the Future Island Egghead, the Straw Hat Crew set their course for a legendary destination. Joined by the mighty Giant Warrior Pirates, they finally reach Elbaph, the long-awaited Land of Giants. New encounters with Giants, and long hoped-for reunions unfold. A colossal new chapter begins as the crew heads into an adventure unlike anything before, all in the pursuit of the ultimate treasure, the “One Piece!”
Lastly, the One Piece manga has been serialized since July 1997. Fans can read the One Piece manga weekly on VIZ Media and Manga Plus in English.
Toei Animation is partnering with the Los Angeles Dodgers once more to host One Piece Night on July 2 at 7:10 p.m. PDT for the Dodgers’ game against the San Diego Padres at UNIQLO Stadium. One Piece Night will feature a pregame activation in the Centerfield Plaza, a ceremonial first pitch, and a post-game drone shoe featuring fan-favorite characters from One Piece. There will also be a giveaway for the first 40,000 ticketed fans in attendance while supplies last.
“We are delighted to welcome back fans to this year’s edition of One Piece Night,” said Lon Rosen, Executive Vice President & Chief Marketing Officer, Los Angeles Dodgers. “The Dodgers and One Piece form a seamless collaboration that has quickly made this event into one that cannot be missed.”
“We’re thrilled to renew our One Piece partnership with the Los Angeles Dodgers and to return to UNIQLO Stadium on JULY 2 to celebrate our beloved global hit series,” said Lisa Yamatoya, Senior Director, Head of Marketing at Toei Animation Inc. “Last year was a huge success and one of our biggest One Piece promotions of 2025. We look forward to welcoming a record crowd once again for another not-to-be-missed night offering fans the unforgettable, one-of-a-kind entertainment experiences that are now synonymous with One Piece!”
The staff for the upcoming anime adaptation of Syuu and illustrator Nanna Fujimi’s Victoria of Many Faces (Tefuda ga Ōme no Victoria) light novel series revealed eight new cast members.
The cast of the Victoria of Many Faces anime includes:
Chika Anzai as Victoria
Shion Wakayama as Nonna
Yōhei Azakami as Jeffrey
Nobukage Kimura is directing the anime at Studio DEEN. Naohiro Fukushima is overseeing the series scripts, and Mina Ōsawa is designing the characters for animation. Frontier Works is credited for the original work planning. Three-piece band KI_EN will perform the ending theme song “En no Tsuki.”
Newly announced staff members include:
Sub-Character Designers: Keika Ōtsuka, Sayuri Sakimoto, Yuri Naminoue, Mana Matsumura
Prop Design: Yabomi
Color Key Artist: Mizuki Nakagawa
Art Director: Si Man Wei
Compositing Director of Photography: Ren Zhou Li
Editing: Megumi Uchida
Sound Director: Satoshi Yano
Sound Effects: Hidemi Tanaka
Sound Production: Bit Grooove Promotion
Music: Moe Hyūga
Music Production: Kadokawa
Animation Producers: Takayuki Saitō, Naoki Sakai
Syuu released the Victoria of Many Faces novel on the Shōsetsuka ni Narō website in December 2021, with the latest update released in February 2022. Kadokawa published the third novel volume in print in January 2024.
Komo Ushino is drawing a manga adaptation, which launched on Kadokawa’s Flos Comic website in December 2022. Yen Press is also publishing the manga adaptation in English.
Yen Press publishes the manga in English and describes it as follows:
Victoria’s peaceful, everyday existence has begun! Ever since she retired from the espionage world, Victoria’s been living as a civilian, just like she’s always dreamed of. But her past as a spy is hard to run from—even though she turned her back on danger, it can’t stop danger from finding her! So when she meets Nonna, a young girl totally on her own in the world, Victoria has to decide what’s truly important to her…peace, or her new friend?
The official website for the TV anime adaptation of Fuurou’s The Frontier Lord Begins with Zero Subjects light novel series confirmed the anime’s July 10 premiere and revealed the opening and ending theme songs. CROWN HEAD performs the opening theme song “Wonder,” and Kaya performs the ending theme song “Hoshi Furu Yoru no Yakusoku (The Promise of the Night of Falling Stars).”
Kenichi Imaizumi is directing the anime adaptation of The Frontier Lord Begins with Zero Subjects at animation studio42, and Kunihiko Okada oversees the series scripts. Keiichi Tsuboyama is designing the characters.
Fuurou launched the story on the Shōsetsu ni Narō service on January 20, 2018. Earth Star Novel publishes the novel series with illustrations by Kinta. Yumbo is illustrating the manga adaptation.
J-Novel Club publishes the novel and manga series in English. Here’s an overview of the series, via J-Novel Club:
Dias finally returns home after decades of war. He’s hailed as a hero and promptly rewarded with his own domain…which turns out to be little more than empty plains. Population: zero. Dias, who has only ever known battle, finds himself at a loss. How is he supposed to survive, let alone cultivate his territory into a thriving, prosperous dominion when there’s nothing but grass as far as can see?
Fortunately for Dias, a horned girl by the name of Alna is about to show him there’s more to the plains than meets the eye!
JORO has announced Code Geass Knightmare Survivor, a new free-to-play Code Geass “survivor action” mobile game for Android and iOS. Code Geass Knightmare Survivor will launch later this year, and pre-registration is now available. In the new game, players can train and strengthen characters and Knightmare Frames to take on loads of enemies.
Kazuya Nomura is directing the new Code Geass Hoshi Oi no Aspar anime. Mado Nozaki is in charge of series scripts, Rolua is the character designer, and Yoshi. is the Agarmatha designer. Junbun Lin handles background and special effects, and Ichinogi designed the title logo.
A revival screening event for a 13 films in the Code Geass series, titled “CODE GEASS 20th Anniversary Retrospective: Road to CODE GEASS 20th Year,” began on January 6, 2026. The three Code Geass: Lelouch of the Rebellion films, the five Code Geass: Akito the Exiled films, Code Geass Lelouch of the Re;surrection, and the Code Geass: Rozé of the Recapture films are being screened in order through June 25 in Japan.
SNK and Netmarble have released a new update for THE KING OF FIGHTERS AFK featuring Legendary fighter Nakoruru, who comes equipped with Solid synergy. Nakoruru is an Ainu priestess with mystic powers, allowing her to communicate with mother nature.
Nakoruru is a formidable ally with her signature skills, including “Amube Yatoro” and “Kushinaukke Shikannakki Mutsube.” THE KING OF FIGHTERS AFK players can summon her and other fighters from the same Solid synergy from the Nakoruru Pick-Up Event and the [Solid] Synergy Fighter Summon Event through June 10, respectively.
In addition, players will also be able to participate in various in-game events and obtain rewards, including the Lucky Elpy Event and the Green Therapy Event. From June 1 to June 5, the Lucky Elpy Event gives players an opportunity to get a Legendary Supporter Shiki. From June 4 to June 17, the Green Therapy Event gives players a chance to meet Legendary pets RiRiru and Catra.
CyberConnect2 has announced that turn-based RPG Fuga: Melodies of Steel is coming to Android and iOS on July 29. The Android and iOS versions of Fuga: Melodies of Steel will include bonuses from the Deluxe Edition and all three DLC packs at no additional cost. What’s more, the original soundtrack of Fuga: Melodies of Steel is available now at the CyberConnect2 Store.
📢 Fuga: Melody of Steel 3 – Original Soundtrack vol.1 & 2 are available now!
💿 Enjoy all the music of Fuga: Melodies of Steel 3 on these two-disc collections with special illustrations by CyberConnect2’s Itsuki Hoshi (@prankstar_ih) !
— Fuga: Melodies of Steel – Official (@Fuga_CC2_en) May 29, 2026
Fuga: Melodies of Steel is available on most modern platforms, including Nintendo Switch and PC via Steam. Here’s an overview, via the official Steam page:
“We have to fight! If we don’t, everyone we love will be taken away!”
One fateful night, a peaceful village is thrown into the flames of war. Determined to save their families, a group of children boards a giant tank and begins an offensive charge!
Fuga: Melodies of Steel is an RPG where you place children, each with their own unique characteristics and skills, at different gun turrets in a tank to fight against the enemy.
Living inside the tank, the children show emotion and gain affinity amongst each other. Manage these both to change the outcome of their journey!
A mysterious ancient weapon: The Taranis
Taranis, the giant tank sheltering the children, conceals many mysteries and somehow seems to have its own will. In situations of crisis, it can release a forbidden weapon, the dreadful Soul Cannon.
Your adventure. Your choices.
Will you make sacrifices for victory? Or will you seek another path?
In this RPG, many choices have to be made in order to progress… but taking the safest road may not always be the best option.
Faced with a desperate situation, what course of action will you choose?
This July, Little Chicken is set to release Moonlight Peaks in partnership with XSEED Games. After recently checking out a slice of the game early, we had a chance to chat with Yannis Bolman, CEO at Little Chicken & Moonlight Peaks Game Director, and Mia Boas, Art Director on Moonlight Peaks, about the upcoming release. Our interview dives into the development process over the last few years, working with XSEED Games, inspirations for the game, potential future platforms, and much more.
Moonlight Peaks has been in development for almost 3 years. What are some of the main challenges that you feel the team faced throughout the process? Are there any behind-the-scenes stories that have defined development?
Yannis Bolman: We’ve faced quite a few challenges! Even though the team is pretty seasoned, this was our first Life Sim. So there was a lot we had to figure out from scratch before it all started coming together. Finding the right balance in the daily rhythm of running your farm, the main questline, and things that offer a distraction is something we worked on a lot. The hard part is that you have to do a lot of designing and building before you have all the parts that make that mix. It’s like making a wonderful dish, but you have to grow all the ingredients first, wait for them to grow and mature, before you can decide on blending it all together into something that tastes good.
Next to that, I think writing all the storylines and making them blend in with the main questline and all the various features that the game offered was quite challenging. Not just because of the crazy amount of characters, but also because you never quite know what the player will choose to do next, and you have to make sure the story progression of the individual characters still makes sense with the progression of the main questline and the things available to the player. You want to make sure that the things happening in the individual storylines feel like they matter, but at the same time, if a player never interacts with that character, you have to make sure they don’t miss out on essential things for the overall storyline.
Even in the indie sphere, there are quite a few Life Sim titles, such as Fae Farm or Coral Island, both of which have been pretty popular since their release. How do you feel Moonlight Peaks stands out in a unique way?
Yannis Bolman: Well, I think it’s safe to say that Moonlight Peaks is definitely the most purple Life Sim out there. But besides that, I think we tried to mix in the supernatural angle as much as possible. Having all kinds of supernatural beings in the game gave us the opportunity to go a bit crazy. It turns out magic can be a good solution for a lot of things. So using that angle helps us to do things a bit differently. Automating your farm will be done with a lot of magic. Besides that, I think with the storylines and characters, we’ve tried to make them real. While the vibe is cozy, we wanted the characters to feel like real people with their own history and frictions. They have disagreements, they have pasts, and they don’t always get along. It makes the moments where you do build a bond feel much more earned and meaningful. I think that it’s important to have conflict in stories as a way for people to learn about a character and how they deal with situations. I think that makes them interesting. So hopefully, besides all the magic and the mechanics of the game, I hope the characters and their storylines will resonate with players.
It warms my heart to see that XSEED Games has decided to publish this title. How do you feel this helped the team in bringing your vision to life?
Yannis Bolman: We were very happy when XSEED approached us to publish Moonlight Peaks. Looking at their history, it’s safe to say they’re one of the grandfathers of this genre. With games like Story of Seasons and Harvest Moon, they have such a rich past in the Life Sim genre. With so much history in their portfolio, it was sort of a no-brainer to go with them as our publisher. They gave us a lot of freedom with Moonlight Peaks. They believed in the vision we had for the game, and pretty much let us take it where we wanted. Which is not something you see very often with publishers, and it felt like a privilege to be given that freedom.
Which of the characters did you like writing the most? And who would you say the players might enjoy interacting with the most?
Yannis Bolman: Oh, there’s a lot there. I think the more extreme characters are always the most fun to write. I like it when a character offers a different perspective on things. Writing scenes for Death for was always really fun, and pretty much just flowed out of my keyboard naturally. Using the angle of Death being on holiday and sort of letting it all hang out, while enjoying the little things in “life”, gave a lot of fun perspectives on menial and everyday things. It was also a lot of fun to see through that perspective, because while his ‘job’ is really serious, to him it’s pretty plain and just something he does every day. And it turns out he loves to party and dance. So I think his storyline is one of the more fun ones. But then there’s Orlock, the drunk vampire. I think he was fun to write, as you kind of expect him to mess up some scenes the way only he can.
Mia Boas: Ludo was definitely one of my favourite characters to write. He’s such a sweet, carefree character, but also quite goofy, which made him really fun to work with. He has a lot of funny moments and shows up quite frequently throughout the main storyline.
Orlock was also really fun to write, especially because of his relationship with Fiona. They have a lot of moments where they bicker back and forth, and writing that dynamic came very naturally.
Popularity-wise, I think Saga will probably be a favourite within the community. I’ve already seen her mentioned quite a bit in reviews, and I think her personality and overall design are the kind of things people are immediately drawn to.
I could also see Death becoming really popular, just because he’s such a strange and unconventional character, while still being very endearing. He’s someone people will probably enjoy learning more about over time.
What was the main inspiration behind the concept of Moonlight Peaks? And what was the overall brainstorming process in thinking up each of the game’s many activities?
Yannis Bolman: We wanted to make a Life Sim for the longest time, but struggled to come up with a good theme. Our Art Director, Mia, suggested doing a vampire theme, and it turned out to be a great idea. We mixed in some magic and other supernatural elements and characters, pretty much added in all the various things that we thought would make an interesting mix. Players seemed to like this weird combination of themes, so we went all in!
When brainstorming, we listed a whole bunch of things we wanted to add. We discussed having combat, but it made sense not to have it. Plenty of other games offer that already, so instead we tried to look for other activities. Inspiration came from many things, and we mostly looked for things that would tie into either decorating, farming, or building relationships.
Currently, Moonlight Peaks is only coming to PC, Switch, and Android. Are more platforms planned? And regarding the Nintendo Switch 2 version, will the game feature an Upgrade Pack, so that players who plan on getting the console in the future can just easily upgrade their Switch 1 copy down the line?
Yannis Bolman: At this point, we’re committed to having it on those platforms first, as we think that the majority of our audience is there. That being said, I always feel that it’s nice to be on as many platforms as possible, so any player looking for Moonlight Peaks can just jump whenever they please. I hope we’ll be able to cover more platforms in the future.
Regarding the future, we’ve made sure the game has a few extra visual tricks up its sleeve for more powerful hardware like the Switch 2 to really make the world shine. However, we’ve strived to keep the experience consistent across all platforms. While we did add bells and whistles to make it look prettier on newer tech, it will be the same experience whether you’re on the original Switch or on Switch 2. If you have Nintendo Online, you will also be able to continue playing on your Switch 2 if you started on the original Switch.
As of the time of writing, Moonlight Peaks will only support 6 languages on release (English, Japanese, German, Korean, Simplified Chinese, and Traditional Chinese). Are there any plans to maybe add other languages, such as French, Italian, Spanish, or even perhaps Brazilian Portuguese?
Yannis Bolman: I guess this is more a question for XSEED/Marvelous, as they help us out with the languages. I think in general you want to make sure you can reach as many people as possible in their native language. Given the massive script size, we chose to focus on these six languages first to make sure they offer the best possible quality. But we’re definitely listening to our community, and if the demand is there, we’d love to expand to even more languages post-release.
The player avatar in Moonlight Peaks is a vampire, but you get to meet all sorts of other paranormal characters, such as werewolves and witches. In the concept phase, was it ever considered letting the player choose which species they would be? And what led to ultimately just honing in on the vampire side?
Yannis Bolman: We considered doing that. But when you look at all the complexities that it brings with it, it starts to spiral pretty quickly. So it was pretty hard to do, and let alone to do it right. Imagine all the different characters you can romance, and their unique personalities and storylines. All of them would have to react differently depending on which species you chose. We figured that a vampire dating a vampire would have to feel different in terms of things you do and say compared to, say, a mermaid dating a mermaid. This was simply too much to cover in the time we had for development. Also, we settled pretty quickly on the storyline of the player being the offspring of Dracula. That set the stage for the rest of the storyline. It would have been impossible to have a strong narrative if we couldn’t focus on one storyline.
Life Sims are known for being cozy, with a light focus on romance. From what we’ve seen in some of the game’s advertising, inclusivity is a big factor that the team seems to be aiming for. What are some of those elements we can expect to see?
Mia Boas: We really tried to include a wide variety of dateable characters. From the beginning, the goal was to create a cast where there could genuinely be someone for everyone. We tried to avoid relying too heavily on the more “generic” dateable archetypes and instead focused on creating characters who felt distinct and memorable in their own ways. At the same time, we did our best to represent different genders and cultural backgrounds, because having a diverse cast was something that felt important to us creatively.
dramatic create and Kenkou Land have released a free demo for dark mystery visual novelMAMIYA: A Shared Illusion of the World’s End on Nintendo Switch in the Nintendo eShop ahead of the game’s June 25 console release. Pre-orders are also available now.
As previously announced, the release of MAMIYA: A Shared Illusion of the World’s End for Nintendo Switch includes both the Falldown and Downfall titles. The game is already available now on Steam.
Here’s an overview of the game’s story, via Steam:
MAMIYA is a captivating, dark mystery visual novel in which a group of young men struggle against existential dread before the end of the world.
Story
Tokyo, during the year in which the world was prophesied to end.
As we clung to reality, too spineless to throw our lives away together, we met MAMIYA.
At a friend’s funeral, the entire crowd was weeping and mourning, while we thought to ourselves that the death of a single person had no meaningful impact on the world at large.
We slept, woke up, and went through the same daily grind as ever. At least, that’s how it was supposed to be.
Then MAMIYA appeared…
Before we even knew it, the mysterious child named MAMIYA had wormed their way into our daily lives. They slowly, but surely, became something of an emotional support. They’d brought us down a new path.
A path that would surely lead us to our deaths…
MAMIYA – Complete Collection Features
An apocalyptic adventure intertwined with themes of trauma
A meticulously crafted mystery scenario that rewards the observant
Over 20 distinct endings of destruction and growth
Over 180 stunning illustrations
An immersive experience created through a fusion of music and storytelling