Mongil: Star Dive devs aren’t afraid of Nintendo’s patent crackdown
By Marco Wutz

The Seven Deadly Sins: Origin is not the only anime-inspired RPG currently in the works at South Korean juggernaut Netmarble. The company has been quietly working on a sequel to previous hit Monster Taming, which it dubbed Mongil: Star Dive. The game is an anime RPG with creature collection mechanics, somewhat akin to the upcoming Azur Promilia — without Palworld elements, though.
Following DBLTAP’s Q&A with 7DS: Origin producer Do-hyung Koo, we were able to submit written questions to the lead developers of Mongil: Star Dive as well.
Producer Dong-jo Lee told DBLTAP that Netmarble isn’t afraid of Nintendo’s recent policy of aggressively patenting game mechanics related to creature collection titles amidst its ongoing lawsuit against Palworld developer Pocketpair.
Netmarble’s publishing director Jung-ho Lee explained the origins of the term “Mongilers,” the name the team has been using for community members in its official communications, and confirmed that they would stop calling players by that particular name, instead opting for the less memeable word “Divers.”
The developers also confirmed that Mongil: Star Dive will feature playable male characters, even though the marketing and previous beta tests heavily focused on female characters. Interestingly, the business model isn’t final yet either — Netmarble might be looking at what games like Duet Night Abyss are doing in terms of switching away from the gacha system.
Find the full Mongil: Star Dive dev Q&A with producers Dong-jo Lee and Min-kyun Kim as well as publishing director Jung-ho Lee below.
Q: What makes Mongil: Star Dive a sequel to Monster Taming?
Min-kyun Kim: Rather than replicating the original as it was, we aimed to evolve and enhance it. The worldbuilding and characters have been redefined so that their appearances and personalities fit seamlessly into the new universe. Combat inherits the three-member party tag action system but adds depth, such as characters remaining on the field after switching, reinforcing the feeling of a true party battle. We also placed particular emphasis on strengthening the role of “Monsters,” making them central to the gameplay.
Q: Where does Mongil: Star Dive differ and innovate, compared to Monster Taming?
Dong-jo Lee: Fans of the original will enjoy seeing how we inherited and developed its elements. Distinctive strengths include detailed character expression, a story that tackles heavy themes in a lighthearted manner, combat that is simple yet true to action gameplay, and of course, the adorable Monsterlings.
Q: The market segment you’re aiming for is already incredibly competitive, but even more so with games like Azur Promilia and Honkai: Nexus Anima, which also feature creature collection mechanics, being announced. How does Mongil: Star Dive stand out from its rivals?
Jung-ho Lee: Original fans will appreciate how we built upon the legacy, while newcomers will find it accessible yet offering engaging action, compelling storytelling, and unique charm. We especially highlight the bond with Monsterlings as a differentiator.
Q: Does it worry you that Nintendo seems to be cracking down on any monster-summoning mechanics in games through its aggressive patent policy, given it’s a core part of Mongil: Star Dive?
Dong-jo Lee: We do not anticipate Nintendo’s patent policy having any significant impact on our current combat system. Mongil: Star Dive was designed with its own unique mechanics that differentiate it from existing titles, and we are confident that the gameplay experience we are creating stands on original concepts. Of course, we continue to closely monitor industry developments, but we feel assured about the direction of our systems.
Q: What’s the story behind calling your players Mongilers? It’s become a bit of a meme in the West.
Jung-ho Lee: The term “Mongilers” has actually been used since the Korean service of Monster Taming, where it meant “people who tame monsters.” For Mongil: Star Dive, we wanted to carry over that legacy to respect our original fans. That said, we are very aware that the word feels unfamiliar in the West and may carry different connotations. To better connect with our global audience, we are introducing “Divers” as the main nickname for the community. It not only feels more natural linguistically, but also reflects the spirit of “diving into” the adventure of Mongil: Star Dive.
Q: I recall that characters were unlockable through the story in the beta test. Will the final release keep this method, or will characters be obtainable through gacha?
Jung-ho Lee & Min-kyun Kim: At present, we have prepared 20 characters, and two new characters will be added with each update. When adding new characters, original ones are prioritized, though we also create new characters when they fit the story better. The priority is always to deliver characters that resonate with players. Nothing has been finalized. We are considering approaches beyond low-probability monetization, aiming instead for broader, sustainable systems. For us, it is more important to first focus on the fundamentals. The story, character appeal, and being accessible yet offering engaging action before finalizing monetization.
Q: A lot of anime-style RPGs are trying to be very serious, but Mongil: Star Dive seems to be very light-hearted, which earned a lot of praise. What made you go into this direction, especially in regards to story and character animations?
Min-kyun Kim: We actively reflected diverse player feedback. Comedic elements and memes that were poorly received were removed, and character animations were polished for greater naturalness. At the same time, we wanted to convey heavy themes in a lighthearted way so that the game remains enjoyable while still emotionally engaging.
Q: In a recent developer video, you stated that you want to explore ways of having Monsterlings appear in battle more directly. Any updates you can share on this?
Min-kyun Kim: We placed particular emphasis on strengthening the role of “Monsterlings,” making them a core part of combat and progression. They are designed not only as companions but as vital contributors to battles and collection-driven endgame content. For example, once players meet certain conditions after acquiring a Monsterling, the Chain Link system allows that monster to appear mid-battle and directly assist in combat. This creates new layers of strategy and makes Monsterlings feel truly integrated into the action.
Q: Are you planning on releasing playable male characters, or will you stick to female characters?
Dong-jo Lee: Our priority is always to deliver compelling characters that fit naturally into the Mongil universe and resonate with players. We are preparing some compelling male characters, and players will be able to meet them as the story unfolds. In addition, we are actively listening to community feedback, including requests for characters that appeared in the original Monster Taming, and we are carefully reviewing how to bring them into Mongil: Star Dive. We welcome continued input from our fans, as it helps us shape the roster in a way that feels authentic and exciting.
Q: What’s your approach to finding the sweet spot for combat in regards to making it accessible and challenging at the same time?
Min-kyun Kim: We balance characters not by raw performance differences, but by defining distinct combat styles and roles. This allows players to experiment with diverse party combinations while enjoying approachable yet strategically rewarding combat.
Mongil: Star Dive doesn’t have a release date yet, but a second closed beta test is currently ongoing. The game is set to come to PC, iOS, and Android.
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