Bluepoch looks back at two years of Reverse: 1999 as its Assassin’s Creed collab gets underway
By Marco Wutz

Although the cutthroat world of gacha games is reigned by juggernauts such as Genshin Impact or Love and Deepspace, the highly competitive market is home to a whole host of thriving titles with sizable, passionate communities of their own, even if they don’t make the headlines all too often. Among these, Reverse: 1999 is a standout — its setting, music, and artstyle are some of the most distinct you’ll find in all of gaming. It’s a game as much as it is a work of art and a love letter to history, completely unlike what people often imagine a successful gacha game to be.
Launched in China in May 2023 and around the world in October of the same year, the global version of Bluepoch’s turn-based RPG will be celebrating its second anniversary later in 2025. However, the festivities have begun early — on August 7, the highly anticipated collaboration between Reverse: 1999 and Assassin’s Creed kicked off, bringing iconic franchise characters such as Ezio and Kassandra to the PC and mobile game as playable units.
To mark both the current and upcoming milestones, DBLTAP had the opportunity to conduct an email interview with Bluepoch about the AC collaboration and two years of Reverse 1999, diving into topics such as the similarities between the two franchises, the evolution of the game so far, and the impact of its Steam release.
Q: What made you want to collaborate with Assassin’s Creed — specifically AC2 and Odyssey?
A: The decision to collaborate with Assassin's Creed was driven by a fascinating thematic synergy between our two universes. Both Reverse: 1999 and Assassin's Creed delve into different historical time periods, but through unique perspectives. Assassin's Creed's rich historical settings and compelling narratives, combined with its elements of mystery and secret organizations, resonated strongly with the core themes of Reverse: 1999. Ezio Auditore from Assassin's Creed II and the world of Assassin's Creed Odyssey are iconic and beloved by a global audience, and we felt that their inclusion would create an exciting and engaging experience for players of both franchises.
Q: How much of a challenge is it to take an IP like Assassin’s Creed that’s so popular and well-known worldwide and then translate it into your game — especially as the style of Reverse: 1999 is so unique?
A: Translating an iconic IP like Assassin's Creed into the unique style of Reverse: 1999 certainly presents its challenges. We are deeply respectful of the Assassin's Creed universe and its established lore and character designs. Our goal is to integrate the essence of Assassin's Creed – its historical settings, iconic characters, and signature elements like stealth and agility – in a way that feels natural within the world and gameplay mechanics of Reverse: 1999. This requires careful consideration of how Ezio's abilities, for example, can be adapted into our turn-based combat system while staying true to his character. It's a balancing act between honoring the source material and ensuring a seamless and enjoyable experience for our players.
Q: Setting out at launch, what kind of story were you hoping to tell with Reverse: 1999 and has that vision evolved in any way over the last two years?
A: At launch, we aimed to craft a narrative that was both mysterious and deeply engaging, centered around the unique concept of time reversing. Our initial vision was to weave together historical settings with a touch of the arcane, creating a world that felt both familiar and fantastical. Over the past two years, while the core mystery remains, our vision has certainly expanded. We've delved into more diverse historical periods, introduced a wider array of compelling characters with their own rich backstories, and explored the intricate relationships between different factions within our world. The players' enthusiastic reception to our storytelling has encouraged us to continue pushing the boundaries of our narrative and explore even more complex and intriguing themes.
Q: Reverse: 1999 has succeeded in a very competitive market over the last two years. What do you think the biggest strengths of both the game and your studio are?
A: We believe our success stems from a combination of factors. The game has a distinctive art style which blends retro and modern aesthetics, and is difficult to replicate because it’s so detailed. Coupled with a deep, lore-rich storyline, fully brought to life by our talented voice actors offers a truly immersive experience. Furthermore, our studio's biggest strength lies in our passion for creative freedom and our commitment to listening to and engaging with our player base. We value every idea and strive to create unconventional and memorable characters that resonate with our players.
Q: Looking back at the last two years, what piece of feedback from players resonated with you the most? What surprised you the most?
A: The feedback that has resonated most deeply with us is the appreciation for the historical accuracy and attention to detail we put into the game's various settings, character outfits, and cultural references. Knowing that players who have a genuine interest in history notice and enjoy these nuances is incredibly rewarding. What has surprised us the most is the sheer passion and dedication of our global community. The fan art, theories, and overall engagement have exceeded our expectations and truly inspire us to continue creating and improving Reverse: 1999.
Q: As someone who studied history, I really appreciate the attention to detail you put into all the outfits, story backgrounds, and so on, despite the game being set in a reality that’s not exactly ours. How do you approach the research for all this? Is it all done in-house or do you speak to experts?
A: Our approach to research is primarily driven by our in-house team's passion for the 20th century, especially popular culture and historical events. We conduct extensive research on various time periods, focusing on fashion, architecture, social customs, and significant historical moments. While we don't regularly consult external experts, our team includes individuals with a strong interest and knowledge in history, and we meticulously review our work to ensure a level of authenticity within the context of our game's unique alternate reality. Our goal is to create a world that feels grounded and believable, even with the presence of Arcanists and the mysterious "Storm."
Q: What has your approach over the last two years been to keep the turn-based combat gameplay fresh and challenging for players? Do you think you should mix things up more in the future or is it best to keep things straightforward and streamlined?
A: Our approach to keeping the combat fresh has involved introducing new characters with unique skills and mechanics that encourage different team compositions and strategies. We've also implemented new gameplay modes like "Critter Crash" and "When the Alarm Sounds" in our previous update, which offer different types of challenges and rewards. We believe in maintaining a core, streamlined combat system that is easy to understand but offers significant strategic depth. Moving forward, we aim to continue introducing new elements and twists through events and character abilities rather than drastically overhauling the fundamental gameplay, ensuring a balance between familiarity and novelty.
Q: How early in development was the duality between the unique, beautiful character art and the more simplified, yet cheerful and expressive combat chibis established? Was it always planned that way, or was that a sort of ‘Eureka!’ moment?
A: The duality between the detailed character art and the expressive combat chibis was a deliberate artistic choice established very early in development. We envisioned the character art as a way to showcase the unique personalities and backstories of our Arcanists in a visually striking manner, akin to the style of a visual novel. The chibi style for combat was intended to bring a more lighthearted and dynamic feel to the battles, allowing for clear visual communication of actions and abilities while retaining the charm of the characters. It was always planned to have these two distinct styles complement each other, enhancing different aspects of the overall game experience.
Q: A lot of gacha games seem to be making their way to Steam recently, but you anticipated this trend last year. Would you say moving to Steam had a positive impact on the game?
A: Yes, absolutely. Launching Reverse: 1999 on Steam has had a significantly positive impact on the game. It has broadened our reach, allowing players who prefer PC gaming to easily access and enjoy our title. The positive reception and high user ratings on Steam indicate that this move has been well-received by the community and has undoubtedly contributed to the game's overall success and visibility in the competitive gaming market.
With limited-time story quests that bring players to Florence and Greece – based on AC2 and AC Odyssey, respectively – and generous rewards celebrating the collaboration, it’s a perfect time for new and old players to check out Reverse: 1999.
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