Who are I M GAME
I M GAME is an indie game development studio founded in 2021 in South Korea, emerging from the interactive media agency I M FINE. They began with casual mobile titles like The Greater and Dawntown, and have since shifted toward PC, with a roguelike deck-building game called Master of Piece .
Games By I M GAME
An Interview with I M GAME
GW: Can you tell us what inspired Master of Piece?
I M GAME: Master of Piece did not start out as a fully designed game. It began as a simple mobile hyper-casual prototype, but through rapid development and iterative feedback, it gradually evolved into a deckbuilding roguelike.
Along the way, we set a clear direction: to create a game that is easy for anyone to pick up, yet reveals strategic depth the more you dive into it.
To achieve this, we put a lot of thought into lowering the learning curve and reducing player fatigue, while still preserving meaningful strategic depth.
We’ve had the chance to try both the demo and the newly released Prologue. While we noticed some clear differences, can you tell us:
a) What are the key differences between the two versions?
First, with the addition of the new region Blazing Sands, players can now progress into the second area and encounter new enemies and bosses. We’ve also improved the title structure and opening sequence to make the start of the game feel more immersive.
One of the biggest changes is the new Trait Enhancement system. After defeating a boss, you can now upgrade previously acquired traits, raising the ceiling for powerful synergies between them.
We’ve also added Commander Leveling, allowing players to gain experience and level up as they progress, unlocking new content along the way. In addition, the customizable starting presets feature lets you freely combine commander, relics, and mercenaries to start a run in your own style.
Thanks to these changes, the experience goes beyond simply adding more content. The overall gameplay itself has become richer and more engaging.
b) How close is the Prologue to what players can expect in the full game?
From a systems perspective, the full version will not differ significantly from what players are currently experiencing in the Prologue. However, in terms of content breadth and depth, the full release will be much more expansive, so in that sense it is still ‘quite far’ from complete.
That said, the Prologue already contains enough content and features to fully showcase the appeal of Master of Piece, so we recommend giving it a try first.
What gameplay features are you most excited for players to try, either in the demo or the full version?
In the previous demo, many players expressed a desire for higher difficulty levels. To reflect this feedback, we’ve added a portion of the upcoming Ordeal difficulty, which will be fully introduced at the time of the full release. If you enjoy tough challenges, we highly encourage you to give Ordeal a try.
Are there any unique mechanics or systems in Master of Piece that you think set it apart?
The first is the Mercenary Growth System, where a single mercenary can be developed in multiple ways, allowing players to create their own powerful units.
The second is the Board-Based Strategic Combat. It’s not just about playing cards, it’s how you deploy and move your pieces on the board completely changes your strategy.
Together, these two elements create the unique gameplay experience that defines Master of Piece.
What kinds of players do you think will enjoy this game the most?
We believe Master of Piece will appeal to players who enjoy deckbuilding, roguelike, or strategy games. At the same time, we’ve often heard at events that “this game was their first step into the deckbuilding genre.” We see this as a result of our early focus on lowering the learning curve and minimizing fatigue.
Because of this, even players who are new to deckbuilding or strategic combat, or who may have felt a barrier to entry in the past, will be able to approach the game comfortably and enjoy it.
“At first, it started out lightly as a hyper-casual mobile game, but through feedback and iterative testing, it gradually evolved into the deckbuilding roguelike PC game it is today.”
What were your key influences in terms of art style, music, or storytelling?
The art of Master of Piece was heavily inspired by board game boards and chess pieces, with the goal of creating a texture reminiscent of hand-carved and painted wooden figures.
For the music, we aimed to capture the atmosphere of medieval battles. Not too polished or refined, but raw, worn, and dark. At the same time, we wanted to convey the pulse and intensity of combat, which led us to collaborate with Anton Shilo, a composer specializing in Nordic-style music.
Additionally, outstanding works such as Darkest Dungeon, Slay the Spire, and Game of Thrones have all been significant sources of inspiration in shaping Master of Piece.
What have been some of the biggest challenges or milestones during development so far?
Above all, for a small team like ours, taking on a deckbuilding roguelike PC game right after only having developed hyper-casual mobile titles was a major challenge in itself.
Master of Piece also initially began as a mobile game, but based on player feedback we shifted to the PC platform, which required a complete redesign of the UI and systems.
In addition, we had to boldly cut or overhaul several systems in order to reduce the learning curve and player fatigue. These have been our biggest challenges so far till this day.
When can players expect the full release (or an early access version, if planned)?
We are currently aiming to launch Early Access in mid-November 2025. However, with many game events clustered toward the end of the year and the need to incorporate important feedback from the Prologue demo, there is a possibility of some delay.
Realistically, we cautiously anticipate the release may be pushed to around January 2026.
Are there any major features or content not included in the demo that you’re especially excited to unveil later?
In the full version, Duskwind Plains and Ember Chasm regions will be introduced. Each offering distinct levels of difficulty and strategic variety.
Players will also be able to construct facilities in camp through the Outpost System to support their journey, take on the ultimate challenge with the 10-level Ordeal Mode, and play as new expedition leaders such as Ribius and Cerilla in addition to the existing Sigmund.
Beyond these, you can also look forward to even more content, including additional regions, diverse bosses, daily challenges, and forward bases.
What’s something about Master of Piece that most players might not notice, but that you personally love?
First are the unique weapons carried by each regional boss. These weapons are designed to reflect the boss’s location and traits, making it fun to see how they’re implemented and giving players something to look forward to whenever they encounter a new boss.
Another is the sub-stories within the card events. Each region introduces different tales that reveal the background of the world and its mythological elements. We believe these smaller narratives come together to enrich the overall lore and storytelling of the game.
Lastly, there are the small details. For example, in the background of the Trait Shop, you can spot charming little trait icons hanging on display and notice the shopkeeper hammering traits into place. These subtle touches quietly add an extra layer of enjoyment to the play experience.

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