"Limit Breakers" Aims to Become a Beloved IP for Many; Staff Shares Their Thoughts Ahead of Release in Interview [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/738/G073839/20250926071/
Editorial Department: Hayashi Yosuke, Photographer: Hatazawa Ryota | 2025/09/26 13:21 (UTC)
VIC GAME STUDIOS’ upcoming action RPG “Limit Zero Breakers” (PC / iOS / Android) is currently playable at Tokyo Game Show 2025.
This title, originally known as “BREAKERS: UNLOCK THE WORLD,” has been showcased at both the 2023 and 2024 Tokyo Game Shows. The game’s new name was revealed in August, with a release planned for 2026.
Additionally, it was announced that KADOKAWA will handle marketing and promotional activities focused on Japan, coinciding with their participation at NicoNico Choukai in April. As an “animated RPG,” the game is set to expand into various media formats including manga adaptations and light novels.
4Gamer recently interviewed four key members of the project ahead of its release: Lee Donggyo, Business Director and Representative of VIC GAME STUDIOS’ Japan branch; Lee Donjun, Executive Producer; Han Sokjun, Art Supervisor; and An Jinho, who oversees business operations for the game at publisher NCSOFT. Here’s what they shared.
Related article
Even characters with poor elemental matchups can shine! The elemental chain system in “Limit Zero Breakers” makes your favorite character easier to use [TGS2025]
VIC GAME STUDIOS’ new action RPG, “Limit Zero Breakers,” is currently playable at Tokyo Game Show 2025, and we’re bringing you our hands-on report. The newly unveiled elemental system allows characters who are mismatched against an enemy’s element to still shine in battle.
[2025/09/25 20:50]
- Keywords:
- PC: Limit Zero Breakers
- PC
- RPG
- NCSOFT
- VIC GAME STUDIOS
- Anime/Comics
- iPhone: Limit Zero Breakers
- iPhone
- Android: Limit Zero Breakers
- Android
- Editor: Hayato Arai
- Tokyo Game Show
- TGS 2025
- Play report
4Gamer:
Today we’re glad to have you. The title name was changed from “BREAKERS: UNLOCK THE WORLD” to “Limit Zero Breakers” in August—could you share the reasoning behind this change?
Lee Donjun:
The original title, as indicated by its subtitle, aimed to reflect the game’s world. However, the new title emphasizes character growth and narrative, using “limit zero” to convey a sense of boundlessness.
4Gamer:
Although two years have passed since the initial announcement, and some people may already be aware of it, you still decided to make this change—what made it worthwhile?
Lee Donggyo:
Yes. Even though two years have gone by, we’re still before release, so we made the decision based on future plans.
4Gamer:
The new tagline—“We won’t save the world. We’ll save ourselves”—is particularly striking. Earlier you mentioned focusing on individual character growth—does that mean this will be more of a ensemble story rather than one centered around a single protagonist?
Lee Donjun:
Each character has their own background, and individual stories are told—but they’re not isolated. Ultimately, these separate narratives will converge into one cohesive story.
Lee Donggyo:
As the tagline suggests, everyone is striving to save themselves. But in time, that personal journey leads directly to saving the world.
4Gamer:
During this hands-on session, the elemental chain system stood out. What’s particularly unique is that you can use characters with poor elemental matchups to create chains—what was your intention behind this design?
Lee Donjun:
When incorporating elements, we wanted something familiar and easy for players to grasp, so we chose four basic elements: fire, water, wind, and earth—with fire opposing water and wind opposing earth. But if we followed that logic strictly, you’d end up gathering three fire-type characters against a fire-weak enemy, which wouldn’t be very fun. So, to give players more enjoyment, we intentionally included elemental types that are unfavorable against the enemy.
Lee Donggyo:
However, even a team of three strong-element characters won’t automatically win—it all depends on how you play. Our goal with this system is to offer players greater strategic choice.
4Gamer:
The order of elemental attacks also changes the effect—“progressive” increases damage, while “reverse” triggers a break boost. That’s quite interesting.
Lee Donjun:
This was one of our most carefully considered aspects when differentiating this game from others. We wanted to deepen strategic depth and create something uniquely suited to this title.
4Gamer:
The recent trailer now includes the logo for animation studio MAPPA. When did MAPPA begin working on this project?
An Jinho:
We began collaborating with MAPPA around 2024, when NCSOFT became the publisher. Since we’re creating an animated RPG, it made sense to partner with a renowned animation studio like MAPPA for world-building and visual storytelling. They’ve primarily worked on the trailer’s world design, but we also plan to have VIC GAME STUDIOS and MAPPA closely coordinate during game development.
4Gamer:
What stood out to you most during your collaboration with MAPPA?
An Jinho:
I was genuinely surprised by their passion and dedication. While scheduling is always important, what truly impressed me was the strong vision they have for the project—“This is how we want it to be.” It’s challenging at times from our side, but ultimately, this shared drive leads us in a positive direction. We plan to keep working together closely and learn as much as possible.
4Gamer:
What led to KADOKAWA taking charge of domestic marketing?
Lee Donggyo:
KADOKAWA is a company with numerous IPs. Since our goal for this title is also IP development, we discussed it with them, and they said, “Let’s work together.” At the TGS booth, we’re distributing manga and novel adaptations—this marks just the beginning. We hope to eventually see an anime adaptation too.
4Gamer:
Han-san, could you share your thoughts on the new characters—what emotions or ideas did you aim to convey with each one?
Han Sokjun:
I can’t go into too much detail without spoiling anything… But I always strive to show diverse charm through these new characters, and that’s reflected in my artwork. Even something as small as character placement in the key visual will make sense when players experience gameplay.
4Gamer:
This is the third time you’ve had a playable demo at TGS. It’s rare for an unreleased title to do this—was there a specific strategy behind it?
Lee Donggyo:
We wanted to observe player reactions and market responses firsthand. VIC GAME STUDIOS isn’t a large corporation, so our first year of exhibition was quite challenging. In the second year we introduced “Raid,” a major content piece; this year we’ve refined that even further.
4Gamer:
Indeed, it’s clear the game has been steadily improving each year. This is likely the last chance for fans to try the game before release—do you have any message for those visiting the booth or eagerly awaiting launch?
An Jinho:
At NCSOFT, we’re not just developing a game—we aim to grow this title into an IP. We’ll continue sharing CBT updates and other information. TGS is your best chance to experience firsthand what “Limit Zero Breakers” truly becomes—please come visit.
Lee Donjun:
When we decided on the hunting-action direction in 2024, I worried whether it would work well on mobile despite being a strong PC title. But TGS reactions were excellent, confirming our approach was right. This year, we’ve enhanced gameplay with even more diverse styles—please give it a try.
Han Sokjun:
Thank you for always warmly supporting “Limit Zero Breakers.” We’re striving to create an IP that stays in your memory and becomes beloved by all of you—thank you in advance.
Lee Donggyo:
Creating games feels very close to realizing dreams. With “Limit Zero Breakers,” we’ve been slowly shaping our dream into reality, so I truly hope players around the world can experience it soon.
4Gamer:
We’re looking forward to it. Thank you very much.