[Interview] Will "Club M Star" Add a New Song Every Week? We Asked the Global Project Manager About Future Operations and Roadmap

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/239/G023983/20251002037/

Writer: Yamaguchi Kazunori | 2025/10/03 03:00 (UTC)

G·O·P launched the online rhythm game “Club M Star (クラブ・エム・スター)” on October 2, 2025. “Club M Star” is a title provided by South Korea’s portal site VFUN, where players press keys in rhythm with music to make characters dance.
Additionally, as an online game, it features social interaction among other players, life simulation elements such as housing, and metaverse-like aspects.
For more detailed information, please refer to the previous closed beta test (hereafter referred to as CBT) report.

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PCPlay Report

[Play Report] Experience the Closed Beta Test of “Club M Star”: Enjoy not only dance battles but also life simulation elements like housing and fishing](/games/239/G023983/20250903037/)

[Play Report] Experience the Closed Beta Test of “Club M Star”: Enjoy not only dance battles but also life simulation elements like housing and fishing

The closed beta test (CBT) for the online rhythm game “Club M Star,” scheduled for launch by G·O·P in the second half of 2025, was held from August 29 to September 1. This time, we were able to participate in the CBT and are pleased to present our play report.

[September 4, 2025, 14:18]

Now that the official service has officially begun, what players are most curious about is likely the future operational strategy and roadmap.

To address this, we conducted a mail interview with Mr. Haze, Global Project Manager of “Club M Star.” We hope readers who have played the game and those interested but haven’t yet tried it can share in the vision for what “Club M Star” aims to become.

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Mr. Haze, Global Project Manager of “Club M Star”

In 2018, he served as the Japanese project manager for Snowpopcorn’s action RPG ReverseD. The following year, he joined VALOFE and was involved in translation, operations, and business development for multiple online games including Atlantica Online, MU Legend, Kings of Online, and Bless Unleashed (Steam version). Since 2022, after working at VALOFE Japan, he has been with G·O·P, where he managed the Japanese and global operations for the online dance game R2BEAT. In 2025, he became Global Project Manager of “Club M Star,” responsible for advancing the project globally.

[ ] Are Japanese Players Craving Communication? Features to Enhance Interaction, Including Auto-Translation, Under Consideration

4Gamer:
The service is currently running in South Korea, Japan (via Pmang), and other global regions. Are there differences between these versions?

Mr. Haze:
“Club M Star” is offered as two separate services: the Korean version and the Global version. The Pmang version serves as one access point to the Global version, with no difference in game specifications. However, the connection servers differ between the Korean and Global versions, and while core mechanics are identical, differences in available items and songs make them feel almost like distinct titles.

4Gamer:
How was your impression of the CBT conducted in Japan? What feedback did you receive from post-CBT surveys?

Mr. Haze:
One major concern since preparation began has been player communication. In the survey, many users expressed a desire for an auto-translation feature due to difficulty communicating effectively. As this is a crucial point for global services, we are actively considering implementing related features.

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4Gamer:
Were there significant differences between feedback from Japan and that from South Korea or other global regions?

Mr. Haze:
The CBT was conducted separately for Pmang (Japan-focused) and VFUN (for countries outside Japan and South Korea), and the feedback trends were quite different. In Pmang, most responses focused on communication—such as “It was fun meeting other players and playing together” and “A translation feature would make it even better.”
In contrast, VFUN received many requests regarding song additions and pricing of items in the item mall, especially for “more non-K-POP songs,” “long-term use items wanted,” and “prices are too high.”

4Gamer:
Has anything been changed specifically for the Japanese release compared to the Korean or Global versions? Are there plans to further adjust based on local feedback?

Mr. Haze:
There is little difference in core specifications between the Korean and Global versions. The main distinction lies in songs, due to copyright agreements that vary by region. As a result, currently the Global version has significantly fewer available tracks than the Korean version. Bridging this gap will be one of our key challenges going forward.

4Gamer:
During the CBT, we saw players from China and Taiwan (or likely so). Is Pmang exclusively for Japanese players?

Mr. Haze:
In recent years, Pmang has introduced new titles like Last Origin, attracting more overseas players who create accounts to play. The platform already supports traditional Chinese and Vietnamese, evolving into a truly global service. While “Club M Star”’s Pmang version serves as one access point for the Global version, it is not limited exclusively to Japanese users. However, customer support and announcements will be handled specifically for Japan.

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[ ] After Official Launch, 5 New Songs Added Weekly! Gamepad Support May Be Coming Too?

4Gamer:
Most songs available were K-POP, but with the Japanese launch, demand for local music is expected to grow. What’s your implementation schedule for Japanese tracks?

Mr. Haze:
As a global service, we aim to include as many songs from various countries as possible. Currently, around 30 Japanese songs are implemented, and we plan to expand this further. After official launch, five new songs will be added weekly—once secured, they’ll be gradually introduced.

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4Gamer:
I’d love to play with a gamepad. Is that planned?

Mr. Haze:
Currently unsupported, but development is progressing gradually. We’ll reassess and advance support after the Global version’s official launch, aiming for an early implementation.

4Gamer:
The difficulty level can be adjusted, but will there be functionality to increase or decrease note timing speed, similar to many other rhythm games?

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Mr. Haze:
We received similar requests during the CBT. While this feature is common in many rhythm games, “Club M Star” has not yet implemented it. We’ll consider feasibility and future implementation.

4Gamer:
Since the core gameplay involves battling, some players may struggle to win. In the CBT, losing repeatedly caused one’s head size to grow—will there be penalties that prevent progression if you keep losing?

Mr. Haze:
The only penalty for losing is your character’s head growing larger. Quest completion conditions are mostly set within gameplay modes, so failing battles won’t hinder progress. Feel free to enjoy the game casually!

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4Gamer:
During the CBT, I noticed that as a character’s level increases, something changes. Is there any significant change?

Mr. Haze:
There isn’t a major transformation upon leveling up. However, “Club M Star” includes a beginner shield feature: players from levels 1 to 15 receive special buffs daily—double M-point (in-game currency) gain for two hours, error prevention in dance battles, and bonus points/experience even during solo play. Once you surpass level 15, the buff ends, marking your transition from novice to more experienced player.

[ ] Long-term clothing and furniture are being added continuously—fashion and housing will be easier than ever

4Gamer:
In the CBT, most outfits and furniture disappeared after a set period. Are these not one-time purchases?

Mr. Haze:
Some furniture can be bought permanently, but long-term items for clothing primarily come from packages. We received many requests during the CBT to keep clothes indefinitely, so we plan to increase such permanent items going forward.
Additionally, for two weeks after the Global version’s official launch, there will be a limited-time event where players can purchase permanent items—including hair and various outfits, swimwear, etc.—so please check it out.

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4Gamer:
Regarding furniture, I’d like to see more basic wall and partition designs that fit naturally in a typical room. Any plans for adding these? Also, it’s often difficult to preview how large or how they look before buying—would you consider implementing a feature allowing users to temporarily place items in their rooms?

Mr. Haze:
You’re absolutely right—the current selection of basic and standard furniture is quite limited. We’ve shared this with the development team and are considering resource production for more options.
We also recognize that while previews exist, it’s hard to gauge actual size upon placement. We’ll explore implementing a placement preview feature as well. If we receive enough feedback, it will help accelerate development—so please continue sharing your thoughts after official launch.

4Gamer:
Is there any plan to allow multiple pets to be released freely in homes or vacation houses?

Mr. Haze:
This is something I personally also regret. Currently, players can only carry one pet at a time and cannot place others in their home. Implementing this feature requires new development, but since the team has planned re-implementations of past content related to pets, we’ll propose adding or improving this function during that phase.

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4Gamer:
The lounge features various areas, such as “Heavenly Island” with fishing. Are there plans to add unique gimmicks or mini-games for each area?

Mr. Haze:
Each lounge has its own concept, but adding gimmick content tailored to these concepts would require entirely new development. While we don’t have specific plans yet, such features could be very engaging if implemented. We’ll continue exploring possibilities.

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4Gamer:
If possible, could you share any details about the future roadmap?

Mr. Haze:
Currently, we plan to host seasonal events and re-implement the “Pet Racing” content. Pet Racing was previously featured in Netmarble’s version but is not currently available in the Korean version. It’s a highly anticipated feature with many fans eagerly awaiting its return—we aim to implement it as soon as possible. The exact timing isn’t set yet, but please stay tuned.

4Gamer:
Lastly, any message for players currently enjoying the game or those who haven’t tried “Club M Star” yet and are considering giving it a shot?

Mr. Haze:
“Club M Star” was previously launched globally by Netmarble, but Japan never had access—so many people may be discovering it now for the first time. The difficulty is moderate, making it accessible to everyone. With realistic character customization and diverse clothing options, there’s plenty of fun content between rhythm game sessions. We believe players can enjoy it for a long time.

It’s a game where K-POP fans worldwide, rhythm game enthusiasts, and those wanting to make friends overseas gather. If you’re even slightly curious, we’d love for you to give it a try! See you on stage!

Official Website of “Club M Star”