Interview: Ryuta Matsumura Launches New Company "Pinkru" and Unveils Chaotic Party Game "Puritto Prisoner" Filled with Poop and Poppers at TGS 2025

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/933/G093339/20251003026/

Editorial Department: Instruments | 2025/10/04 00:00 (UTC)

At the Tokyo Game Show 2025 (TGS 2025), we interviewed Ryoutaro Ichimura of Pinkle, the developer behind the “defecation-themed” escape-action party game “Pri-Pri Prisoner” for PC / Switch 2 / Switch.

Thumbnail image No.001: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025 Thumbnail image No.012: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

This title is a non-asymmetric multiplayer game centered around adorable animal characters drawn by illustrator Kanahai, where players “defecate” and “urinate.” The four “animals” must escape from the two “robots,” who are trying to capture them. Chaos ensues as animals scramble through areas in search of freedom.

For detailed gameplay information, refer to the following play report:

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Kanahai’s Animals Eat, Sleep, and Defecate! “Pri-Pri Prisoner,” a “Defecation-Type” Escape Action Game Focused on Poop, Got Me So Excited at TGS2025

Kanahai’s Animals Eat, Sleep, and Defecate! “Pri-Pri Prisoner,” a “Defecation-Type” Escape Action Game Focused on Poop, Got Me So Excited at TGS2025

Pinkle’s first title, led by Ryoutaro Ichimura, was showcased at Tokyo Game Show 2025. “Pri-Pri Prisoner,” a “defecation-type” escape-action party game inspired by Kanahai’s adorable animal characters and centered around poop, is delightfully silly yet undeniably cute.

[2025/09/27 17:07]

During the TGS event period, we spoke with Ichimura, President and CEO of the company. Ichimura is a well-known industry veteran who previously worked on titles such as Dragon Quest VIII: Journey to the Forgotten Past and Dragon Quest IX: Sentinels of the Starry Skies at Square Enix.

So why now—why poop and pee?

“I want to face each game with joy, thinking deeply about every single one so I can die without regrets.”

We asked Ichimura about his current mindset as he approached this project.

Ryoutaro Ichimura, President & CEO of Pinkle Thumbnail image No.002: Interview with Ryoutara Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

The booth saw a constant flow of people from all age groups. Ichimura and the team were actively engaging with visitors Thumbnail image No.003: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

Why Did the Idea of “Poop” Come About?

4Gamer:
We’ve tried out plenty of “poo” and “pee” during demo play. But to recap, what exactly is Pri-Pri Prisoner?

Ryoutaro Ichimura (hereafter, Ichimura):
I think this might actually be the world’s first such game—this is a “defecation-type” escape-action party game starring animals and robots. I’ve played quite a few asymmetric multiplayer games like Dead by Daylight, which really drew me in. Initially, I wanted to create a fun, lighthearted tag-style game for everyone to enjoy together. But unlike DbD’s serious tone, this is 2D with cute visuals—inspired by the playful charm of titles like Among Us and Splatoon, aiming for an accessible competitive experience.

4Gamer:
Did you have any prior experience developing asymmetric multiplayer games?

Ichimura:
No, I didn’t. But regardless of what game I work on, I’ve always developed my own sense of “how things should be done.” In my previous role, I wasn’t limited to just RPGs—I worked across many genres. To grow as both a producer and creator, I studied various games. When creating something entirely new or combining different elements, you need comprehensive knowledge—otherwise success is unlikely. So this project was another challenge for me.

Thumbnail image No.004: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025 Thumbnail image No.005: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

4Gamer:
So where did the idea of “defecation” come from?

Ichimura:
That’s a fair question, haha. When first conceptualizing the game structure, animals versus robots immediately came to mind. Then I started digging into what makes animals unique—what truly distinguishes them? That’s when my own cat popped into my head. You know how cats dash off right after pooping?

4Gamer:
My cat does that too!

Ichimura:
Exactly! Watching that, I thought, “That’s it!” Pooping and peeing are things all living creatures do—when portrayed in a silly way, kids absolutely love it. It’s a concept universally understood across cultures, so we decided to make this simplicity our weapon.

4Gamer:
The idea alone sounds quite bold—but what really softens the edges is the visual style. Were you envisioning that from the start?

Ichimura:
Yes, exactly—though everything turned out as it did thanks entirely to illustrator Kanahai. I had previously commissioned Kanahai to design promotional stamps for one of my old projects. To me, Kanahai is a genius. Even when I just gave vague hints about the concept, they delivered such adorably charming animals, robots, and poop/pee expressions.

4Gamer:
Did you know right away this was “it” during early sketches?

Ichimura:
Yes! Just saying “cute style,” and that’s what came out. There were almost no revisions—the majority of the initial designs were used as-is. And it’s not just cute—it also gives each animal a slight personality. All credit to Kanahai.

Thumbnail image No.006: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025 Thumbnail image No.011: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

4Gamer:
How did you choose the animal motifs?

Ichimura:
We started by selecting well-known animals, then narrowed it down to those featured in emoji sets—those are globally curated, so using them ensures we include universally recognizable creatures.

4Gamer:
That’s a very effective selection method.

Ichimura:
Of course. Right now this is just the launch lineup—we still have plenty of other animal ideas we’d love to add later.

4Gamer:
And for robots—any specific inspiration?

Ichimura:
No, none at all. I simply told Kanahai “make it with upper and lower body parts,” and that’s what came back. It turned out even cuter than expected—I can’t thank Kanahai enough.

4Gamer:
Indeed, with this concept, the visual design could easily make or break the game—there’s a huge gamble if you don’t nail it early on. But here, the first attempt was a home run.

Thumbnail image No.007: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

Ichimura:
That’s why Kanahai is truly amazing! Asymmetric multiplayer games, regardless of tone, tend to lean toward horror themes. While they’ve become wildly popular and amassed huge player bases, their atmosphere and 3D controls can make them hard for some people to enjoy. So we went full-tilt cute with the visuals, combined it with the silly nature of poop and pee—making it easier for everyone to just have fun.

4Gamer:
Kids do love poop, don’t they?

Ichimura:
Oh yes! And it’s been well-received internationally too.

4Gamer:
Wait—aren’t “poop” and “pee” expressions different in other languages?

Ichimura:
In English, for example, “poop” becomes “poopie,” and “pee” becomes “peepee.” We’ve prepared various alternatives, but so far everyone else has reacted with “Oh wow!” (laughs).

4Gamer:
So it’s translating well after all (laughs). Getting the tone right is absolutely crucial.

Ichimura:
Exactly. Right now I aim to support over ten languages and are putting serious effort into each localization.

4Gamer:
Did you ever consider a reverse approach—like real fierce beasts battling machines in a serious world, with poop and pee as weapons?

Ichimura:
Nope, never even considered it. Realistically depicting poop would ruin the visuals entirely (laughs). My only goal was to make everything silly yet adorable. And fun to play. The thrill of asymmetric games often comes from mental stress—this can also be a source of frustration. I personally can’t handle long sessions. Especially when one player is on the “catcher” side, there’s immense pressure to keep things exciting—the game master effect. Some people just avoid it altogether; you’ll find many who only ever play as the escapee.

4Gamer:
So that’s why you made two robot players?

Ichimura:
Exactly. With two robots, they can feel like they’re working together—and if things go wrong, each can say, “It wasn’t my fault!” reducing mental load.

Thumbnail image No.008: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

4Gamer:
Is there a single-player mode?

Ichimura:
Yes, we’re including a “campaign mode” for solo play. Some people might feel intimidated jumping straight into online multiplayer, so having a solo mode is essential—it allows players to practice controls or explore their favorite animals and robots at their own pace.

4Gamer:
How long has the development taken?

Ichimura:
About two years. We started right after I founded Pinkle in May 2023—within about a year, we had a solid prototype. But then we suddenly accelerated support for both Switch and Switch 2. To make it more accessible to kids and families, we needed to improve clarity and ease of play.

4Gamer:
Well, the game is clearly designed with Switch in mind. Was overcoming those challenges smooth?

Ichimura:
Honestly? It was tough. We had to completely rework the game cycle, stage design, and AI adjustments. Plus, we discovered inefficiencies and unnecessary elements in our development process—so cleaning house became essential. Overall, this past year has been extremely busy, juggling both game development and internal coordination.

4Gamer:
So, being a newly established studio for about two years with your first title—it was hard to manage the final push?

Ichimura:
Exactly—we were scrambling at first. But now we’ve sorted everything out—everything’s on track, just one clear path left before master release. The way we launched has changed from our original plan.

4Gamer:
In what way?

Ichimura:
Originally, I wanted to embody the current trend of “co-creating with users.” We planned to run frequent test sessions, gather feedback, and continuously improve through direct communication with players—essentially a slow-burn strategy: gain early support via Early Access, then release a polished major version. It’s something I really wanted to try, though hard to pull off in large-scale projects.

4Gamer:
What prevented that?

Ichimura:
Deciding on simultaneous releases for both Switch and Switch 2. Unlike Steam, where you can launch early with beta features, releasing a full-fledged console game—especially one supporting the latest Switch 2—meant we had to deliver something polished from day one. So our approach at the starting line changed completely. That said, the Steam beta feedback was excellent—we’re confident in what’s coming. Now it’s all about promotion and visibility.

Thumbnail image No.009: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

4Gamer:
In a way, games in this venue (TGS Indie Corner booth) typically follow that bottom-up strategy.

4Gamer:
And speaking of the current indie game market—what’s your take?

Ichimura:
That’s quite a deep question.

4Gamer:
For instance, this Indie Corner used to feel more like homemade booths—but now many are as meticulously set up as main hall exhibitors. This reflects the hard work from both developers and their partners. Nowadays, indie publishers often step in—publishers, Toei, Shochiku, even Parco—all entering the space. So differences in funding and support will inevitably emerge during development. The landscape of indie game creation is becoming more diverse than ever.

4Gamer:
And now that “not a major studio game” alone defines something as indie, we can no longer pin it down with just one label—so terms like “super-indie” or “hyper-indie” are starting to appear.

4Gamer:
It’s the opposite of hyper-casual games, which strip content for simplicity. But here, richer content actually makes things more hyper—clearer, too.

Ichimura:
But look at everyone here—they’re all hoping someone will notice them, that new friends will join, that they’ll get coverage, or that a publisher might take interest. I think the reason indie game enthusiasm has grown so much is because people finally found a real battleground to compete on.

Thumbnail image No.010: Interview with Ryoutaro Ichimura of new studio Pinkle on their messy, poop-and-potty-themed party game “Pri-Pri Prisoner” at TGS2025

4Gamer:
True. While everyone has different motivations, the shift from hobby space to life’s battlefield is undoubtedly the biggest change.

4Gamer:
How was it for you in practice?

Ichimura:
I can’t say yet since we haven’t launched—but here’s my take: small-scale development is far more fun. The dynamism of creating large titles at big studios is something only those companies experience. But working there long-term tends to distance you from the actual creation process.

When managing teams and budgets while still trying to influence game content, you’re left with one choice—no sleep. I think most people face this struggle. Those who can manage it joyfully are lucky. For anyone truly passionate about creating games, independence like mine might be the natural next step.

4Gamer:
The indie market will keep accelerating—and if someone like me succeeds, more people may start thinking, “I could do that too.” That’s what I call industry regeneration.

4Gamer:
For some, choosing to make indie games their final destination is perfectly valid. Even though it feels distant now, as AI tools become even more effective and reliable, the future might see individuals or small teams consistently releasing mid-sized games.

Ichimura:
Exactly. That would mean a world where individual talent can scale easily. Which brings me to publishers like Shueisha Games or Kodansha Game Lab—they’re doing something remarkable: turning personal creative voices into games that become massive hits, like Urban Legend Dismantling Center. This proves you can truly empower individual creators through publishing—something I now deeply believe in.

4Gamer:
So you’d like to compete based on your own creative identity?

Ichimura:
Ultimately, the most exciting part of entertainment is testing whether my game ideas resonate with people. Whether it wins or loses doesn’t matter—I just want to give it a real test.

4Gamer:
Exactly—when you left your previous job in 2025, you wrote on Twitter (now X), “I want to face each game with joy, thinking deeply about every single one so I can die without regrets.” Now that we’re in September 2025, has that dream come true?

Ichimura:
100%—so it’s incredibly fun. These past two years, we’ve gathered daily around a table: programmers and designers arguing and laughing together, creating quickly with small team energy. It felt like “this is how game development should be”—exactly what I’d longed to reclaim.

4Gamer:
Hmm.

Ichimura:
In large-scale projects, departments are fragmented—you never even see the actual creators’ faces. Even though you know this is modern production, it still causes stress. So I wanted to return to basics. The faster we move, the easier communication becomes with players—and clearer their ideal vision gets. We’ve built that system and are now moving forward step by step.

4Gamer:
So yes—this is exactly what I’ve been striving for.

Ichimura:
I’m truly having a blast making games!

4Gamer:
That’s wonderful to hear. Thank you very much for your time today. Please do reach out if we get another chance to play together!

Ichimura:
Likewise—please come again!

List of 4Gamer Articles on Tokyo Game Show 2025

Official Website for “Pri-Pri Prisoner”