During my visit to Gamescom 2024, I had the opportunity to sit down with Tripearl Games, an indie developer studio from South Korea, at the Korean Pavilion. The studio introduced me to their impressive game, V.E.D.A, which is currently in development. I met with John Joo, the Business Manager, and Manson Jeong, the CEO of the company, to discuss this project. Despite their indie status, Tripearl Games has created, in my opinion, a game that rivals the quality of many AAA titles, showcasing the experience and expertise of its founders, who have been in the Korean gaming industry for over 20 years.
Intro
V.E.D.A is a Souls-like and Rogue-lite game being developed in Unreal Engine 5, aiming to bring challenging yet accessible gameplay to players on PC and console. The game combines the intensity of Souls-like combat with rogue-like growth features, offering a unique experience for fans of the genre. The team has put a lot of thought into making the game more approachable for players who find traditional Souls-like games daunting, adding elements to reduce stress and enhance progression. Here’s the interview where we dive into the details of V.E.D.A and the journey of its development.
Interview
Can you tell us more about Tripearl Games and what sets your studio apart in the indie scene?
We are Tripearl Games, an indie developer studio in South Korea. One of our strengths is that the co-founders have over 20 years of experience in the Korean gaming industry. This experience has allowed us to create a game that might not look like an indie game. Currently, we have 10 people working in our studio, and thanks to the leadership of our co-founders, we’ve been able to build a very high-quality game with a relatively small team.

What inspired the development of V.E.D.A, and how does it fit into the Souls-like genre?
V.E.D.A is our take on the Souls-like genre, but with a twist. While the genre is very popular, we noticed that games like Elden Ring, despite their success, have a low completion rate. About 20% of players actually finish the game. We wanted to create a game that helps players get used to Souls-like combat and prepares them to play games like Elden Ring and Dark Souls in the future. We describe V.E.D.A as a Souls-like training game, combining the core fundamentals of the genre with rogue-like growth features to make it less stressful and more approachable.
As a side note, this was the second game at Gamescom where the developers aimed to create a more casual Souls-like experience to attract new players to the genre. The other title with a similar goal was Enotria: The Last Song.
How does V.E.D.A differentiate itself from other Souls-like games in terms of gameplay?
Our approach is to maintain the challenging combat of Souls-like games but add elements that make it more accessible. In V.E.D.A, every time you die, we’re planning to provide upgrades that help players feel more confident in future boss fights. We want to offer different upgrades, weapon styles, and equipment so players can progress with less stress. Our goal is to keep the game difficult but fair, helping players improve and feel a sense of accomplishment as they advance.

Can you explain the progression and item system in V.E.D.A?
We’re referencing games like Dead Cells and Hades for our progression system. As you progress through the maps, you’ll encounter random items, equipment, and consumables. Similar to how these games work, items will be randomly given to the player. Additionally, in line with traditional Souls-like games, defeating bosses will grant you their armor sets and weapons, which become an essential part of the progression. So while there is an element of randomness, there is also a structured progression through boss fights.
How does the game handle player upgrades and permanent progression after death?
We’re implementing a module system, which will act as a permanent upgrade for players. Every time you die, you’ll be given a module that enhances your character’s abilities permanently. This could include more health, stamina, or other stats. Our goal is to help players steadily progress, even if they struggle with certain areas or bosses, so they eventually become strong enough to overcome the challenges.

How many phases do the bosses in V.E.D.A have, and what kind of variety can players expect?
Since we’re based on Souls-like combat, our bosses will have at least two phases, but we might add more in the future. We’re drawing inspiration from traditional Souls-like games, so you can expect a variety of boss designs, including human-sized bosses, giant bosses, twin bosses, and even flying bosses. The idea is to offer diverse challenges that require different tactics, equipment and strategies to defeat them.

Are there any unique aspects of V.E.D.A’s storyline or setting that players should know about?
V.E.D.A is set in a post-apocalyptic future where the titular Vella is a super-AI. The player wakes up in a chamber and is sent into a training center by Vella. The AI is training the main character to become the first all-combat agent, but the reasons behind this will be revealed throughout the game. The storyline is inspired by various games and movies, including Portal and the Netflix movie “I Am Mother.” Vella interacts with the player, guiding and sometimes critiquing their actions, adding depth to the narrative and gameplay.

How does the AI in V.E.D.A assist players during combat training?
Vella, the super-AI, plays a role similar to the AI in games like Portal. It interacts with the player, providing feedback on their performance, offering hints, and even making sarcastic remarks. This interaction helps guide the player through combat and adds an extra layer to the gameplay. The AI’s goal is to train the player, offering guidance when needed and creating a more immersive experience.

Lets talk about development, what challenges did your team face in developing V.E.D.A with such a small team?
One of the biggest challenges was making the Souls-like combat feel healthy and satisfying, which is crucial for this genre. Our CEO and co-founders have a lot of experience in game development, especially in full 3D action games, which helped us overcome this challenge. Another challenge was implementing a rogue-like system that felt integrated and rewarding. We had to make several adjustments based on player feedback, particularly from various game shows we participated in. Ultimately, our team’s experience and passion helped us create a solid foundation for V.E.D.A

How did you manage to develop the first playable build of V.E.D.A within just four months?
The rapid development of our first playable build was possible due to the team experience in game development. Our CTO, who loves Souls-like games, brought his gameplay feel and experience into the development process. This combination of experience and passion allowed us to build a high-quality demo in a short amount of time.

What are your plans for V.E.D.A’s official release and future content?
We’re planning to release an official demo on Steam at the end this year and aim for the full release around late next year. After the official launch, we plan to expand the game with more DLCs, including additional boss fights, equipment, and weapons. Our goal is to provide content that keeps players engaged and enhances the overall experience, even after the initial release.

Final Thoughts
I’m genuinely impressed with the quality of V.E.D.A, especially considering the team behind it consists of just 10 people, including the C-level members. Even more impressive is that they delivered a playable demo in only 4 months—a demo that already showcases the game’s overall quality and core gameplay elements. It’s amazing what small teams can achieve with modern development tools and technology.
V.E.D.A is shaping up to be a great addition to the Souls-like genre, with Tripearl Games aiming to make it more accessible without losing the challenge that fans love.
If you’re as intrigued as I am, be sure to add it to your Steam wishlist! It’s a simple way to support the devs and help push this promising project forward. I can’t wait to see where they take it from here.

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