In a recent interview with Famitsu, Ananta producer Ash Qi addressed several key aspects of the upcoming role-playing game, including why the project avoids gacha-style mechanics, how the developers are approaching monetization, and when players might expect the official release. The discussion comes shortly after the Tokyo Game Show demo, which drew considerable attention and generated a wave of fan speculation.
Qi explained that the decision to exclude gacha systems was driven by a desire to maintain balance and consistency among the game’s cast of characters. “Our thinking is that if we can deliver a truly great game, we believe everyone will support the creators in whatever way they see fit,” Qi stated. He added that a gacha model would risk pushing new characters into the spotlight at the expense of existing companions, something the team wanted to avoid.
Instead, the primary revenue model will focus on optional customization. Costumes, home furnishings, and vehicle modifications are planned as the main monetization elements, though much of the content can also be accessed using in-game currency. “While it might be an exaggeration to call it a ‘second life,’ we want players to experience a sense of ‘living’ in a metropolis full of entertainment and wonders,” Qi noted. Paid items, according to him, will be positioned as unique additions rather than essential features.
The scope of the game’s setting also featured prominently in the interview. The demo city measured approximately two kilometers by three kilometers, but the producer hinted at an even larger playable space in the final release. “We could see large bridges connecting to the opposite shore, or cases where you travel to more distant locations by plane,” Qi said. He further emphasized that the density of gameplay would increase, with more events, shops, and activities tailored to each character’s unique background.
One of the more distinctive mechanics highlighted was the ability to switch between characters, each of whom follows daily routines within the city. These routines create opportunities for emergent storytelling and player-driven encounters. Qi explained, “Each character has their own individual storyline, and sometimes multiple characters converge to progress together, allowing you to enjoy a grand ensemble drama overall.”
When it comes to presentation, the development team is working to balance cinematic storytelling with slice-of-life moments, promising that all story content will feature voice acting in the full release. Fans concerned about character options were also reassured that a female protagonist will indeed be available. The Tokyo Game Show demo focused on the male lead purely for demonstration purposes, with more character introductions planned for the future.
Gameplay systems were also designed with accessibility in mind. Qi stated that combat inputs were tuned to allow players of varying skill levels to perform advanced moves. Although multiplayer features are planned, he clarified that Ananta will not take the form of a massively multiplayer online game.
Finally, regarding release timing, Qi addressed confusion around previous reports. Weekly Famitsu had noted a 2026 launch window, but official promotional materials did not specify a date. Qi clarified, “Previously, we did include such a target in the presentation materials we showed Famitsu, so it’s not incorrect. That said, we’d like to announce the release timing to everyone again when we reach a stage where we can provide more specific information.”
Ananta is being developed by Naked Rain in collaboration with NetEase Montreal and published by NetEase. It is planned as a free-to-play role-playing title for PlayStation 5, PlayStation 4, PC, iOS, and Android. First announced at Gamescom in August 2023, the game continues to build anticipation as its ambitious design and evolving world attract attention worldwide.