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Interview: Returning to Aladiss in Atelier Karia

Interview: Returning to Aladiss in Atelier Karia
Image via Gust and Koei Tecmo

We’re about to see a new Atelier entry in a few months, as Gust is preparing Atelier Karia: The Night Kingdom & the Guide of Memories as a new game in what seems to be turning into a Aladiss line that started with Atelier Yumia. Siliconera got a chance to ask Gust Head and Producer Junzo Hosoi and Director Taiki Fukui about the new game, how gameplay elements changed, and the results of the survey that said people really wanted to see Karia’s character model change based on how much she eats.

Jenni Lada: Did you know the team would be working on Atelier Karia during the Atelier Yumia development process or was the decision made after launch? And if so, how did that affect work on both Atelier Yumia and Atelier Karia?

Junzo Hosoi: We were fully focused on seeing Atelier Yumia through to completion, so planning for Atelier Karia only began after Yumia‘s release. Atelier Yumia was a title in which we took on major challenges for both the gameplay systems and technical aspect compared to previous Atelier games. For that reason, we wanted to hear the various feedback and impressions players would share after launch before planning our next project. As a result of reviewing that feedback, we decided to pursue a direction that would further strengthen the distinctive characteristics of the Atelier series more than ever before.

How will the Aladiss Pioneering Team differ from the Aladiss Research Team both in terms of game mechanics and the tone of the story?

Hosoi: The Aladiss Research Team was primarily an organization dedicated to investigating unknown lands, but the Aladiss Pioneering Team takes things a step further by telling the story of people who actually put down roots and build their lives in those lands. So in terms of the game system, we’ve further developed elements such as exploration and building to reinforce that sense of establishing roots in a new land. As for the tone of the story, while the tension and atmosphere of the previous game are certainly still present, we’ve also incorporated more peaceful, down-to-earth moments that convey a stronger sense of everyday life.

When Gust conducted the Atelier Karia survey that asked if people wanted to see the heroine’s body shape change after she eats, it ended up with an overwhelming 78.6% positive response to the concept. Did the team expect that and already have that sort of feature and mechanic in place? Or did this mean developing a whole new system from scratch? 

Hosoi: To be perfectly honest, the level of support for the body shape change feature in the survey was so high that even people within the company were surprised. We had envisioned this feature from the early planning stages as one of the defining characteristics unique to Karia. However, there were various opinions within the company, and we even considered dropping the feature altogether, but we strongly felt that we wanted players themselves to have a say in the decision, which is why we conducted the survey. Receiving such overwhelming support gave the development team the confidence to move forward with implementing it. We’re truly grateful for that response. So, we didn’t have to develop it from scratch since we had already been working on it.

That survey also asked about Atelier Karia side stories for different characters like Karia, Fina, and Servio. What was the response like to that, and will we see those side stories?

Hosoi: We also received a great deal of positive feedback regarding the side stories. We’re planning to show episodes that explore the relationships between Karia, Fina, and Servio in greater depth, either within the main game or through related content. We hope you’ll look forward to them!

With Yumia, Rutger, and Lenja returning from Atelier Yumia, how did the team decide to approach them being part of this follow-up story and adjust their character designs to show their growth from the previous game?

Hosoi: When deciding how Yumia, Rutger, and Lenja would return, we specifically wanted to portray them as more experienced seniors who have grown since the previous game. We also wanted to make sure their own stories were properly explored. By placing them in roles where they guide Karia and her companions, we believe players will be able to feel the passage of time. In terms of character design, we’ve added details to their facial expressions and clothing that convey greater maturity and experience. We’d be delighted if players could look at them and immediately think, “They’ve really grown!”

What kind of relationship-building elements might we see between characters in Atelier Karia?

Hosoi: To help deepen the relationships between characters, we’ve implemented a system where their relationships evolve by sharing conversations, enjoying meals or events where they are spending time together. These will influence how events and endings unfold, so we hope players will enjoy discovering the different possibilities. 

Building has been teased as one of the major gameplay mechanics in Atelier Karia alongside combat, exploration, and meals, with Synthesis also hinted at as a way to get things like new furnishings. How in-depth will this element of gameplay be and what kind of benefits might we see beyond aesthetics?

Taiki Fukui: The fundamental building system remains unchanged, allowing players to enjoy constructing buildings in housing areas across different regions. However, we’ve introduced a new interior camera, which makes it easier to construct larger buildings than in the previous game. We’ve also added gameplay benefits linked to other gameplay systems. For example, players can freely access functional modules placed in different locations through the Administration Building, and unlocking landmarks can also provide bonuses that make synthesis more advantageous.

We already know some Atelier Karia DLC is on the way, with costumes confirmed at the moment. What other types of add-on would you like to do for this entry?

Hosoi: Beyond costumes, we’re considering additional content that would broaden the gameplay experience, including maps, recipes, and difficulty options. We’ve also strengthened the replayability of synthesis in this game, so we’re looking into implementing additional combat-related systems that would allow players to make use of the results of their extensive synthesis efforts.

If you’re able to turn the Aladiss Atelier games into a trilogy, what kinds of new concepts, gameplay mechanics, or Aladiss [Fill in the Blank] Team would you like to explore?


Hosoi: Hmmmm… That’s a difficult question… Right now, we’re putting all our energy into developing Atelier Karia, so… 

That said, speaking more broadly about what I’d like to challenge ourselves with in the Atelier series, I’m a fan of Baldur’s Gate game system, so I’d love to create a system that allows players to do an even wider variety of things, with synthesis at its core.

Atelier Karia: The Night Kingdom & the Guide of Memories will appear on the Switch 2, PS5, Xbox Series X, and PC on February 25, 2027.

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Jenni Lada
About The Author
Jenni is Editor-in-Chief at Siliconera and has been playing games since getting access to her parents' Intellivision as a toddler. She continues to play on every possible platform and loves all of the systems she owns. (These include a PS4, Switch, Xbox One, WonderSwan Color and even a Vectrex!) You may have also seen her work at GamerTell, Cheat Code Central, Michibiku and PlayStation LifeStyle.