"Void Diver: Escape from the Abyss" is an extraction action RPG set in a city overrun by a supernatural realm, where players must venture into dangerous dungeons to recover artifacts and make it back alive.
The game features a world rendered in beautiful 2.5D pixel art and a cast of unique characters. I had the chance to play the demo currently available on Steam, and found it to be a very entertaining game.
This title was showcased at the RED BRICK HOUSE booth (09-E23) during the “Tokyo Game Show 2026 (TGS2026).” In addition to hands-on gameplay, the booth offered photo opportunities with cosplayers and a variety of promotional giveaways.
In this article, we’ll take a look at the TGS 2026 booth and introduce what *Void Diver: Escape from the Abyss* is all about. We’ll also explore the outlook for the full release through an interview with Mr. Baek Ho-yong of STUDIO NEMO, the game’s developer.
Play theSteam demo and add it to your wishlist here!
Experience *Void Diver* at the TGS 2026 Booth
The game is on display at the RED BRICK HOUSE booth (09-E23) in the Indie Games Area of Hall 9.

At the venue, you can try out the same build as the demo currently available for free on Steam. During peak times, play sessions are limited to 15 minutes per session, but if there’s no line, you can play up to Chapter 2 without any time limit.
First, let’s introduce the game. It’s set in a world where the city itself has been transformed into a massive dungeon by otherworldly forces. Players run an antique shop called “BALUSHA” while sending characters known as “Divers” into the Abyss.

The basic gameplay loop involves exploring dungeons, battling monsters and various threats, collecting artifacts and equipment, and then returning safely with your loot. The game supports not only solo play but also online co-op for up to three players.
The first thing that catches your eye is the characters, rendered in 2.5D pixel art.

Each character has a very distinct visual style, and I felt that their personalities were reflected in the weapons and skills they use. The visual elements—such as the weapons and tools they equip—align well with their actual combat styles, and simply switching the Diver you’re controlling can drastically change your approach to battle.Each character also has unique skills and a story of their own, and I found that the gameplay experience changes significantly depending on whether you use ranged or melee weapons.
Furthermore, what prevents this game from being merely a “game where you dive into dungeons to collect items” are the various constraints associated with exploration.
There are two main constraints: the “Light” and “Stress” parameters. “Light” is essential for illuminating the dark Abyss, but it runs on a battery, and the charge depletes as you continue your exploration.

Furthermore, it’s not just for maintaining visibility. Shining your light on enemies can weaken them, which is crucial for gaining the upper hand in combat. If your battery runs out and you’re left stranded in the darkness, survival will be extremely difficult… or so it seems.
Furthermore, in this labyrinth known as the Abyss, you must also manage your “Stress.” If your Stress reaches its limit, you’ll go mad—incurring major debuffs or triggering the appearance of special enemies—which is another factor that lowers your chances of survival.
The sense of judgment required to decide when to call it quits—whether to continue exploring or turn back to the surface based on your stress level and battery status—is quite similar to that found in escape-style run-and-gun or extraction games.
Even after successfully completing your exploration and returning to the surface, divers are beset by an element known as “Paradoxes.”

“Paradoxes” refer to buffs and debuffs that persist even after an exploration is complete. While it’s possible to remove them, you can also weigh the pros and cons and choose to keep their effects active as you head into your next exploration. I found it refreshing as a growth mechanic that a character’s strengths and weaknesses evolve based on their dungeon-crawling experience.
For a detailed playthrough report on this game, please also check out this article.
In addition to the game itself, the TGS 2026 booth featured a wide range of special events unique to the event.
Particularly striking were the three cosplayers dressed as characters from *VOID DIVER*. Their attention to detail—extending beyond just the costumes to capture the unique atmosphere of each character—was so impressive that it felt as if the characters, originally depicted in 2.5D pixel art, had stepped right out of the game and into the real world!
A photo wall was also set up at the venue, allowing visitors to take commemorative photos with the cosplayers.

In addition, several promotional items were available at the venue. If you played a demo of the game at the booth, you received an original *Void Diver* clear file and sticker. Furthermore, if you joined the official Discord server or posted a photo taken with the cosplayers on social media, the first 100 people each day received a special good-luck charm.
Participating in the demo or social media events also earns you a raffle ticket, with three winners each day receiving an original T-shirt and 20 winners each day receiving an original tarpaulin bag.
It was a TGS-exclusive booth where visitors could enjoy the world of *Void Diver*—not just by playing the game, but also through photo sessions with characters and merchandise.
Play theSteam demo and add it to your wishlist here!
January 2027: Finally, the Official Release
“Void Diver: Escape from the Abyss,” currently available on Steam, is strictly a demo version. However, its content has been significantly expanded through numerous updates since its initial release.
The game is scheduled for its official release as Version 1.0 in January 2027.
So, while this demo is already massive—with some players on Steam reporting over 40 hours of playtime—what changes can we expect in the full release?

According to the developer, STUDIO NEMO, the game’s core systems are now nearly complete, and they have entered the phase of adding content to build upon that foundation in preparation for the official release.
The main focuses of development at this stage are “area expansion” and “character-specific traits.”
The full version will feature new areas not present in the demo, along with equipment, monsters, and a continuing story tailored to each area. Additionally, new characters will be introduced, significantly expanding the world beyond what’s currently available in the demo.
In the current demo, selecting a character largely determines that character’s basic playstyle, but in the full version, players will be able to develop the same character in different directions by progressing through the growth tree, which the developers say will make even familiar characters feel fresh again.
Additionally, to make the game more accessible to new players, the developers are reportedly reviewing the difficulty level and controls.

For the full release, the developers are adjusting the difficulty levels to be more granular, with a relatively lower difficulty set as the default recommendation. They aim to maintain the sense of tension for players seeking a high-difficulty challenge while making the game accessible even to users who have never experienced the extraction genre before.
The tutorial is also reportedly being improved to be more detailed and better aligned with the current game system, so even players who haven’t played *Void Diver* before might find the official release to be the perfect time to jump in.
Additionally, the developers have announced that save data created in the demo version after June 12 will be carried over to the full release. This is great news for those who have already spent a lot of time playing the demo, as they can simply wait for the full release without losing their progress.
The various changes to the official version we’ve covered so far are rooted in the demo version, which has been available for an extended period, and the feedback received from players during that time.
So, what exactly is the development team’s philosophy as they finalize *Void Diver* for its official release? Next, we present an interview with Mr. Baek Ho-yong, Director at STUDIO NEMO.
Play theSteam demo and add it to your wishlist here!
Moving Toward the Official Release with Input from Japanese Users—An Interview with Ho-Young Baek
──Compared to when the demo was first released, has the development team’s perspective on *VOID DIVER* itself changed?
Bae Ho-yong: There’s one major change.
We developed this game with the concept of an “extraction” game featuring action-RPG combat. However, once we released it, while there were certainly many players who enjoyed it as an extraction game, there were also a great many who perceived it as an “action RPG with extraction elements.”
This wasn’t merely a difference in terminology. We had certain assumptions—such as “Since this is an ‘extraction’ game, it should naturally be this way” or “We shouldn’t do it this way”—but players who encountered the game as an action RPG naturally didn’t think that way, so we received feedback asking, “Why don’t you change this part?”Even if it was a design we intended based on our own standards, it was inconvenient by their standards.

It was then that we realized that, since the game fuses two genres, we had to satisfy players of both. As a result, we now make a conscious effort to think more broadly during the planning stage. Rather than concluding, “This is standard practice in extraction games,” we try to consider together how a system would feel when viewed from the perspective of an action RPG.
──In the official release, at what point in the game will players feel, “This is where the real fun of *VOID DIVER* begins”?
Mr. Baek Ho-yong: I have to be careful not to reveal the exact timing, as that would be a spoiler… (laughs).
If I were to answer based on elements exclusive to the full release—excluding what’s available in the demo—I’d say it’s definitely the “Character-Specific Traits.” There’s a moment when these traits are unlocked, and players begin setting goals like, “I’ll advance this skill tree to create this kind of character.” I believe that’s where a whole new level of fun opens up.
Up until then, you’re essentially playing a character provided by the game, but from that moment on, you’re playing “the character you’ve built yourself.”
──In the demo, *VOID DIVER*’s unique risk management system—including “stress” and relics—made a strong impression. Looking ahead to the full release, how have you deepened these psychological warfare elements where “the more greedy you get, the more dangerous it becomes”?
Mr. Baek Ho-yong: We’ve naturally maintained the fundamental premise that “greed leads to danger.” We consider this to be the core of the game.
However, we’re trying to make it a challenge that can be overcome, even if it’s difficult. In the demo, once you crossed that line—whether by reaching your stress limit and collapsing or running out of all light sources—it felt almost like the game was saying, “You crossed the line, so now die.” From that moment on, there was almost nothing the player could do.
In the full version, while players should still maneuver to avoid crossing that line as much as possible, our goal is to adjust the difficulty so that even after crossing it, players who are lucky—or who have prepared thoroughly for that situation—can still manage to make it back alive. We’re implementing a system where, if you can turn the situation around on your own within the brief window immediately after a collapse, you can make a comeback.
After all, if risk functions solely as a “punishment,” players will eventually lose their desire to take risks, and the option to say, “Let’s try going a little further,” will disappear. We’re currently focusing most of our attention on striking a balance between maintaining a sense of tension and reducing feelings of helplessness.
──Among the feedback we’ve received from Japanese players, could you share any examples that actually led to changes in the official version’s systems or balance adjustments?
Mr. Baek Ho-yong: The first thing that comes to mind is feedback regarding gamepad controls.
Originally, we used an auto-aim system that automatically targeted nearby enemies. However, this created unfair situations. Even when players wanted to prioritize taking out dangerous enemies, they couldn’t attack the specific enemy they intended to target. For example, while the crosshairs were locked onto a minor enemy right in front of them, a more dangerous enemy would approach from behind.

After receiving a lot of feedback, we introduced a lock-on system for gamepad controls. We designed it so that when multiple enemies are overlapping, the system prioritizes the most dangerous enemy, while still allowing players to manually change the target.
We also identified targeting issues in multiplayer (CO-OP) mode through player reports. There were instances where a monster would track only the first player it targeted until the end, resulting in a situation where, even when three players went on a mission together, only one player was continuously attacked.Even in narrow areas, the lock-on wouldn’t disengage even if players moved further away. Since this required the creation of a new system, we redesigned it so that monsters periodically reselect their targets.
──After observing the playstyles and reactions of Japanese players, were there any points where you felt they differed from players in other regions, such as Korea, North America, or Europe?
Mr. Baek Ho-yong: I’m a bit cautious about making definitive statements regarding regional differences. After all, the people we see are those who share their opinions within the community, and that doesn’t necessarily represent the entire region.
However, what stood out to me was the strong impression that they were enjoying even the most minute details.
There are elements—such as text we included purely for fun—that aren’t particularly important to the main gameplay. Players seek out these elements, discuss them, collect items that aren’t very useful, and take an interest in what the lore behind them is. Even though it was a demo version, some players continued playing just to complete the encyclopedia.The elements we’d included thinking, “It’s enough if only those who get it understand,” were being thoroughly discovered.
Seeing that reaction changed my perspective. I realized we had to craft every single corner of the game with meticulous care. Each tiny detail turned out to be a reason for players to enjoy the game for a long time.
──During the previous demo, you announced that you planned to improve Japanese language support before the official release. What are you paying particular attention to in the Japanese localization for the full version?
Mr. Baek Ho-yong: What we prioritize most is “terminological consistency.”
There were often instances where the same concept was translated using different words depending on the context. When different words are used for the same content, it can lead to misunderstandings—making it seem like two different things—and this causes even greater confusion than a simple mistranslation. Therefore, we’re proceeding by first standardizing the translations for core terms and then writing the text based on those.
Second, I focus on accurately conveying elements that express individuality, such as each character’s unique tone of voice.For this genre, our game features characters with strong personalities and places a heavy emphasis on the story. If the translation were to flatten these personalities, the characters would all end up sounding the same. Since that would mean losing one of the game’s greatest appeals entirely, we’re paying the utmost attention to this.
──“VOID DIVER” features not only Lovecraftian-style supernatural phenomena but also a variety of legends and ghost stories. In the full release, will there be supernatural phenomena and motifs from other cultural contexts that didn’t appear in the demo? Is there a possibility that Japanese-origin supernatural phenomena might appear?
Mr. Baek Ho-yong: Of course. Actually, “Yasaka-sama” has already been implemented. It’s a Japanese ghost story.
And in the new chapter, we’re preparing monsters based on folktales and supernatural phenomena from various countries. Naturally, this includes elements originating from Japan.

While our game is based on the concept of cosmic horror, our goal is to create a “world where anything is possible.” This is a world where dungeons have encroached upon reality, and since it wouldn’t be surprising for anything to appear within it, there are no limits to expanding the range of cultural influences.
We also plan to incorporate as much as possible of what our users want to see. We actually receive a lot of feedback from the community along the lines of, “It would be interesting if something like this appeared,” and we believe that the very fact this game’s world allows us to incorporate such feedback is one of its strengths.
──After working with our users for a long time to complete the demo version, we’ve finally reached the official release. From the development team’s perspective, what do you consider to be the absolute must-have conditions for “creating Version 1.0” or “calling it the official release”?
Mr. Baek Ho-young: If it’s “Version 1.0,” I believe it goes without saying that the content must be fully implemented all the way to the game’s ending. If the game ends with “Stay tuned for the next update,” I don’t think we can call it Version 1.0.
Next is the design of the farming and progression curves that allow players to continue enjoying the game all the way to the ending. If progression stops halfway through, the remaining time until the ending would just become a series of repetitive tasks.
I believe “1.0” doesn’t mean “there’s nothing more to add,” but rather “a state we wouldn’t be ashamed to show to someone buying this game for the first time today.”
──In the official release, what kind of end-game content and goals do you plan to provide for advanced players who have thoroughly mastered the game?
Mr. Baek Ho-yong: Since this would also be a spoiler, it’s difficult to go into detail at this point (laughs).
However, I can say that we’re preparing a system that will allow those who wish to continue playing to enjoy the game even after seeing the ending. We believe that “the story ending” and “the game ending” are two separate things, and we’re making thorough preparations for that aspect.
──Is the official release a milestone for the development team, or is it a new beginning for *Void Diver*?
Bae Ho-yong: From the development team’s perspective, we certainly want to treat it as a “new beginning.”
We want to expand the game’s world even further, and we’d like to offer different kinds of fun than what’s currently available—such as through DLC.
However, we haven’t finalized our direction yet. Right now, our goal is simply to make the official release as fun as possible, so we’ll think about what comes next after that.

──Finally, please share a few words for Japanese players.
Bae Ho-yong: First of all, I’d like to express my heartfelt gratitude to everyone who discovered this game during the demo phase and dedicated so much of their time to it.
We kept the demo available for such a long time so that we could improve the game together with our users, and that’s exactly what happened. The improvements to the controls and difficulty adjustments I mentioned earlier all stemmed from the feedback we received. There were truly so many people who pointed out perspectives we hadn’t noticed ourselves.
In the full version, the story will be told in its entirety, and new areas, characters, and unique abilities will be added. Even for those of you who played the demo extensively, there are plenty of new elements waiting to be discovered.
See you in January. We’ll be working hard to ensure we’re fully prepared to show you the entire story by then.

──Thank you very much!
Through the extended demo period, *Void Diver: Escape from the Abyss* has evolved by incorporating player feedback. In addition to the addition of new areas, characters, and unique traits, we’ve also made adjustments to core elements such as difficulty, controls, and risk management—so even players who thoroughly explored the demo can look forward to a fresh experience in the full release.
*Void Diver: Escape from the Abyss* is scheduled for official release in January 2027 for PC (Steam). A free demo supporting online co-op for up to three players is currently available on Steam.If you’re interested, why not visit Steam or Hall 9, Booth E23 at TGS to dive into the Abyss ahead of the official release?
Play theSteam demo and add it to your wishlist here! Check out the
official YouTube channel here!
Join the official Discord!
Visit the RED BRICK HOUSE official website here!
![The More Greedy You Are, the More Dangerous It Gets! Survive and Escape from a City Overrun by Another World—Try Out the 2.5D Pixel-Art Escape-Style ARPG “Void Diver” at TGS, Plus Cosplay Photo Ops and Special Amulets [TGS 2026]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/5813.jpg)
![The More Greedy You Are, the More Dangerous It Gets! “Survive” in a City Overrun by the Otherworld—Try Out the 2.5D Pixel-Art Escape-Style ARPG “Void Diver” at TGS, Plus Cosplay Photo Sessions and Special Amulets [TGS 2026]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/5814.jpg)
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![The More Greedy You Are, the More Dangerous It Gets! Survive and Escape from a City Overrun by Another World—Try Out the 2.5D Pixel-Art Escape-Style ARPG “Void Diver” at TGS, Plus Cosplay Photo Sessions and Special Amulets [TGS2026]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/5817.jpg)
![The More Greedy You Are, the More Dangerous It Gets! “Survive” the City Infested by Another World—Try Out the 2.5D Pixel-Art Escape-Style ARPG “Void Diver” at TGS, Plus Cosplay Photoshoots and Special Charms [TGS2026]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/5818.jpg)

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