“We’d Also Like to Collaborate with Other Game Studios and Artists”: Rhythm Action RPG “Nocturne” [Developer Interview]

This series features interviews with the developers of intriguing new indie games. In this installment, we present a mini-interview with the developers of *Nocturne*, a rhythm-action RPG developed by Pracy Studios and released for PC on September 23.

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"We’d Also Like to Collaborate with Other Game Studios and Artists": Rhythm Action RPG ‘Nocturne’ [Developer Interview]

This series features interviews with the developers of intriguing new indie games. In this installment, we bring you a mini-interview with the developers of *Nocturne*, a rhythm-action RPG developed by Pracy Studios and released for PC on September 23.

Set in a digitized afterlife, *Nocturne* is a rhythm action RPG. While its defining feature is that battles against enemies take the form of rhythm games, the difficulty can be adjusted, making it accessible to a wide range of players, from beginners to experts. It also features an Arcade Mode where players can challenge themselves to achieve high scores. As of this writing, the game does not support Japanese.

*Nocturne* is currently available for 2,600 yen.


――First, please introduce yourself. What’s your favorite game?

Benjamin: Hello, I’m Benjamin Pracy. For the past 10 years, I’ve been developing “Nocturne,” a rhythm RPG set in a digitized afterlife.

I spent most of my childhood playing JRPGs and rhythm games. It’s hard to pick a single favorite title from my life so far, but *Grandia* was one of the first JRPGs I became obsessed with, and it holds a special place in my heart alongside *Chrono Trigger* and *Final Fantasy X*.

――Could you tell us about the game’s unique features? Also, how did you come up with the idea?

Benjamin: “Nocturne” is both an RPG and a rhythm game.Every enemy you face has its own unique track, and the game features a total of 101 songs. Since this is a story-driven game, every track has been composed to fit the flow of the narrative. As a result, during boss battles, unexpected plot twists and dramatic moments surge through the entire battle as an overwhelming wave of emotion.

The reason I came up with this idea is that I’d always felt existing rhythm games “lacked the narrative elements that connect players to the music.” Imagine a JRPG with no story, where the menu screen simply lists “Battle” over and over.You’d probably feel that something crucial is missing. That’s precisely why fusing these two genres felt like a very natural step for me.

――Were there any works that influenced you during the development of this game?

Benjamin: Japanese games have always been a tremendous source of inspiration for me when it comes to creating stories that resonate deeply with players.In addition to the games I played as a child, as mentioned earlier, I absolutely love the beautiful design of *Shadow of the Colossus*. The way the music narrates the player’s emotional journey while battling those astonishing colossi is deeply etched in my memory.

Also, in terms of my own storytelling style, the biggest influence during the early days when I was honing my skills was *Fullmetal Alchemist*. It was the first anime that ever made me cry. I still can’t forget the technique of first making the audience grow attached to the characters, only to then mercilessly tear their hearts apart.

――Could you share one of the most memorable moments from the development of this game?

Benjamin: Fortunately, we were able to have the Slovak National Symphony Orchestra perform and record all the boss battle themes!I was blessed with the special opportunity to fly to Slovakia myself and hear the recording session live. As an artist, I simply cannot put into words the feeling of hearing the moment when the story I created came to life through the hands of some of the world’s finest musicians.

――What kind of feedback have you received from users since the release? Please share something that particularly stood out to you.

Benjamin players have truly connected deeply with both the story and the music of this game. Many reviews mention that they were moved to tears during certain boss battles—so much so that their vision became blurred, making the game even more challenging!

I’m so moved by this response that I’m at a loss for words. The game’s Steam rating is currently (as of this interview) 98% positive, and I never dreamed it would become a title so deeply loved by players.

――Taking user feedback into account, could you tell us about your plans for future updates?

Benjamin: We’re currently working full steam ahead on porting the game to home consoles.I think we’ll be able to share an update on our progress with everyone soon. After that, I think it would be incredibly exciting to collaborate with other game studios and artists to create new content for this title. I’d love to bring music from other games into the world of *Nocturne* and create projects that fans of both titles can enjoy!

――Could you tell us about the Japanese language support for this game? Is volunteer translation possible?

Benjamin: We’re currently doing everything we can to bring this game to Japan! We plan to release an official Japanese localization in early 2027. It’s a true honor to bring *Nocturne* to Japan—the birthplace of all the wonderful games and stories that have inspired me so deeply.

――Is it okay to stream or monetize the game?

Benjamin: Yes, of course! Seeing players enjoy *Nocturne* is one of my favorite things. I always look forward to watching streams over the weekend where new players experience the game for the first time, so the thought that you, reading this, might stream it yourself has me so excited I can’t contain myself!

――Finally, please share a message for our Japanese readers.

Benjamin: Please never give up on what you’re passionate about. It took me 10 years to finish *Nocturne*, and there were some very difficult times along the way. But the thought that “someday, I might be able to have a positive impact on someone on the other side of the world” made all the hardships worth it.

If you ever get the chance to play *Nocturne*, please let me know what you think! And for those of you who want to wait for the Japanese localization before playing, be sure to add it to your Steam wishlist right now!

――Thank you very much.

◆ About “Spotlight on Indie Mini-Q&A”

This series features email interviews with indie developers about their games shortly after release. To ensure it runs regularly, we’ve standardized the questions, with the goal of sharing the voices of as many developers as possible. Please also enjoy our other interview articles—we’ve already published over 1,000 of them.

By Chandler