Home Interview: Akatsuki Games on Kaiju No. 8 THE GAME Development

Interview: Akatsuki Games on Kaiju No. 8 THE GAME Development

Featured Image: Interview: Akatsuki Games on Kaiju No. 8 THE GAME Development

Ahead of its upcoming August 31 global release, we spoke with Akatsuki Games about Kaiju No. 8 THE GAME, the upcoming adaptation of Naoya Matsumoto’s hit series. In this interview, the development team explains how they translated the scale and intensity of kaiju battles into a turn-based format, why squad bonds sit at the core of the experience, and how original elements like Dimensional Gates and new characters were designed to fit naturally into the established world.

They also discuss visual challenges across mobile and PC, story structure, and how closely they worked with Naoya Matsumoto and his editorial team to maintain authenticity. Read on for the full interview.

Q: When you first started working on this game, what parts of Kaiju No. 8 did you feel were most important to keep, the things that really make it feel like Kaiju No. 8?

A: From the very beginning, our top priorities were the “intensity of facing colossal kaiju” and the “bonds and relationships among squad members.” We consider these two elements indispensable when speaking about Kaiju No. 8, and we consistently incorporated them into the battle presentation, story structure, and character interactions. We believe that only by including both of these aspects can we create a game that fully conveys the passion of the original work.

Q: The idea of Dimensional Gates and old kaiju coming back adds a cool twist to the story. How did that concept come about, and how does it connect with what fans already know from the manga and anime?

A: The “Kaiju Dimensional Gate” was conceived to realize the romance inherent in Kaiju No. 8—that of fighting against a wide variety of kaiju. This system allows players to battle past foes, encounter formidable new enemies, and meet new Defense Force members. It was introduced to give the game’s original storyline both thrill and breadth. Built upon the lore hinted at in the manga—such as the idea that kaiju appear overseas and that kaiju disasters have recurred throughout history—we expanded and connected it naturally with existing characters and settings. This enabled us to depict new threats and drama that feel like a natural extension of the original story.

Q: You introduced a brand-new character, Sagan Shinomiya, who’s closely tied to Kikoru. What inspired her creation, and how did you go about making her feel like she truly belongs in this world?

A: Sagan Shinomiya was designed as the non-blood-related older sister of Kikoru Shinomiya, an original character created by expanding upon Kikoru’s background and the implication in the original story that kaiju also appear overseas. Careful attention was given to ensure her design would not overlap with existing characters while still blending seamlessly into the military aesthetic of the Kaiju No. 8 universe.

Q: How involved is Naoya Matsumoto or his editorial team in developing the game, especially when it comes to the new elements?

A: Mr. Naoya Matsumoto and the editorial team provided essential support in maintaining consistency within the original world. In particular, for original elements, we sought their feedback from the planning stage to ensure that character personalities and actions would not stray from the spirit of the original. When adjustments were necessary, we made them accordingly. Through these exchanges, we aimed to create results that fans of the original work would accept naturally.

Q: When did development for the game begin? Did you already know then that the manga would be ending right around the time of the game’s launch, and how did that shape the way you approached its story?

A: Development began around the same time as the anime production. From the outset, we recognized that the game’s release might coincide with the conclusion of the manga. For that reason, in constructing the game’s story, we were careful to avoid spoilers while also ensuring that the narrative would connect naturally with the events of the original. This approach allowed us to create a structure that can be enjoyed both by existing fans and by those experiencing Kaiju No. 8 for the first time.

Q: You chose turn-based combat for the game. What made that system feel like the right fit, especially for a series known for fast and intense action scenes?

A: Showcasing the characters’ activities was our highest priority in adopting this battle system. In an action game where players freely control the characters, the design would inevitably depict them as small figures viewed from behind. Because this is a character-driven game, we instead focused the camera on their special moves and dynamic performances, enabling players to deepen their attachment to the characters.

Q: Some of the battle systems you’ve revealed, like exposing a kaiju’s core or coordinating squads, sound really interesting. How do they work, and what makes them fun to play with?

A: The “Core Exposure” system creates opportunities to deal massive damage by targeting a kaiju’s weak point, delivering a sense of exhilaration as the tide of battle suddenly shifts. The “Unit Coordination” system unleashes powerful attacks triggered by combining the roles and skills of different squad members, emphasizing strategic thinking in team composition and attack order. Together, these mechanics create both the tension of always planning the next move and the satisfaction of executing it successfully.

Q: Will players be able to mix and match teams freely, or are there more fixed roles and formations that work best?

A: Squad formation is largely free, allowing players to assemble their preferred team. Each character has strengths in specific roles, and leveraging these traits provides strategic advantages. The system does not force a single “correct” formation; rather, it emphasizes freedom for players to experiment and adapt based on their preferred playstyle and strategy.

Q: The game looks great. The characters feel true to the anime, and the environments have weight and scale. What were some of the biggest challenges in bringing that visual style to mobile and PC?

A: One of our greatest challenges was faithfully reproducing the appeal of the anime while optimizing performance for both mobile and PC platforms. We worked to balance high-resolution models and expansive backgrounds with adjustments for hardware differences, ensuring that the impact of the visuals was never compromised. Particular care was given to lighting, shadow, and camera work, with fine-tuned adjustments so that players could enjoy the same immersive experience regardless of their device.

Q: What can players expect from the storytelling? Will there be full cinematic cutscenes, or is the story delivered through a mix of in-engine scenes and dialogue?

A: During the story, pivotal moments are depicted through fully rendered 3D cutscenes, while daily interactions and progression scenes are presented using a mix of 3D and 2D to maintain pacing and accessibility. This balance allows us to achieve both immersion and playability.

Q: How much of the manga’s story will players be able to experience in the game, or is the focus mostly on new, original storylines?

A: The game includes both the “Reminiscence Story” mode, which allows players to relive the manga and anime storyline, and the completely original “Main Story” mode. Iconic episodes from the original are reconstructed with unique game-specific presentation, while the original content expands the world with new characters and incidents, delivering a broader experience of Kaiju No. 8.

Q: Beyond combat, does the game include side activities or interactions that might help flesh out characters and the world they live in?

A: In addition to battles, we incorporated features that allow players to explore characters and the world in greater depth. The “Character Story” mode reveals characters’ backgrounds and relationships, highlighting new facets through everyday interactions and exchanges. These elements provide opportunities to enjoy the world of Kaiju No. 8 from perspectives distinct from the main storyline.


Our thanks to the team at Akatsuki Games for taking the time to share detailed insight into the development of Kaiju No. 8 THE GAME ahead of its release, and we look forward to trying it out! More information is available at kj8-thegame.com.

© JAKDF 3rd Division © Naoya Matsumoto/SHUEISHA
© Akatsuki Games Inc./TOHO CO., LTD./Production I.G

You may also like

Participate In Discussions