The world isn't short of mobile RPGs, but few can claim to be as beautiful as Goddess Order, an action RPG from the team at PixelTribe. As the studio's name indicates, Goddess Order adopts a pixelated art style reminiscent of the early 1990s, though you don't need to be a retro game fan to enjoy such an aesthetic.
As with any RPG worth its salt, Goddess Order features a diverse cast of characters, and you need to help them save the world. No pressure or anything. However, while exploring such a stunning world, engaging in combat, and following a story is fun, we at PT like to get a behind-the-scenes look - what goes into creating a side-scrolling ARPG like this?
Luckily for us, Goddess Order's content director Terron.J and art director Ilsun were happy to answer our questions. The pair dive into what makes the game special, citing its influences, explaining why a pixel aesthetic is best for the game, and giving us deeper insight into the main characters and the world.
There's much to know about Goddess Order, and there are no better people to learn about it from, so grab your favorite drink, put your feet up, and get ready to learn even more about the upcoming game.

PT: How would you describe Goddess Order's gameplay to someone considering downloading the game?
Ilsun: Hi, I'm Ilsun, the Art Director at PixelTribe responsible for the overall graphics of "Goddess Order." I oversee everything from character and background design in pixel art to battle animations and illustration creation. I'm very excited to have this opportunity to introduce our game.
Goddess Order is an action RPG being developed under the leadership of the core Crusaders Quest team. In this game, you directly control cute pixel characters to explore the world of Goddess Order and enjoy immersive combat action. The storyline follows the journey of the Lisbeth Knights, called upon by the goddess to save the world. Goddess Order features its own unique graphics and combat system, which enriches this journey with depth and variety. I'll be happy to delve into more details in the next question.
PT: With such a rich history of RPGs over the past 30 years, can you tell us about what games have most influenced Goddess Order?
Terron.J: Hello, everyone. I'm Terron.J from PixelTribe, serving as the Contents Director for "Goddess Order." My role involves presenting the game's vision and discussing and deciding how the overall look and feel of the game will be portrayed.
Influenced by a rich history of RPGs, many aspects of Goddess Order have drawn inspiration from games we've encountered before. One standout influence, which could be considered the spiritual predecessor to Goddess Order, is Crusaders Quest. We believe that the development ethos of Crusaders Quest, particularly its innovative blend of RPG and puzzle elements around quirky 2nd-tier pixel characters, has left a significant mark on our approach this time around.
While preserving our distinctive pixel art style, we strive to continue making innovative strides in gameplay. This direction has been central to the inception of Goddess Order.
We've dedicated considerable effort to elevate the overall quality to preserve our unique art style. Every character, background, and object in the game has been meticulously designed in pixels, pushing the graphical fidelity. Recognizing that typical 2nd-tier pixel characters might struggle to convey intricate actions, we increased the characters' body proportions while ensuring that even with frequent pixel movements, actions remain visually natural. This approach has allowed us to maintain our studio's distinctive art style.
Regarding innovative attempts, we aimed to emphasize action through direct gameplay elements in a mobile game context. We meticulously crafted mechanics such as parrying, breaking, and object manipulation, allowing players to counter enemies' gimmicks and make our pixel graphics feel like those in traditional action games. Furthermore, we enabled various combo skills to create diverse combat cycles. Similar to Crusaders Quest, we believe these efforts will effectively deliver enjoyable gameplay experiences on mobile platforms.
PT: Can you tell us a little bit about why you decided to go with the pixelated retro art style for Goddess Order?
Ilsun: Goddess Order was developed with three pixel characters: Lisbeth, Violet, and Jan, at its core. Because of this, we didn't consider other art styles. Not only the art style, but also the main storyline of the game was crafted around the narratives that these three characters could embody. It would be fair to say that the pixel art characters are at the heart of the game's identity.
In terms of Goddess Order's graphics, rather than leaning heavily on a retro style with typical 2nd-tier pixel characters, we aimed to achieve a refined pixel art style featuring intricate character designs and fairy-tale-like backgrounds. This represents the culmination of our expertise and unique approach to pixel graphics. Our studio's name, PixelTribe, reflects our pride and professional experience in pixel-style games.
PT: We know that Goddess Order follows Lisbeth as she attempts to save the world, can you tell us a little bit more about the story and world?
Terron.J: It seems appropriate to start by explaining the name of the game and its central object, Goddess Order. Goddess Order is a prophetic book bestowed upon humanity by a goddess. Within it are prophecies about the future and advanced technologies, giving it the power to potentially change the world depending on who possesses it at any given time.
The story revolves around Lisbeth, the princess of the Kingdom of Kaplan, who inadvertently learns of the impending doom of the world. To save humanity, she gathers the scattered fragments of the Goddess Order and forms a knightly order, embarking on an adventure. Along the way, she encounters diverse regions, colorful characters, and new monsters. Through trials and tribulations, you'll witness her growth as a character. Despite facing numerous hardships, Lisbeth and her allies maintain their dignity and humor throughout.
To discover how Lisbeth came to recognize the world's peril and why the Goddess Order was scattered, I encourage you to experience the game firsthand. Thank you for your interest!
Our world setting inherently leans towards medieval fantasy with kingdoms and chronicles, but we've deliberately chosen not to confine the story to predictable tropes. Instead, we adopt the principle that "anything from medieval fantasy to modern elements can appear without restriction." This flexibility allows for the inclusion of modern weapons and devices within the storyline.
Above all, we're focusing heavily on crafting a witty and emotionally resonant narrative that can touch players' hearts. While the overall theme involves the juxtaposition of allies and enemies, our goal is to weave unique narratives for each character. We aspire for the game to evoke a sense of admiration and connection—a kind of human anthem—for all individuals who appear in the story.

PT: Jan's character description notes his 'Beastkin senses', can you tell us any more about what a Beastkin is and how they fit into the narrative?
The Beastskins are one of the many races in the world of Goddess Order, characterized by their humanoid appearance with animal-like ears and tails. They possess strong physical strength and heightened senses, distinguishing them from ordinary humans. Specifically, Jan belongs to the desert fox race and has a keen sense of smell, which proves invaluable in the princess's adventures by detecting clues and detecting ambushes.
Beyond the races you mentioned, the characters' attributes, such as their status and affiliations, significantly influence the narrative. We believe these diverse elements will enrich the storytelling experience. Your anticipation and support mean a lot to us, and we appreciate you keeping an eye on our progress.
PT: The preview trailer shows off some spectacular boss battles, what can you tell us about your approach to combat mechanics in Goddess Order?
Terron.J: I'd like to introduce our differentiated combat mechanics, focusing on the synergy between characters through our battle system. Typically, players engage in tag battles with three characters. When certain conditions are met, the character leaving the field stays briefly to assist the incoming one. Moreover, when all three characters remain on the battlefield, they can unleash more powerful skills under special conditions. Strategically timing and choosing which knight to swap out are crucial aspects of mastering our battle operations.
Fundamentally, we aim for both newcomers to action games and experienced players seeking a unique action experience to enjoy Goddess Order. The overall combat system is designed so that players entering action games for the first time can easily adapt, especially with our pixel characters. Additionally, we're developing various contents where players can experience intense action. Notably, in boss battles, each boss's unique mechanics and strategies provide opportunities for players to experience the thrill of strategizing and overcoming challenges.
Goddess Order strives to lower the barrier to entry for action while aiming to provide a leveling experience where players can feel the pure joy of gaming through appropriate challenges and strategic gameplay. It's a challenging task, but we believe our team is handling it well.
PT: The setting, characters, and soundtrack of Goddess Order all suggest a game epic in nature, is there any challenge in designing something with such scope for mobile?
Terron.J: Looking back, there was a nostalgic era in console gaming when RPGs and action games with pixel art brought us immense joy. Capturing the emotions and enjoyable experiences of those games and translating them into a mobile game has been both an exciting challenge and a rewarding journey for us.
Mobile games are characterized by continuous updates and ongoing service periods. We are particularly focused on providing narrative enjoyment to players who join mid-update as well as those who have been with us since the beginning. To sustain interest in the game, we're preparing omnibus-style new content that not only stands alone but also contributes to a cohesive narrative when combined. It's a point of pride for us to see these efforts reflected in elements such as characters and sound, as well as in our original story and event content.
We are currently putting the finishing touches on our efforts and are excited to share positive news with you soon.

PT: The prologue trailer shows off some fantastic in-game locations, did any real-world or fictional locations provide inspiration for these places?
Ilsun: As mentioned earlier, all characters and backgrounds in Goddess Order are crafted in pixel art. We draw inspiration from countless games and stories we've experienced over the years for our character and background designs. Pixel art revolves around arranging small units to express form and movement, so it's more about the nuanced interplay of experiences rather than specific references or techniques. It's a realm that's hard to define in a nutshell, but I like to think of it as a reservoir of inspiration where I can dip in and pull out useful elements whenever needed. I enjoy observing and absorbing a wide variety of things to keep that inspiration flowing in my daily life.
PT: How will Goddess Order be monetized?
Terron.J: Unfortunately, details regarding our monetization model are still under development, so the information I can provide is limited at this point. We're currently exploring business models that won't compromise the essence of being an action RPG and ensuring that monetization doesn't dominate the gaming experience exclusively. We're deeply engaged in discussions with internal stakeholders on these matters.
Given that our game involves managing multiple knights in action, one of the avenues we're considering for monetization is tied to knight acquisition routes. However, to prevent the monetization model from overshadowing the gameplay experience, we're discussing various approaches, such as reducing its volume or integrating it alongside gameplay elements. Additionally, we're considering pass-type products to lower barriers in scenario chapters. While nothing is finalized yet, our aim is to structure payments, so they enhance rather than detract from the overall gaming experience.
PT: What did you learn from the development of Crusaders Quest that helped you create Goddess Order?
Terron.J: As mentioned earlier, Crusaders Quest can be considered the spiritual predecessor to Goddess Order. Crusaders Quest was particularly known for the enjoyment it offered through various knight combinations, allowing players to strategize and plan tactics. Similarly, in Goddess Order, we are striving to provide the fun of combining knights to devise diverse combat strategies and tactics, enabling players to execute their strategies firsthand.
We appreciate the love for Crusaders Quest and the enthusiasm for Goddess Order's release schedule. We understand there's a lot of interest in learning more about the game, which is why we're conducting this interview. Please stay tuned as we aim to present a polished and complete vision very soon.
There you have it, a behind-the-scenes look at Goddess Order and more information on what to expect, we can't thank Terron.J and Ilsun enough for their time. If you ask us, the Goddess Order release date can't come soon enough, especially as it's clear that this mobile RPG is coming to you from a dedicated and passionate team - when a developer cares this much about a project, you can feel it.