Last year was really great for horror RPGs realised with RPGmaker, with amazing titles for story, setting, and gameplay. One of these surprises is Break Wolf, a JRPG set inside a disturbing research facility where human-animal hybrids must fight to survive. Luckily, the main character, with the help of a human-cat woman, will quickly start his breakout from the facility. However, each floor of the facility hides grotesque monsters, tough champions, and moral choices, complicating the escape.
Break Wolf has an amazing art-style, especially in the characters’ and monsters’ portraits. The color palette also helps to shape the style, creating a world of gray morality. Plot and characters are also well defined, and you quickly feel involved in the fate of the bizarre group of outcasts. The gameplay also supports the disturbing setting, with brutal one-vs-one battles including metamorphosis, special attacks, and different metrics to balance. The items are essential in Break Wolf, with a wide set of items for any situation, from powerful bazookas to… throwing cats to distract the enemy. Break Wolf has many secrets, from different routes leading to completely different end game scenarios, to the possibility of recruiting a Cat God (check more about it here: When Cats and a Cat God help you escape from a SCP-like facility in the dark JRPG Break Wolf [Mechanic]).
RE Atelier is the team behind the amazing Break Wolf, a Korean studio including two developers: Rei and Catspam. Today, I had the opportunity to exchange questions with the team, exploring the secrets behind Break Wolf, how everything started, and what to expect from the future. If you were also surprised by this great indie JRPG, I suggest you check the following interview with the team to discover more about Break Wolf.

Q1: Thank you for the opportunity to interact with you. Break Wolf was a great surprise, an intiguing JRPG with great setting and art. How did you start developing games?
Rei: I originally debuted and worked as a web comics artist. Creating a world and expressing my own perspective directly through drawings was a great source of joy for me. At the same time, I also liked games because I remember first encountering RPG Maker when I was young, and I was torn for many years between pursuing comics and making games. Back then, I felt that game development was a realm of elites I could never reach. But whenever my emotions overflowed, it was hard for me to hide them, so I naturally started creating small game projects eventually.
As I continued working, I realized that shaping a world while considering multiple choices and possibilities gave me an even greater sense of fulfillment than comics. I still feel a little apologetic towards comics, but since my time making them was honest and precious, I was able to approach game development with the same sincerity.
Catspam: When I was young, I stumbled upon the existence of an engine called RPG Maker 2003 while browsing the internet. At first, I played with it almost like doodling on a blank sheet of paper. As I grew older and understood more, I realized it was an engine with far more possibilities than I had imagined, and I became interested in implementing systems that had previously existed only in my imagination. I suppose that experience eventually led me to where I am today.
Q2: How was the idea of Break Wolf born?
Rei: The origin of Break Wolf is a short free game I made in 2017 titled “怪盜(meaning Monster Thief, not Phantom Thief)”. I had a vivid dream of monster thieves stealing treasures using their abilities, and it left such a strong impression that I impulsively created the game as soon as I woke up. My skills were lacking at the time, and with just about 4 weeks for development, the game had many shortcomings.
But when I finally got the chance to remake it, I reorganized the idea entirely and developed it into Break Wolf. Looking back, I think most of my beginnings have been impulsive. I don’t particularly like that impulsive side of myself, but projects that began that way grew into sincere explorations, and discovering unexpected aspects of the characters eventually led to the birth of Break Wolf.

Q3: Break Wolf is (almost) entirely set inside an experimental facility. How did you design the place to keep players entertained?
Rei: To prevent the environment from becoming monotonous, we hid many small ‘strange things’ throughout the area. For example: Character conversations triggered when picking up items, Events that occur when throwing certain items during battle, Weird balloons with cassette tapes inside, Odd cats, Gene equipment, and other peculiar objects…
Rather than a simple loop of battles, we wanted players to experience small surprises that make them think, “What is this?”, gradually enriching the gameplay experience. As a player myself, I’ve always loved the joy of unexpected discoveries in games, so I tried to include many such moments in Break Wolf.
Catspam: We believe that repeating the same things too much can bore players. So as the story progresses, we prepared fields that offer additional actions, as well as increasingly expanding combat systems that become complex as the game continues. At the same time, we were also careful not to overwhelm players from the start, so we tried not to place overly difficult obstacles at the beginning, before they become familiar with the mechanics.
Personally, I think Stage 3 is where the really interesting systems begin to appear, and I sometimes worry if the gap until that point is a little too long, but I couldn’t find a better solution. Thankfully, Rei contributed many sub-event contents and side interactions that helped fill that space.

Q4: The relationship between the main characters is at the core of the game, but the secondary characters are also very interesting and dramatic figures. Which is your favourite character and why?
Rei: All characters have their own charm, but my personal favorite is Adius, the final boss. He is intelligent and possesses vulgarity and aggression, yet strangely, he is easily swayed by Eichi’s words. Something about that made me feel pity for him – he’s like a ‘clever fool’. At first, I wondered if he was antisocial, but he wasn’t the type to reject emotional bonds entirely, so I couldn’t label him that way. And the way he expresses emotions through strange words or actions felt familiar to me – I also have that kind of tendency.
I love villains who speak grandly but ultimately desire something very human. The villains of Break Wolf are cruel yet fundamentally human, sentimental and childish. Among them, Adius especially evokes sympathy and affection. Although he has a large adult body, I imagine he’s just someone who secretly wants his head softly patted.
Catspam: For me, Eichi left the strongest impression. I think being around him would be funny and entertaining. But it’s also true that Eichi committed terrible crimes. Although not depicted in detail in the game, he caused the greatest number of victims among all main characters.
I’m not sure why I ended up viewing him positively. Was it because his behavior was funny? Or simply because he treats the protagonist well? In the past, Eichi nearly killed the protagonist due to reckless experimentation, and even Eichi himself doesn’t deny he is evil, yet I still liked him for some reason, and I’m not sure why.

Q5: Were there other prisoners inside the facility cut out from the game? Which characters changed the most in appearance or personality during the development?
Rei: As you pointed out, there were other monsters in the syndicate, but I felt including them in the story would disrupt the pacing, so I settled on the idea that they were away on external missions. I regret not being able to mention this properly in the game. The character whose personality changed the most during development was Jector.
Originally, he was planned as a stereotypical villain: arrogant, violent, and entirely devoid of guilt. But characters don’t always behave the way the creator expects. As development went on, he grew into someone with an overwhelming desire for recognition. Because he is intelligent, his intelligence fueled his conviction that “I can’t possibly be wrong”, and when that belief broke, he became a character capable of admitting his mistakes. He still retains some elitist tendencies, but having guilt toward a certain person eventually helped him suppress those traits.
Since he changed so drastically from the initial concept, he became one of the most memorable characters for me.
Q6: Break Wolf has 3 main Routes, completely changing the endgame with new enemies, settings, and bosses. How did you decide to divide the endgame into different Routes?
Rei: At first, I only planned the “Escape Ending”. I hadn’t considered multiple routes. But after finishing it, new thoughts naturally arose:
“What if the player chooses A?”
“What if they choose B? Would B become a different story?”
“Then what would a world look like where both choices happen?”
These questions expanded the narrative naturally into three Routes: A, B, and Extra. (Including a Normal Ending where only certain allies survive, there are essentially 4 outcomes). Even though the project began impulsively, I found myself wanting to add more and more things as development continued.
Catspam: I consider myself a huge turn-based RPG nerd. I love endgame content where new and unique challenges block the player’s path, and the player must use everything they’ve learned to overcome them. This inspired the creation of the Extra Route, which features unique bosses and special strategies. Originally, the Extra Route wasn’t meant to have much story – it was planned as bonus content for players who enjoy difficult battles. But Rei wanted to embed deeper meaning into those battles, so a proper main story was also incorporated into the Extra Route.
Q7: Could you describe to us one of your favourite boss battles and which strategy do you like to use to win it?
Rei: My favorite is Adius in the Extra Route. Initially, his motivation to fight is difficult to understand, and seeing him fight even while using a Morphing Form that he personally dislikes, left a strong impression on me. It made me reconsider what truly moves a person. A trivial reason for one person can be a desperate, life-risking reason for someone else. Maybe that’s why the world (and myself) are filled with strange, impulsive actions.
As for tactics, my favorite is equipping the Morph-related Genes, and maintaining high Contamination throughout the combat. Winning while using a Morphing Form makes me feel a surge of testosterone, and it greatly amplifies the protagonist’s presence, which is very satisfying.
Catspam: If I have to choose, I would say Clone Calbat and Annihilator from the Extra Route. Clone Calbat introduces mechanics that match its personality while also being unique to this game, and its abilities are intuitive enough that players quickly understand how to counter it, yet flexible enough to allow different strategies. Annihilator is a late-game boss with 3 phases. In fact, I considered it as the “true final boss” during its design. It is overwhelmingly strong, forcing players to use everything they’ve learned so far. However, a few unique mechanics allow players to drastically lower the difficulty of certain phases. (Some players may already know that there is a dedicated countermeasure for the mid-battle BLIT attack 😉).
As for tactics, my preferred tactic is overall stability. I prefer stable, defensive builds with versatile Gene combinations, rather than aggressive ones. I also enjoy using items at the right moment to turn the tide of battle.

Q8: I was unexpectedly surprised by the sudden appearance and fight against the Ink Maid, an extra battle toward the end of the game. Can you tell us something more about the Ink Maid?
Rei: There is actually no detailed backstory behind the Ink Maid. It is simply a female-shaped monster that Adius created out of loneliness during his time in hiding. However, Ink Maid is not a true sentient being, and its nature is closer to aggressive than friendly, so it never truly eased his loneliness. It can understand and follow orders, but only reacts to commands. I believe Adius must have felt unsatisfied with its existence.

Q9: Are you planning more updates, DLCs, or maybe STEAM Achievements for Break Wolf?
Rei: I have several DLC ideas, but I’m still thinking carefully since I’m not sure what players would actually want. For example, an “Eichi-survival route” which doesn’t exist in the main game, and a separate Route based on losing against Adius at the Extra Route…
These ideas interest me personally, but since they’re based on my own taste, I’m not sure if players would enjoy them. And saving (or reanimating) Eichi is also complicated. He caused far too many casualties due to his desires, and even if he survived, his self-destructive tendencies make it hard to design a story where he lives on.
(Of course, maybe I’ll find an answer if I continue writing a parallel-world based story 😅).
Catspam: We would also love to support Steam Achievements, so we’ve been researching related information a lot. However, due to the lack of stable implementation methods for RPG Maker 2003, we’re approaching it cautiously until we find a reliable method. If we eventually find a reliable solution, we definitely want to implement it. We also hope to support Steam Cloud and Steam Workshop in the near future, but we’re still unfamiliar with its structure, so we’re unsure whether it would work smoothly.
Q10: If I am not wrong, Crow Castle will be your next game, a JRPG having as protagonist a humanoid crow. Since one of the main Routes also includes a boss battle against a similar character, could you tell us something more about Crow Castle, and the connections with Break Wolf?
Rei: Rather than being a direct sequel to Break Wolf, Crow Castle presents a different layer of the same world. However, there are natural contextual connections. For example, Schroder from Route A of Break Wolf, appears as a main antagonist in Crow Castle. The story of Crow Castle takes place about 8 years after Romit finishes the Extra Route in Break Wolf. During that period, the world has changed a lot. Previously, monsters existed mostly in the shadows, but over time, some began to act openly. However, unresolved problems among monsters caused incidents in the timeline of Crow Castle.
The monsters in Break Wolf were created through relatively stable processes, but the crow monsters in Crow Castle have severe defects from birth – their genes and neural structures were damaged due to reckless experiments. They suffer from periodic blood reflux, damaged genetics, disrupted neural structures, and imbalances in dopamine, GABA, oxytocin, and other neurotransmitters, causing uncontrollable impulses and emotional deficiency. Thus, Crow Castle explores what these monsters lack, what they desire, and why they eventually become a threat to human society.
I hope players will also enjoy exploring these stories. Players can understand Crow Castle without playing Break Wolf, of course, but familiar characters appearing from time to time may bring a sense of a connected universe.

Final Remarks:
I would like to thank Rei and Catspam for the opportunity to discover more about Break Wolf. Their answers were really great, and I cannot wait to see more about Break Wolf while waiting for Crow Castle. If you haven’t tried Break Wolf, which, at the time of writing, still sits at 99% positive reviews on Steam, you can find it HERE.















































