At PAX West 2025, I had the chance to sit down with Junho Bae, the lead developer from IKINAGAMES, to discuss his upcoming turn-based RPG, Starbites. While playing through a demo at the NIS America booth, we talked about how the team brought the game's classic JRPG gameplay and visually stunning post-apocalyptic world to life.
The-O Network: Can you tell us what sets Starbites apart from other JRPGs coming out in 2026?
Junho Bae:
I wanted to create Starbites with unique concepts that set it apart from other JRPGs. While many JRPGs lean towards fantasy settings, I aimed to create a world that feels more grounded. As you saw in the demo, the protagonist, Lukida, has a lot of depth and dread. The game navigates between a very deserted world and this unique character. It also ties into how characters struggle to survive. The mechanic character is also integrated into this, affecting the battles. The concept and the world are intricately connected in the game.
T-ONO: The protagonist, Lukida, is a salvager. How does her background influence the story and her interactions with other characters?
JB: Lukida's background is integral to the game's story, but discussing it in detail would reveal spoilers. Lukida lives in a challenging, ordinary world, yet she remains positive and brings joy to those around her. As the story progresses, her positive influence becomes evident. The three main characters—Gwendell, Badger, and Lukida—have distinct personalities that complement each other. Lukida is tough, Gwendell is silly and unpredictable, and Badger is serious. Their different traits help them support one another, creating a strong synergy. Gwendell's background and backstory, in particular, are revealed as you progress through the game.

T-ONO: How does the story explore themes of destiny, freedom, and change?
JB: I believe that among the three themes you mentioned—destiny, freedom, and change—change would be the central focus of the story. This is because the theme they envisioned for Starbites was about hope. The characters live in a very difficult, deserted area, and the light that Lukita carries affects the people around her. This is how change occurs throughout the story.
T-ONO: What were some of the biggest challenges the team faced when creating the Starbites universe and its characters?
JB: Initially, the team was able to figure out the numbers and the role-playing aspects. However, they faced difficulties in integrating the characters into the story. For example, Lukita's desires were initially on a smaller scale, and they weren't sure how to incorporate that. Due to the team's passion for character design, they wanted everything to be perfect. Sometimes, they created character personalities that fit well individually but struggled to integrate them into the story or progress the narrative. It was challenging to create a story that worked with the characters and allowed for their development.
T-ONO: The game's setting on the planet bitter sounds unique. Can you talk about the inspiration for creating a cheerful dystopia?
JB: I believe that the studio is shaped by the people and the environment. It's like a result of their influence. I appreciate how, in media and history, we see examples of this. For instance, one character is very dark and looks older. This reflects how people can change based on their surroundings and the people they interact with. This idea ties into the creation of the studio. Despite the outside being sandy and barren, the people were able to create something lively, bright, and cheerful.
T-ONO: Can you explain the Fracture Effect and Driver's High systems in more detail? How do they add a unique strategic element to the turn-based combat?
JB: In the past, I loved JRPGs like Dragon Quest, Octopath Traveler, and more recent ones like Metaphor: ReFantazio and Final Fantasy. I've seen RPG battles where they connect all the time. I wanted to create a battle system where you take more turns and figure out how to keep going. With Drivers High, it's like a play on the term 'runner's high,' where a runner experiences a competitive run for a long duration. For people piloting the characters on motorbikes, these moments feel like the drivers are in a state of flow, not thinking about anything but operating. So, even though the character isn't tired, the drivers are piloting someone else's training.

T-ONO: Can you discuss the balance of exploration versus combat?
JB: Starbites is a combination of different zones, each with its own unique setting. For example, a specific spaceship might land in one area and discover positive aspects of another. This allows for exploration and an interesting blend of combat and exploration. There are human areas where big enemies reside. As you explore these areas and encounter enemies, you can engage in battles. Winning these battles can earn you rewards, such as tigers. The game integrates these elements seamlessly, making exploration and combat feel natural and engaging.

T-ONO: The game features mech customization. Will there be a wide variety of parts and visual options for players to experiment with?
JB: The mechanics are more focused on monorocks. Parts can be replaced, such as the engine and core engine. Changing these parts impacts the knowledge the monorock has and its overall performance. Specifically, changing the parts of a monorock affects the skills it can support and also its visual appearance.
T-ONO: How do Support Roles work, and what kind of synergy can players expect to build with their party members?
JB: There are six playable characters in total. Some characters are playable in battle, while others serve as supporters. The player can freely choose how to pair them, deciding which characters will fight in battle and which will provide support. The way players pair the characters affects the types of series available.

T-ONO: Can you tell us what platforms Starbites is coming to?
JB: Starbites will launch Nintendo Switch™, Nintendo Switch™2, PS5®, and Steam®
T-ONO: Lastly, can we get a message to our readers and fans?
JB: Not alot of people know about IKINAGAMES since we started in 2011. The developers have gathered a lot of different experiences and knowledge from their community. This has allowed them to create a JRPG with a fun scenario where the characters and battle mechanics don't overshadow each other. I hope that you enjoy playing Starbites and that, by the end, you feel like you are genuinely part of the gang in Gwenville.
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