Ananta (Project Mugen)

Ich persönlich würde auch klickbaiten, wenn ich am Ende mehr Geld bekommen würde :coolface:

Naja, deswegen machen es die meisten ja auch, für die Benjamins.


Schon lustig das jetzt auch Gamestar darüber berichtet und fast 90% davon Falschinfos sind aber trotzdem cool. Umso mehr Aufmerksamkeit desto besser :chan:

Ich habe so etwas von die Schnauze voll weitere Trailer mir reinzuziehen, will es endlich selber spielen.
 
Ein paar Gameplay Demos, das Spiel wirkt so cool allein die Möglichkeiten sind so unterhaltsam eingebaut worden, ist ja schon fast wie Polizei Simulator.



Allein die Mission mit dem Vampir was im Regenbogenstrahl kotzt. Ob das eine Anspielung an ....

5da8aa7a695b581773751225


sein soll?!?. :)
 
Sollten sich die Gerüchte auch nur teilweise als wahr herausstellen, dann kann man schon mal hoffen, dass es noch besser wird

GOT some concerning info about Ananta’s development... nothing confirmed, but the details sound like they come from someone close to the art or production side.

• Prolonged Development / No Clear Gameplay Vision
Allegedly the project has been in the works for years but still lacks a solid core loop. One insider described it as a “mash-up of popular titles” without a unified direction.

• Heavy Crunch Culture
Reports of routine overtime stretching to 10 p.m., with pressure on anyone who pushes back.

• Meetings
Some employees claim that refusing OT leads to closed-door, interrogation-style discussions with management.

• Micromanagement Issues
Leadership is said to demand pixel-level revisions on assets even in areas where they may not fully understand the technical constraints.

• Morale & Testing Problems
Morale is reportedly so low that devs are scripting/automating internal playtest submissions to avoid spending personal time with unstable builds.

While none of this is verified, several points especially the pixellevel nitpicking and “small dark room” culture mirror common complaints from workers in large Chinese tech studios. It reads less like fanfiction and more like a frustrated dev describing familiar production problems.

Context: These posts surfaced within the past week.
Platform: Xiaohongshu (XHS).

Take all of this with caution, but if true, let's pray for better

 
Ist zwar immoment sehr ruhig ums Spiel auch wenn immer mal wieder kleine mini Häppchen an möglichen neuen Infos kommen aber joa trotzdem immer noch eines meiner Most Wanted für dieses(?) Jahr.

Damit die Nachricht nicht komplett sinnlos ist :ugly: vor paar Tagen gab's eine Illustration, wills eigentlich sofort haben :isaac:

0ut33gp46sjg1.jpg
 
Im März sind ja GDC, "PAX East" und die Frühjahrs Variante der "Future Games Show". Vielleicht kommt da ein bissel was. Ansonsten vielleicht uach eher was um Anfang Juni/Mitte rum, wenn wieder E3 wäre.

Oder vielleicht sogar mal in einer State of Play tatsächlich.
 
Im März sind ja GDC, "PAX East" und die Frühjahrs Variante der "Future Games Show". Vielleicht kommt da ein bissel was. Ansonsten vielleicht uach eher was um Anfang Juni/Mitte rum, wenn wieder E3 wäre.

Oder vielleicht sogar mal in einer State of Play tatsächlich.

Wäre mMn der falsche Zeitpunkt und man würde sich damit nur ins eigene Fleisch schneiden. Aktuell steht Neverness to Everness kurz vor dem Launch. Wenn man in dessen Hype jetzt reingrätscht, kann das auf Social Media übel ausgehen.

In der zweiten Jahreshälfte sehe ich Ananta aber durchaus, ggf. Richtung Gamescom und Tokyo Game Show. Release vermutlich eher 2027, weil man GTA 6 aus dem Weg gehen will.
 
Gestern gab es bei NetEase wohl einen Investor Call, dabei gab es auf Anfrage ein paar Details zu Ananta ( so wird das Spiel übrigens anscheinend nur außerhalb Chinas heißen, in China bleibt es wohl bei "Project Mugen")

CEO Ding Lei's (William Ding) Response:

"Thank you for your question. Project Mugen is our next-generation open-world project with our highest internal investment and strategic priority; we value it immensely."

Current Development Progress: The overall development of the project is progressing steadily. The core gameplay framework has been finalized, and it is currently in a large-scale internal closed validation phase. We are continuously polishing the experience and resolving technical difficulties internally. There are currently no plans for a public external playtest.

Product Positioning: We want to make it an open-world product truly driven by AI as its underlying core engine, rather than just an upgraded version of a traditional open world. AI will be deeply integrated into the entire pipeline, including world logic, NPC behavior, and content generation. This is our most core objective.

Launch Timeline: Currently, we have not determined a specific public beta test date or an official launch window. We will only announce a timeline to the public once our internal experience fully meets our standards and technical stability satisfies our requirements. We will not rush the launch just to chase a deadline.

Differentiation from Existing Open Worlds: Most open-world games currently on the market rely on fixed scripts, fixed tasks, and fixed world rules. In contrast, Project Mugen hopes to build a dynamic, evolving, and AI-driven free world, where every action of the player can truly impact the entire world, rather than just following a preset storyline.

R&D Investment: The company will continue to allocate the highest-priority R&D resources to this project, ensuring the team can polish its quality with peace of mind without having the development pace disrupted by short-term financial performance pressures.

(User Note: I'm not sure how accurate this transcript is, but that's how the translation reads.)

Hu Zhipeng's (NetEase Games Executive) Response:

"Let me answer your second question regarding Project Mugen. I will address this from several perspectives."

On the Competitive Landscape: We do not shy away from competition, but we focus more on differentiation. The "open world" track in 2026 is highly crowded, and users have a wealth of choices. However, looking at it from another angle, this precisely demonstrates that this category is thriving and user demand remains very strong.

Competition is Not a Zero-Sum Game: Good products should expand the market, not be confined to a fixed scope. Looking at its positioning, Project Mugen chose the direction of an urban open world. It is fundamentally different from traditional open-world RPGs or anime action games in terms of IP shaping, narrative structure, and urban lifestyle gameplay. What we are making is not a reskin, but an open-world product set against a modern military backdrop and driven by lifestyle experiences as its core.

The Core Competitive Barrier: The barrier in this direction does not lie in the size of the map or the complexity of combat management. Instead, it lies in whether players can truly live in this world. High-urban-vibe experience designs—such as shopping, socializing, exploring, and business management—are where our core differentiation lies.

Focus on Quality over Speed: Currently, the team is fully focused on polishing the content quality of the product. We believe that users always have a strong demand for innovative and high-quality products. Ultimately, what decides a product's survival is not the company or basic profit margins, but whether the product can deliver a unique, high-quality experience. We would rather spend more time getting the quality right.

Breaking Rigid Labels: Finally, and perhaps most importantly, within the framework of an open urban world, we hope to make some breakthrough improvements. This means our art style, trend tone, and gameplay design are all oriented toward a broader audience of social players, rather than boxing ourselves into fixed, rigid labels.
 
Keine Ahnung was man davon jetzt halten soll. Hoffentlich krempeln die es jetzt nicht plötzlich doch noch auf "realistisch" um. Da hätte ich doch ehrlich direkt weniger Interesse. Weil "Anime GTA" (und kein Gacha Zeugh) klang schon besser

51d5yuwmqo2h1.jpeg
 
Zurück
Top Bottom