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First impressions matter, and that’s exactly what we experienced with the demo version of Dungeon Inn. Now that it’s available in Early Access on Steam, it has exceeded our expectations, something we also noted in our review. It showed us just how charming and simple indie games can be. In this interview with Cat Society, the South Korean indie studio behind Dungeon Inn, we talk about their journey in creating a game that blends cozy visuals with strategic gameplay.
Dungeon Inn is a cozy management and turn-based strategy adventure where you run an inn located next to a mysterious dungeon. Adventurers from rival guilds use your inn as a resting point before facing the dangers inside. The story follows Sara, the inn’s owner, her two feline companions, and May, a young girl who joins the team later. Together, they face various challenges as they work to succeed and appease the dragon that poses a constant threat.
The three-person team, specifically director Go Min-jin, shared their inspirations, design decisions, and challenges in creating a unique gameplay experience based on the “double game” concept. From the early stages of development to showcasing the game at Tokyo Game Show, Dungeon Inn has captured attention with its charming art style, creative mechanics, and humorous characters. The game is published by Spiral Up Games, which further contributed to its success.
Of course! Cat Society is a small South Korean studio made up of three passionate developers dedicated to creating visually stunning and emotionally impactful games. We wanted to explore innovative gameplay mechanics and storytelling, and create memorable experiences that leave a lasting impression on players.
We began in the second half of 2017. At that time, we gathered every weekend to work on the game. However, due to personal reasons, the number of team members decreased, so in 2019 we continued working as a team of three. Even then, we weren’t working full time on the project; we gathered three days a week to continue development. During the process, there were several team changes, but I believe the current lineup and roles have remained stable for about four years now.
It all began while I was playing a board game with a friend. I thought it would be fun if adventurers and monsters visited the same inn. The idea was that an adventurer would go to the dungeon to explore, while a monster would head there to work. But the concept of monsters commuting between the inn and the dungeon every day felt awkward, so I replaced the monsters with adventurers from different guilds.
I love board games and scheduling/management games, so I thought combining these two genres would be the best way to incorporate the “double game” theme. I also chose a turn-based system over real-time gameplay because I wanted to emphasize the tension that comes from the game’s theme, rather than rely on quick reflexes.
I think they’re truly an excellent partner. They help us a great deal so we can focus on developing the game. In areas outside development, where we are beginners, they fill in the gaps. We also exchange ideas to make Dungeon Inn even better. Thanks to them, we receive a lot of help and support.




It was truly incredible that our game could be showcased at such a globally recognized gaming event. Spiral Up Games provided tremendous support during the entire exhibition. Thanks to their efforts, we were able to connect with more players, as well as other outstanding games and developers. All of these encounters were incredibly inspiring and motivating for us. Many people at TGS praised our game for being cute and fun. Even children quickly understood how to play and enjoyed it. The highlight was Mr. Shuhei Yoshida visiting our booth. Overall, it was exhausting but joyful!
We chose Early Access because we believe it’s the best way to connect with players and gather direct feedback from a global audience. We’re experimenting with new and innovative gameplay mechanics that are exciting, but don’t always convey a fun experience right away. Early Access allows us to collaborate with the community to refine and improve the game, ensuring it remains both innovative and enjoyable.
We’re planning two major game updates. The story of Sara, Bami, and Butter will continue with several new chapters in Q2 2025, while the final chapters will be part of the full release in Q3–Q4 2025. We also plan to add Steam Deck support, an endless mode, and other fun features!
Yes, yes, and yes! We were all very surprised. This is the energy that drives us to keep creating! We also want to thank everyone who played our game.
Yes. Hyemyung, who is in charge of the game’s art direction, wanted to express the unique traits of each character, including the adventurers, in different ways to provide visual variety and fun. She also wanted to add a twist by using a storybook visual style within a humorous dark comedy. This visual style was inspired by Yvan Duque, an artist Hyemyung greatly admires.



I believe the popularity of cozy games contributed somewhat to our game’s success. Many players shared feedback saying they were drawn to Dungeon Inn’s cute, picture-book art style, and many enjoyed playing it to relax. We’re thrilled that so many people appreciate the game’s visual and thematic style. However, we also understand that, with its turn-based strategic gameplay, Dungeon Inn may not appeal to all cozy-game fans.
Sara is our cheerful and optimistic main character who isn’t afraid to take risks as long as she’s pursuing her dreams (and earning lots of money). Butter is a chaotic and affectionate orange cat who enjoys fighting and protecting his friends. Bami is a shy black cat who cares about safety (and common sense), but he’s very reliable.
Butter and Bami were inspired by our own cats, who are also an orange–black duo! It felt natural to include them in the game. In real life, Butter often follows us around and can be mischievous, while Bami is timid and looks up to his older brother Butter. However, when we tried writing the story using their real personalities, it didn’t work well.
In the end, Butter in Dungeon Inn became more playful and cheerful. And while Bami is still cautious in the game, he doesn’t blindly follow Butter, which makes him the only “normal one” among the trio. Sometimes he stops Butter, who rushes excitedly into anything interesting, and tries to restrain Sara, who becomes unstoppable when money is involved.
By shifting their roles and adjusting the story’s direction, we were able to write a more natural narrative. We’re very happy with this change, even if their in-game personalities differ slightly from their real-life counterparts.
We hoped this mechanic would emphasize the “double game” theme and help players naturally understand the rules in the early stages. However, this only applies at the beginning. As players progress, intentionally provoking guild conflicts becomes an important part of their strategy for running a successful inn.




Absolutely! We’re preparing more varied, fun, and challenging events. Additionally, the lower the difficulty setting, the more often players will encounter helpful or easier events. On the other hand, higher difficulties will feature more harmful or difficult events. We’re also planning to add another difficulty level between the current Casual and Courageous modes.
Yes, we definitely plan to introduce new features! We’ve received feedback from our lovely players saying they would enjoy decorating the inn and having more ways to expand it, so we’re exploring options to enrich the inn customization system. Additionally, upgrading and expanding the inn will influence the skills players can use, as well as the guest events they’ll encounter during gameplay.
Personally, my favorite is Sara’s line after the first battle: “The dead don’t tell tales.” It’s probably the most important moment that sets the atmosphere of Dungeon Inn.
While it may be too early to talk about this since the game is still in Early Access, I have to highlight the “double game” theme as the core. It’s the heart of the game, and we hope everything, from gameplay mechanics and level design to story, music, and visuals, supports this central theme. It’s too soon to say this is what we’re most proud of, but it’s what we’re striving for in the final version.