Cinder City Interview – What to Expect?

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Not Your Average Shooter MMO.

Story Highlight
  • The development team is currently focused on the PvE content, with PvP modes planned for after the initial launch.
  • Beta testing is expected to begin sooner than was previously announced.
  • Cinder City will feature both gunplay and melee combat.
  • The final business model has not been decided, but the CEO has confirmed that the game will not be pay-to-win.

When BigFire Games first showcased Cinder City, it immediately felt like something unique. An open-world MMO mixed with a tactical shooter? That’s not a combo you see every day. And while most players might expect PvP to be front and center, James Bae, CEO of BigFire Games, told us the team is focused on nailing the PvE first before rolling out competitive modes.

The studio is aiming for a 2026 launch, and things sound like they’re moving along steadily. Internal tests are already underway, and plans are in place to launch beta testing earlier than expected.

What’s cool is that the game won’t just stick to gunplay. Thanks to the team’s history with Blade & Soul, melee combat is also part of the mix. So yes, if you’ve been hoping to slice through enemies with a katana, that’s on the table.

We also discussed tech, as Unreal Engine 5 often raises eyebrows about its performance. James admitted that UE5 had its issues in the early days, but said the team’s already on the latest version and is confident that players won’t need a monster PC to enjoy the game.

On top of that, improvements to bullet impact feedback and new map designs, such as Seoul’s outskirts with rivers and open spaces, are all in the works.

All in all, Cinder City looks like it’s shaping up to be more than “just another MMO shooter.”

Cinder City
The developers are working to improve the impact of bullet hits by implementing client-side hit detection, which reduces delays.
Cinder City, being an open-world MMO tactical shooter, immediately grabbed my attention. After reading about all the PvE features, I wonder if it has any PvP elements? Perhaps an arena system where players can go to battle with each other?

James Bae: Players naturally expect PvP in a shooter like this—and we do have it in mind. In fact, we’ve already prototyped and tested it internally. That said, our current focus is on delivering a strong PvE experience first.

Given that the game is still in the internal testing phase and an open beta is planned for mid next year, how far away is the expected launch window for Cinder City? Can devs meet the expected 2026 release window?

James Bae: Our goal is to launch within 2026. We’re running multiple internal test cycles and working hard to move external testing up sooner than what we mentioned at Gamescom. Hopefully, once 2026 begins, we’ll be able to share when that will start.

Can we expect any melee weapons with fleshed-out mechanics, even if Cinder City is aiming to be a tactical shooter? Playing as an agile katana-wielding character is always cool after all.

James Bae: It feels like you’ve got a spy on our team—because that’s exactly what we’re working on. Some of us, including myself, previously developed Blade & Soul, an action RPG rooted in Eastern martial arts. That experience inspired us to bring melee combat into CINDER CITY.

In CINDER CITY, bosses and NPCs already incorporate melee attacks and weapons into their combat design. We felt that limiting enemies to gunfire alone wouldn’t make for an engaging experience. After adding melee weapons, boss encounters in particular became much richer, with attack patterns reminiscent of Souls-like games. Naturally, when we started designing new playable characters, melee weapons became part of the plan.

Will the game be available worldwide after launch, as some popular MMORPGs sometimes skip regions like South Asia?

James Bae:  The plan is to launch globally.

If the game does go free to play, can we expect more traditional live-service elements in Cinder City? Having player-friendly live service elements often ensures longevity in the MMORPG genre as opposed to a paid model.

James Bae: The business model hasn’t been finalized yet. The only thing we’ve firmly decided is that the game will not be pay-to-win.

The game is aiming to push the boundaries of Unreal Engine 5, but what exact version is being used in development? Will the studio switch over to UE 5.6, considering the performance boost it provides?

James Bae: We regularly update to the latest UE5 builds. By the time this article goes live, we’ll likely already be on 5.6.

Going on from the last question, UE5 is notorious for causing performance issues and needing high-end, beefy PCs to run games effectively. Is BigFire Games developing the game with those criticisms in mind? Will Cinder City be free from those UE5 stutters and lagging?

James Bae: I was surprised by how much criticism UE5 gets online for optimization and hardware demands. While some of it is understandable, we think it’s a bit exaggerated. Early versions did have optimization issues, but that’s true for most software. Over time, these problems improve.

By the time CINDER CITY launches, we expect most of the issues you mentioned to be resolved.

I saw some criticism about the moment-to-moment impact of bullets seeming muted despite other excellent shooting mechanics. Can we expect improvements in that regard? Each rifle bullet causing softer zombie enemies to recoil backwards violently, and mech-type enemies having physical dents because of bullets will greatly enhance that feeling.

James Bae: There are two main reasons for that perception. First, in PvE shooters like CINDER CITY, enemies generally require multiple hits to take down. While we’re not talking about hundreds of bullets per enemy, one-shot kills are rare, which can make impact feel less pronounced.

Second, because this is an MMO, hit detection happens server-side, which introduces slight delays due to packet transmission. We’re addressing both issues. For the second, we’re implementing client-side hit detection with server verification to reduce latency.
As for your suggestion—knocking weaker enemies back or showing visible dents on mech-type foes—we’re already working on those features, and some are partially implemented. You’ll see them when the game launches.

Will the entire game take place in the city of Seoul, or can we expect natural biomes also sewn together in the open-world experience?

James Bae: Areas on the outskirts of Seoul will feature more natural environments, but the overall design direction emphasizes urban combat—inside buildings, large shopping malls, subway stations, and other complex structures.

That said, the upcoming “Pangyo” map will include more greenery, rivers, and open spaces, as it has fewer high-rise buildings compared to Gangnam.

Cinder City is still a ways off, but it’s clear BigFire Games has big plans for it. From mixing PvE raids with Souls-like bosses to keeping PvP in the pipeline, the team isn’t afraid to experiment with what an MMO shooter can be.

And with a 2026 launch goal, there’s plenty of time for those features, like melee combat and improved bullet impact, to get even better before players jump in.

If nothing else, the passion behind the project really shows. Whether you’re here for the tactical gunfights, the idea of katanas in a shooter, or just the promise of exploring Seoul’s gritty streets, Cinder City feels like one to keep on your radar.

Big thanks to James Bae for taking the time to chat with us about what’s next for the game.

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