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Development History - Version 7 vs Version 8
Oct 6, 2026, 11:37 AM
Correct regional release wording, event chronology and published character status (2026-10-06)
Oct 6, 2026, 12:02 PM
Refreshed wiki link existence flags after new game pages were published
11Castlevania: Belmont's Curse was developed by Evil Empire, a French studio based in Bordeaux, with advisory support from Motion Twin and co-development credit taken by Konami. Konami describes the arrangement as a game developed jointly by Konami and Evil Empire with advisory help from Motion Twin, and the game had been in development for roughly four years as of mid-2026.2233How the Project Started4455The chain begins earlier than this game. Evil Empire co-founder Benjamin Laulan approached Konami at BitSummit in 2022 about a Japanese retail release of Dead Cells and an Alucard skin. Konami agreed without waiting for the pitch, and the response he reports getting was that Konami had been waiting for them to ask. That conversation produced the Return to Castlevania add-on for Dead Cells.6677What happened next is the part that is routinely told backwards. Evil Empire pitched a follow-up add-on; Konami countered with something larger. Taniguchi's account, through a translator: they pitched downloadable content, and Konami replied that they could do that, but asked whether the two studios could instead create a new Castlevania game together. He has been direct about ownership of the idea, saying in his own words that he proposed Castlevania: Belmont's Curse. Taniguchi has also framed the earlier add-on as conditional, saying it happened on the understanding that the studios would go on to make a standalone Castlevania title.8899Marketing director Bérenger Dupré describes the process that followed as informal: there was no pitching stage, and it was more like a common brainstorm. Creative director Emmanuel Nouaille has been firm that this was not a work-for-hire project but a genuine creative collaboration, and that the studio's best résumé was simply its work.10101111Taniguchi has given two reasons for choosing the studio: their passion for Castlevania, and their expertise in action games. He has also described the audience he was aiming at, which is metroidvania players who had never played a Castlevania game, many of whom knew the series only from the animated adaptation.12121313Design Pillars14141515Three constraints were agreed at the start:16161717The game had to remain a 2D action-exploration experience.It had to fit within official Castlevania canon.The Vampire Killer whip had to stay at the heart of the gameplay.18181919Motion Twin's role sat outside those constraints. Evil Empire describes the studio as kind of their big brother, the one they ask a crucial question when they have doubts about direction, gameplay or art. That is advisory rather than co-development of content.20202121The Abandoned Venice Setting22222323The game was not originally set in Paris. The art director has said on Konami's own channel that the team wanted it to take place in Venice, built around the theme of the Venice Carnival, and dropped the idea after concluding it would be too caricatural.24242525Paris replaced it because it works as a natural theatre for Gothic architecture, and the contrast the team wanted was between Dracula's Castle and Notre-Dame Cathedral standing in the same city. The lead level designer has described the resulting intent as exploring from below the streets up to the rooftops, with an intricate, deeply layered level design. See Setting and Locations.26262727Stated Influences28282929Taniguchi and the team have named earlier games in the series as influences, and it is worth being precise about what that does and does not mean. These are statements about what inspired the team, not statements that this game contains those games' systems.30303131InfluenceWhat was takenCastlevania III: Dracula's CurseStory influence. It is also the game this one is set twenty-three years after.Castlevania: Curse of DarknessStory influence.Super Castlevania IVWhip action, deliberately modernised. The team describes the result as less wiggly and more modern.Castlevania: Symphony of the NightGame structure, following the decision to focus on exploration-oriented design.3232None of those games' item tables, relic systems, boss rosters or maps carry over. This game's Relics and Arcana are documented on their own terms.33333434The animated adaptation is a separate case. Konami has confirmed there is no explicit continuity between the show and the game, and Nouaille has said there is no specific reference to it. The influence that is documented is visual and cinematographic. Taniguchi has described the relationship as an open one, saying there is no wall between the game and the show and that he hopes people who have only watched the show enjoy the game.35353636Not a Roguelike37373838Because Evil Empire ran long-term development on Dead Cells and Motion Twin created it, the question came up constantly, and it has been answered from three directions. Asked directly in Konami's own developer interview whether Belmont's Curse would be a roguelike, the answer was that it would not. Evil Empire's own commentary says the studio has moved away from its roguelike roots. Konami's head of communications for its American branch, Tommy Williams, stated it in writing: the game is a 2D action-exploration game where players can freely explore large, elaborately crafted maps, and it is not a roguelike or a rogue-lite.39394040There is no permadeath and no procedural generation. Shared studio history is not shared design.41414242Generative AI43434444Neither studio used generative AI. Nouaille has said it was important to respect that direction for the team, for the fans and for the industry, and Taniguchi has confirmed the same from Konami's side.45454646Localisation47474848Konami has said it deliberated at length over the Japanese title before settling on Castlevania rather than the traditional Japanese series name, and over using Trevor Belmont rather than the name the character has traditionally carried in Japan. Both decisions were made in favour of discoverability for players new to the series.49495050Credits51515252Yukiko Hokao was identified as the game's director in a July 2026 interview. Konami named Yukiko Hokao as Director in September 2026 when it published the cast for a broadcast, and a Japanese interview from July 2026 independently prints the same name and reading for the same role. Konami supplied the romanisation itself, which is why one is given here when the voice cast is left in kanji.53535454NameRoleTsutomu TaniguchiProducer, Konami. Castlevania series producer.Emmanuel NouailleCreative Director, Evil Empire.Bérenger DupréMarketing Director, Evil Empire.Benjamin LaulanCo-founder, Evil Empire.Hannah HurstProducer and interpreter, Konami.Katsuya TeradaKey artwork.DeanArt Director, Evil Empire. First name only, from Konami's developer interview.Sandro BordierLead Level Designer, Evil Empire. Full name published in an August 2026 interview.Yukiko HokaoDirector, Konami. Identified in July 2026; credited on the September broadcast lineup.5555Konami has not credited a composer for the game's 71 tracks and has not named the engine. Nothing is recorded here for either until Konami publishes it. The voice cast was announced on August 24, 2026 and is listed on Characters.56565757Public Showings58585959By the time the game reaches release it will have been shown publicly three times, and the builds are not three different slices of the game.60606161ShowingWhenWhat was showngamescom 2026August 26 to 30, 2026, CologneShow-floor sessions of about twenty minutes, plus a separate hour-long appointment build running on PlayStation 5.PAX West 2026September 4 to 7, 2026, SeattleA public booth demo on a twenty-minute timer. Evil Empire and Motion Twin also held a panel at the show.Tokyo Game Show 2026September 17 to 21, 2026 (scheduled; September 21 canceled)The first playable build in Japan, on an exhibit floor. See Tokyo Game Show 2026.6262Accounts of the public builds describe the same opening stretch the July press build covered: the first boss, then two more holding keys, then a locked door. What differs between the showings is session length and tuning rather than content, and both public builds were deliberately made easier so that players could get somewhere inside a short slot. The contents of the Tokyo Game Show build have not been described by anyone as of September 15, 2026.63636464Konami confirmed the PAX West appearance in a release dated August 3, 2026, bracketing the game with two of its other series.65656666The first public show-floor sessions were held at gamescom 2026 in Cologne from August 26 to August 30. Later hands-on accounts described the same broad opening route: an initial boss, two further key holders and a locked door. Session lengths and tuning differed. The July three-hour press session, shorter event sessions and October downloadable demo should still be kept separate when attributing specific observations.67676868On September 3, 2026, Konami featured the game again during its KONAMI PRESS START publisher broadcast, alongside other titles in its lineup. The broadcast included a new trailer, the Bloody Tears Trailer, released the following day; Konami's own description says the footage showed new story moments, characters, and bosses as players prepare to face Dracula's latest resurrection. No new mechanical details were published alongside it.69697070Anniversary Framing71717272Konami has presented the game as a 40th-anniversary title, with the series reaching that anniversary in September 2026, and as the first new mainline entry since 2014. In Japan, Konami described Belmont's Curse as the first of its 40th-anniversary projects and said more would follow. That is a statement about the series rather than a promise of content for this game.73737474Why Paris, in the Team's Own Words75757676The Venice decision is covered above; the reason Paris replaced it has since been stated more directly. Marketing director Bérenger Dupré has said the draw was the cathedrals: setting a story about a demonic castle against sacred architecture creates a gap the team found effective. He added, laughing, that as someone born in France he had wanted to wreck Paris once.77777878On the key artwork, Taniguchi has explained the choice of Katsuya Terada in terms of the game's own concept: the art is new while still carrying weight and a sense of history, which is what the team meant by tradition and innovation together. Terada also produced the exclusive Rose Belmont tarot card offered with some physical pre-orders; see Editions and Pre-Order Bonuses.79798080Downloadable Demo81818282The opening-chapter Demo was announced on September 20, 2026 and released on October 1 for PlayStation 5, Nintendo Switch, Xbox Series X|S and Steam. Saves carry into the full game on the same platform and account, provided the demo save is retained and the full game is updated.83838484Video and Screenshot Posting Guidelines were issued on September 20 alongside the demo announcement.