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Development Team
September 15, 2026 at 08:24 AM
Add wikilinks to table cells (1 new links)
Eternal Anima carries a short, fully published staff block that appears in the footer of every page of the Japanese official site. It is reproduced below in full. Three of the readings in the right-hand column are ours rather than the publisher's, and those are marked, because no first-party English source has ever printed them.
Role (Japanese) | Role (English) | Credited as | Reading and confidence |
|---|---|---|---|
ディレクター | Director | 樋口 勝久 | Katsuhisa Higuchi. Official: printed in the English press materials. |
シナリオ | Scenario | 野島 一成 | Kazushige Nojima. Official: printed in the English press materials. |
ストーリー原案 | Story concept | 牧野 圭祐 | Keisuke Makino. Official: printed in the English press materials, as "story concept writer". |
シナリオディレクター | Scenario Director | 福田 弘直 | Hironao Fukuda. OURS, not official. 弘直 is most commonly read Hironao, but Hironaga is also possible, and no first-party English source names this person. |
キャラクターデザイン | Character Design | Max Berthelot | Printed in Latin script on the Japanese site, so no transliteration is involved. |
音楽 | ベイシスケイプ | Basiscape, the studio's own English name. Not printed in Latin script on the site itself. | |
ミュージックプロデューサー | Music Producer | 崎元 仁 | Hitoshi Sakimoto, his own long-established romanization. Not printed in Latin script on the site itself. |
テーマ楽曲 | Theme song | MARCIN | Printed in Latin script. The full song credit is covered in Music. |
企画・開発 | Planning and Development | マーベラス | Marvelous. Official: the English materials say "developed by Marvelous". |
プロデューサー | Producer | 塩田 誠 | Makoto Shiota. OURS, not official. 誠 read as Makoto is the standard choice, but the publisher has not published a reading, and a second plausible surname reading is Shioda. |
The project these people have been working on was first teased in 2023 under the working title PROJECT LIFE is RPG, a detail the publisher disclosed in its own announcement release. The European publisher site still serves every one of this game's images from paths namespaced LIFE, a leftover that corroborates it.
Beyond these roles nobody is credited. There is no published art director, no lead programmer, no sound designer and no second producer. Fifteen Japanese voice roles are credited on the character pages; no English voice cast has been announced despite English audio being confirmed.
Several of these people carry well-known credits on other games. Those are their own biographies and have no bearing on this game's content, so no character, system or setting from any of them appears in this wiki. Kazushige Nojima's credit here is scenario, and that is the entire credit.
On 10 September 2026 the publisher released a video titled 「スペシャル対談映像 -開発者たちの継承- 坂口博信×樋口勝久」, roughly "Special Conversation Video: The Inheritance of Developers". The publisher describes it as 映像企画, a recurring video project in which the game's director talks with a leading JRPG developer. It is promotional content built around the game's theme of 継承, inheritance.
The guest in this first instalment is Hironobu Sakaguchi (坂口 博信) of Mistwalker. The publisher's own wording is 「ミストウォーカーの坂口博信氏をゲストに迎え」, welcoming Mr. Hironobu Sakaguchi as a guest.
He holds no credit of any kind on this game. He does not appear in the staff block above, in any role, and the game is not a Mistwalker production, not a co-development, and not his project. He did play a build before the video was filmed and gave his impressions on camera, which is the full extent of his connection to it. Because the video series is designed to rotate guests, every future instalment will pair the director with a different outside developer, and the same distinction will apply each time.
The conversation is the only substantive developer commentary that exists on this game, and several design details surfaced there that appear on no store page and in no press release.
Topic | What was said |
|---|---|
Time travel structure | The design is deliberately one-directional: travel to the past, resolve the situation there, return and you are in the present. Letting past actions branch the present without limit would produce more permutations than can be processed, so the flow is fixed. |
What the player feels instead | Places visited in the past may still be standing in the present, or may be gone, so the causal reach across eras stays legible without an open timeline. |
Descendants | Companions who helped save a continent in the past are remembered by later generations, and on returning to the present their descendants are alive and can join the party. |
Break | Hitting an enemy's weakness pushes its action back along the turn timeline. Pushed far enough, to the end of the timeline, the enemy's next action is cancelled outright. |
弱点防御 (weakness defence) | Once a weakness has been struck, the enemy gains weakness defence on the following turn, so the same trick cannot simply be repeated. |
Counterplay | Changing class to match an enemy's weakness, and defending, are named as the responses available. |
Difficulty shape | Ordinary encounters are tuned to be comparatively easy to play through; bosses are built so that, in the director's framing, you cannot win without thinking. |
The Break and weakness-defence mechanics belong to the Battle System, and the one-directional structure to Time Travel. The class inheritance they interact with is described in Classes and Skills.
Higuchi describes himself as having spent decades as a battle programmer, roughly forty years making games, most of them RPGs, and says system design is the part of the job he loves most. His most quoted line from the video is about how much of an RPG he used to think battle accounted for:
I used to think an RPG is 70 or 80 percent battle. Not everything, but I think that is the element that decides how interesting an RPG is, so I was very particular about the battles.
A caution on wording: the video has Japanese audio with no English version, and the English above is a rendering of on-camera speech taken from a written transcription rather than from an official translation. The substance is reliable; the exact phrasing should not be treated as an official quotation. The same caveat applies to every line attributed to the video on this wiki.
As of 15 September 2026 there are no press interviews with the director, the scenario writer, the story concept writer or the character designer, and no independent hands-on preview coverage. The conversation video above is substantive and is a real source of design detail, but it is promotional material produced by the publisher, not a hands-on report, and the invited guest is the only person outside the team confirmed to have played the game.