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Development History - Version 1 vs Version 2
Oct 15, 2026, 03:05 PM
Created page: Development History (2026-10-15)
Oct 15, 2026, 03:06 PM
Add wikilinks to table cells (1 new links)
11Guns & Dragons is one of the first games from ABUTTON, a Korean studio led by CEO Kim Dae-hwon. Its game director is Park Jun-woo. This page tracks the game's public history up to October 2026.2233Timeline4455DateEventSeptember 2025In a Korean interview, CEO Kim Dae-hwon names the game, saying its title is final and a global trademark has been registeredMay 2026ABUTTON first unveils the game; press reports say its Steam and Epic Games Store pages and a gameplay trailer went live the same dayJuly 28, 2026Official reveal announcement on Steam with the Official Reveal trailer; first playtest announcedJuly 30 to August 10, 2026First Steam playtestJuly 31 to August 3, 2026A demo build is shown at ChinaJoy 2026August 2026The team appears at gamescom 2026, where Eryn is reportedly first shownSeptember 8, 2026Eryn and the bow announced for the second playtestSeptember 10, 2026Early Steam Deck adjustments announced for the second playtestSeptember 11, 2026Second playtest dates announced; co-op raised from three to four playersSeptember 15, 2026Studio announces AI-generated art has been removed and adds ten languagesSeptember 17 to 30, 2026Second Steam playtest, extended on September 21September 30, 2026Next playtest said to be planned for November 2026, featuring Chapter 266Design Origins7788In the September 2025 interview, Kim described the concept as making your own overpowered gun and going to hunt dragons. Rather than handing players finished weapons, the game has them keep building up their own gun. He named characters, guns and artifacts as the three axes of variety and said multiplayer co-op was central. He described the art as a stylized look with a North American comics feel, built on the art director's own drawing style rather than imitating anything.991010At gamescom 2026, Park said FPS was the core keyword from the start, since the CEO had a lasting passion for FPS games and Park himself had worked on FPS projects for a long time. Most current FPS games are highly competitive PvP titles, so the team set out to make a multiplayer FPS that players who struggle in PvP could enjoy, and used roguelite structure to pace it. He placed the game in the Little half of ABUTTON's Big and Little strategy. Little projects try new ideas for global audiences, while the studio's large MMORPG fills the Big role.11111212AI Art Removal13131414During and after the first playtest, players criticized AI-generated artifact icons. A developer reply on the Steam forum first explained that generative AI had been used only at the initial concept stage for a limited number of icons, and that every final icon was revised and completed by the team. On September 15, 2026, the studio went further. It said every AI-generated icon was gone, redrawn by hand for the second playtest, and that nothing in that build was AI-generated. It added that AI is still used on the back end of development, such as coding support, but does not make what players see.15151616Steam Deck17171818The studio said a surprising number of first-playtest players used Steam Deck and sent detailed bug reports, so the second playtest build included early Deck adjustments. It stressed that the Deck version was not finished, that optimization had a long way to go, and that the game had not yet been through Valve's official compatibility review. A developer reply said the team intends the game to be fully Steam Deck compatible in the future.19192020Team21212222The Steam page credits the game as the brainchild of CEO Kim Dae-hwon and game director Park Jun-woo, with design lead Lee Chang-hoon, programming lead Choi Yu-tae and art lead Yu Yong-seon. Kim Ik-song is credited as the game's PM. See ABUTTON for the studio profile and Playtests for each test in detail.