

I want to make the content so cool that those who are looking from the distance now would say, “If only I had participated in project Mighty No.9.” I won’t reveal the details now, but we have even more surprising plans up our sleeves, so don’t miss the updates. studios in Japan, is one of Kickstarters greatest-ever hits, securing its. 9, from the Keiji Inafune-founded Comcept Inc. However, I think that part of it is the wonder of the moment. Announced in 2013, Mega Man -influenced platformer Mighty No. Even those who didn’t participate in this project because of the timing, they will still have the chance to play the game when the official version is out. It resembles old games, but it’s a whole new work, and if you try playing it, you will find new ways to enjoy it, isn’t that amazing? Also, since we went through all the trouble of using the Kickstarter system, I’d like people to think of this and the game as an event and enjoy it. We probably should put all the funds into game development, but I wanted this to be a project that makes people feel that there are other valuable elements besides the game itself. To be honest, this reward costs a lot of money.

If we were to make it in a way that you could actually hold it in your hands, that would raise the production costs, so we decided to separate the digital and the print-out version.
