During a recent Bandai Namco Entertainment media event, we had the chance to interview producer Daisuke Nagaoka from Bandai Namco Entertainment and director Shuhei Yamashita from Brownies to discuss their upcoming action roguelike, Towa and the Guardians of the Sacred Tree. This new IP promises to blend traditional Japanese aesthetics with modern roguelike mechanics, creating something that stands apart in an increasingly crowded genre.
Drawing Inspiration While Forging a Unique Path
Like many recent entries in the roguelike space, Towa draws clear inspiration from successful titles like Hades. The developers explained they had a substantial customer base to draw inspiration from, and the timing couldn’t have been better. They noted that since Hades was in early access during their development, “they felt that the action aspect of Hades was very nice and very good. So we also used Hades as a reference during the development.”

However, the team was quick to point out that the choice wasn’t just about following trends. The developers admitted that “the reason why we chose this roguelite genre is also because of my personal preference,” showing that passion drove the decision as much as market research.
What Sets Towa Apart from the Competition
With Hades setting such a high bar for the genre, the team knew they needed something special to stand out. Their solution comes in several unique mechanics that differentiate Towa from typical roguelikes.
The developers emphasized that what makes their game unique starts with character selection. They explained that “it’s quite unique that players select two characters from a total of eight to enter the dungeon. That changes the dynamics a lot.” This dual-character system isn’t just a gimmick – it fundamentally changes how players approach each run.
The team also stressed their focus on storytelling, explaining that “unlike typical roguelikes that focus solely on action, Towa has a strong narrative aspect—we really wanted to build a more story-driven roguelike.” This narrative focus extends to a unique route system where players can challenge dungeons and go deeper or branch off into different dungeons entirely.
Perhaps most interesting is how the game handles progression. The developers revealed that defeating bosses affects village time progression, creating a sense of real impact. As they put it, “this time-progression mechanic isn’t very common in the genre, and we believe it adds uniqueness to the overall experience.”
Overcoming Development Challenges
Creating a new IP always comes with its challenges, and Towa was no exception. The development team acknowledged that there were definitely obstacles to overcome. One major challenge involved the shared HP system between main characters Tsurugi and Kagura, which the developers said was tricky to balance. They also struggled with difficulty tuning, wanting the early stages to be approachable for story-focused players while ensuring the late-game experience reflected traditional roguelike action.

The project’s scope also grew beyond expectations. The developers explained that initially, they wanted to try something small and fresh with the roguelike genre, but as development progressed, the project became much bigger than anticipated. They described it as becoming “a massive undertaking” that they powered through “with sheer will and determination.”
Cooperative Play as a Core Feature
Unlike most action roguelikes, Towa implements cooperative play as a central feature rather than an afterthought. The developers explained that “we wanted to create a unique roguelite experience. By having a two-character team system, players can experiment with different combinations, leading to varied strategies and gameplay styles.”

The balance was primarily designed for solo play, with co-op serving as more of a social experience. The team described co-op as being “designed more like a party game to enjoy with friends,” where Player 1 controls Tsurugi and the other controls Kagura, with both able to perform actions equally. When asked about cross-platform capabilities, the developers confirmed that “cross-platform play will be possible within the same console family,” making it easier for friends to play together regardless of their specific console choice.
Character Design Philosophy and Cultural Inspiration
Visually, Towa draws heavily from traditional Japanese art and culture. The developers explained that while there wasn’t any specific artist they referenced, “you can definitely see the influence of traditional ukiyo-e style in the game’s design. We wanted to evoke a sense of traditional Japanese culture in both the characters and environments.”
The game’s mystic realm theme pulls from multiple sources. The team revealed that “the setting is heavily inspired by Japanese-style fantasy, and we pulled motifs from both Shinto and Japanese Buddhism. The spiritual and mystic elements helped shape the game world, adding depth and uniqueness to its atmosphere.”

The game features eight playable characters, each with their own unique appeal. The developers took particular pride in several designs, including the memorable Fishman character. They explained that the designer enjoyed “creating weird or quirky characters, and with eight playable characters, I thought it’d be fun to include at least one strange one.”
The koi-inspired design wasn’t random. The developers noted that “the koi fish was chosen specifically because it’s a very Japanese motif, fitting for the game’s theme.” They added with amusement that “the Fishman can’t swim—that’s our little joke!” The team also mentioned that several characters were personally designed by the director, including Toa and Origami, not just Nishiki the Fishman, with each character crafted to have their own unique appeal.
Character Progression and Combat
While most Guardians maintain consistent skill sets throughout the game, Kagura offers a different experience. The developers explained that “generally the Guardians’ skills won’t change inside the game, but you can bring resources back to the base to improve your stats.” They clarified that while Tsurugi’s skill set remains unchanged, “Kagura’s will change over the course of the gameplay,” allowing players to improve her abilities at the base before reaching the Abysmal Destination.
Character combinations also affect the narrative experience. The team assured that “there is no difference in the overall story depending on which characters you capture,” allowing players to choose their favorites. However, they noted that “depending on the combination of the characters, the number of dialogue variations during dungeon gameplay will differ,” with certain combinations potentially creating unique interactions and side stories.

The game features a unique dual katana system that reflects traditional samurai weapon usage. The developers explained their reasoning: “Japanese samurai originally carried two swords, so we thought using two katanas would make the action more interesting.” After trying many ideas, they decided that “switching between swords creates unique and rhythmic actions,” which became Towa’s signature mechanic.
For solo players, controlling both characters simultaneously required creative solutions. Nagaoka specifically addressed this design choice, explaining that “since action games typically use R3 for camera control, and many players are used to handling two sticks, we thought it made sense to assign Kagura’s control to R3.” The team expressed hope that players would showcase their skills in mastering this system.
Long-term Replayability
Beyond the main story, Towa offers substantial replay value. The developers revealed that “after the main story, you actually have multiple endings, and then after you complete the main story for the completionist, you can do the endless dungeon mode or the boss rush mode.”
The character combination system adds another layer of replayability. The team explained that players “can choose 2 characters from the 8 playable characters, and depending on your combination of the characters, the conversations and encounters and interactions you have may be different.” For completionists, this means going through many rounds to experience all possible conversations and interactions.

The route system also ensures fresh experiences. The developers emphasized that “it’s different from the typical roguelike, where in the typical roguelike, you only have one route and you will just replay that one route.” In Towa, after clearing the first route, new routes become available, creating “a constantly fresh and new experience” that takes considerable time to complete.
Final Thoughts
When asked about the game’s main appeal, the developers emphasized the balance between action and character interaction. They expressed their desire for players to “enjoy the action part of this game, which is the focus, but they also want the players to enjoy the interactions and relationships between the characters.” The team highlighted that “the systems where you can always encounter new routes is very unique, especially in the roguelite genre,” along with their one-floor clear sub-system as features “never seen before in the genre.”

With cross-platform play available within console families and a clear vision for what makes it unique, Towa and the Guardians of the Sacred Tree appears ready to carve out its own space in the competitive roguelike market. Whether it can live up to the high standards set by games like Hades remains to be seen, but the development team’s passion and innovative approach suggest it’s worth watching.