
Game intel
MONGIL: STAR DIVE
Dive into a world of wonder! A dazzling monster-taming Action RPG!
Netmarble’s monster‑taming action RPG MONGIL: STAR DIVE has been popping up everywhere-G‑STAR, Summer Game Fest, gamescom, TGS-and now Brazil Game Show. That caught my attention for two reasons: Netmarble is traditionally a mobile-first, monetization-heavy publisher, and this roadshow is clearly aimed at convincing console and PC players that MONGIL belongs on “core” platforms. That’s a big swing—and it could pay off if the game’s action and companion systems land without the usual free‑to‑play baggage.
The BGS showcase follows a packed itinerary: the debut at G‑STAR 2024, a global trailer at Summer Game Fest 2025, and back‑to‑back European stops at gamescom and IFA tied to Samsung hardware demos. In Tokyo, Netmarble emphasized console credibility with a PS5‑optimized build—think DualSense support and a redesigned HUD rather than a bare PC port. In Brazil, the company says crowds praised the “cinematic combat” and the Monsterling system (capture, collect, equip), the two pillars MONGIL is betting on.
Under the hood, MONGIL runs on Unreal Engine 5, promises dynamic tag‑team action, and brings back the brand from its 2013 origins. More importantly for those ready to jump in: global pre‑registration is live via the official channels, Epic Games Store, Google Play, and the App Store. Netmarble is dangling the 4‑star Francis and an exclusive Mollumander Monsterling as community milestones unlock, which is smart marketing—provided those rewards don’t skew the early meta.
Netmarble also ran a closed beta with new story beats and expanded Monsterling features. The company says feedback will make it into the launch build and that the CBT will expand to more regions soon. That’s a positive sign—live service games live or die by iteration—but the details we need most (rates, stamina, endgame structure) weren’t addressed in this showcase.

I’m into monster‑taming hybrids when the systems interlock cleanly—think the party synergy of Scarlet Nexus meets the collectible depth of a classic creature RPG. MONGIL’s pitch of tag‑team action with equipable companions could be that, especially if swapping Monsterlings meaningfully changes your toolkit mid‑fight. But Netmarble’s track record brings baggage: several of its hits are polished, grindy, and aggressively monetized. If Monsterlings are primarily gacha pulls instead of in‑world captures with clear paths to earn upgrades, the action could become window dressing for a monetization loop.
The Samsung partnership is flashy—glasses‑free 3D on the Odyssey monitor and a foldable showcase on the Z Fold7—but those demos rarely reflect how most of us play day to day. What matters is whether PS5 offers a stable 60 fps mode, if DualSense support goes beyond basic rumble (adaptive triggers tied to Monsterling abilities could be slick), and whether PC performance holds on mid‑range rigs without stutter. UE5 can devour hardware if you’re not careful.

Another flag: listing Epic Games Store for PC with no mention of Steam. That’s not a deal‑breaker, but it’s friction in communities that default to Steam ecosystems, mod support, and friend lists. If Netmarble wants cross‑platform credibility, it should clearly state cross‑save and cross‑play plans between PS5, PC, and mobile. Nothing builds trust like letting players move freely across devices without losing progress—or locking features to a single storefront.
Monster‑taming is having a moment, but not in the old turn‑based mold. We’ve seen experiments that push into action combat and deeper buildcraft, and players have responded when the systems respect their time. The market is hungry for a high‑fidelity, console‑first take that isn’t just another gacha farm. Netmarble’s tour suggests it understands the assignment: show up where core gamers are, put controllers in hands, and highlight pressure‑tested builds rather than mobile‑only demos.
If MONGIL sticks the landing, it could be Netmarble’s bridge title—the one that earns console trust without abandoning its live‑service DNA. But that requires restraint: fair rates, clear pity systems, earnable companions through play, and endgame loops that aren’t purely resin‑timers by another name.

Netmarble says MONGIL is in the final stretch and targeting a worldwide launch later this year. I’m cautiously optimistic. The showcase tour proves there’s confidence in the core combat loop. Now the team needs to show that the systems around it respect players’ time—and wallets.
MONGIL: STAR DIVE looks like a legit console‑ready monster‑taming action RPG, not just a mobile porter. The big questions—monetization, cross‑save, and performance—will decide whether the hype survives beyond the show floor.
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