Solo Leveling: KARMA’s G-STAR demo leans Hades, not gacha—and I’m intrigued

Solo Leveling: KARMA’s G-STAR demo leans Hades, not gacha—and I’m intrigued

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Solo Leveling: KARMA

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Solo Leveling: Arise is an action RPG based on the South Korean web novel of the same name.

Genre: Role-playing (RPG)Release: 5/7/2024

Why This Matters for Gamers Right Now

Netmarble brought the first hands-on for Solo Leveling: KARMA to G-STAR 2025, and the real headline isn’t the flashy booth prizes-it’s the genre pivot. Instead of another collection-heavy action RPG, KARMA is a top-down, isometric roguelite with runs, build-crafting, and reactive combat. For an IP that just delivered a gacha-centric hit with Solo Leveling: ARISE, this shift could mean a game that lives or dies on your skills and choices, not your credit card. That’s the part that caught my attention.

Key Takeaways

  • It’s an isometric hack-and-slash roguelite: think quick runs, dodge/counter windows, and build variety via weapons (daggers, scythes, bows) and “Blessings.”
  • Hands-on demo modes-Time Attack and Event Dungeon-showed reactive combat and bosses faithful to the series, with creator showdowns highlighting different builds.
  • PC and mobile are both targeted. Great if cross-progression and proper controller support arrive; worrying if it’s a barebones PC port with mobile-first UI.
  • Monetization is still a black box. Netmarble says it’ll refine based on feedback, but the big question is whether roguelite progression gets entangled with gacha pulls.

Breaking Down the Announcement (Minus the Marketing Gloss)

At Korea’s biggest games show in Busan, players got two slices of KARMA. The Time Attack Dungeon pushed speed-clears for leaderboard loot (yes, they handed out UMPCs, RTX 5060 Ti cards, and Razer gear), while the Event Dungeon stacked waves into boss encounters fans will recognize from Solo Leveling’s world. The show matches its pitch: short, intense runs that reward quick decision-making and mastery of your build.

Weapons and Blessings did the heavy lifting in the demo. Daggers suggest bursty, up-close aggression; scythes read as wider, sweeping control; bows are the spacing and safety play. Blessings layer on top—your classic roguelite modifiers that can transform a run from cautious pokes to screen-shredding synergy. The kicker? Summoning iconic Shadows like Igris for coordinated strikes. If those summons are on short, tactical cooldowns (not energy timers), KARMA could nail that power fantasy without breaking the pace.

From ARISE to KARMA: What’s Actually Different

Netmarble’s last Solo Leveling title, ARISE, leaned into flash, collection, and long-term grind. It was slick, but very much a modern mobile action RPG. KARMA aims for a different itch: isometric precision, clean telegraphs, and run-by-run experimentation. That puts it closer to Hades or the mobile-friendly end of Vampire Survivors-style progression than to another auto-combat gacha treadmill.

That said, the roguelite label can mask monetization in clever ways. Will weapons be earnable in runs or pulled from banners? Are Blessings pure in-run choices or upgradable via currencies that nudge you to a store? Netmarble’s history ranges from consumer-friendly (long-tail support in MARVEL Future Fight) to… well, not so friendly. If KARMA keeps its power curve inside the run and uses meta-progression for modest, earnable upgrades, we’re in good shape. If core build pieces hide behind rolls, that promising combat will feel compromised fast.

PC + Mobile: Potential and Pitfalls

A simultaneous PC and mobile launch is the right call for an isometric slasher. The camera works on a phone, and the genre sings on a controller or mouse. But PC players are going to scrutinize the port. That means: rebindable keys, native ultrawide options, unlocked framerate, sensible UI scaling, and controller rumble with responsive dodge/counter windows. If the PC client feels like a blown-up phone app, Steam reviews will shred it regardless of how fun the core loop is.

Cross-progression is another must-have. Roguelites thrive on “one more run” across short sessions, so bouncing from desktop to phone is a perfect fit—if your progress follows. Netmarble hasn’t detailed this yet, nor online requirements. Given the publisher’s track record, an always-online setup is likely; I’m hoping they avoid stamina gates that break the roguelite flow.

Why This Approach Fits Solo Leveling

Story-wise, KARMA dives into the Dimensional Gap—the IP’s war among Monarchs—and ties progression to recovering memory fragments and restoring the Broken Cup of Reincarnation. That maps neatly onto roguelite runs: failure becomes canon, repetition builds strength, and the narrative moves with your meta-upgrades. A-1 Pictures produced a new opening animation to sell the tone, which is smart—this series thrives on spectacle. If the bosses carry that menace and the Shadow summons land with weight, fans will feel right at home.

What I’m Watching Next

  • Monetization specifics: Are weapons/Blessings earned in play or pulled? Any stamina systems?
  • Run structure: Average run length, meaningful mid-run choices, and whether death teaches—not punishes.
  • PC support: Rebinds, ultrawide, framerate, controller tuning, and UI that isn’t mobile-first.
  • Cross-progression: Seamless saves between PC and mobile would be a killer feature.
  • Endgame: Beyond leaderboards, is there a roguelite loop that evolves—new bosses, modifiers, or weekly mutators?
  • Fidelity to the IP: Recognizable bosses and Shadows are great; the feel of impact matters more than name drops.

TL;DR

Solo Leveling: KARMA looks like a genuine roguelite twist on the IP—fast runs, flexible builds, and chunky boss fights. If Netmarble keeps monetization from meddling with those systems and nails a proper PC client with cross-progression, this could be more “one more run” than “one more daily.” I’m cautiously optimistic—and that’s not something I often say about mobile-first spin-offs.

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GAIA
Published 11/24/2025Updated 1/2/2026
5 min read
Gaming
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