“Enchanted Hunt” Officially Launches Its First Large-Scale Version Update

“Enchanted Hunt” Officially Launches Its First Large-Scale Version Update


relu games, the creative studio under krafton, has officially released its first major version update for the ai-driven cooperative horror game “mimesis.” this upgrade is not merely an expansion of content but a systematic evolution centered around the core concept of “ai as gameplay”—comprehensively reimagining the underlying logic of the immersive horror experience, from monster behavior algorithms and level pacing to player interaction dynamics.

as one of the world’s first truly “ai-native games,” mimesis has, since its inception, broken away from the traditional design paradigm of horror games that rely on scripts and pre-set mechanics. its iconic enemy, “mimesis,” is not a programmed puppet but an intelligent entity that continuously learns, performs real-time reasoning, and dynamically disguises itself: it can capture vocal intonations, replicate movement patterns, recognize team coordination strategies, and, once infiltrated into a squad, create trust crises and psychological pressure with remarkable realism. here, ai is not just a technological highlight but the driving force behind narrative tension, strategic depth, and emotional feedback.

this update builds upon over a million hours of real player data and in-depth feedback gathered during the early access phase, focusing on breakthroughs across three key dimensions: personalized evolution of ai behaviors, dynamic balance within the game structure, and strategic expansion of the content ecosystem.

on the ai front, mimesis’s decision-making model has undergone a qualitative leap. the new version no longer responds only to isolated actions but instead constructs a multi-dimensional judgment system that incorporates situational awareness, group behavior modeling, and weighted personality tendencies. each individual possesses unique personality parameters—some prefer stealthy ambushes, others enjoy creating noise to disrupt, while others excel at mimicking specific players’ habitual tactics. their approach paths, timing of camouflage, and rhythms of exposing vulnerabilities are all dynamically generated based on the current situation, completely eliminating the possibility of relying on pre-planned strategies and turning every four-player cooperative session into an unrepeatable psychological battle.

the game’s progression structure has also been adjusted at a paradigm-shifting level. the original linear “three-day survival cycle” has been restructured into a flexible, evolving system: the first day emphasizes mechanism guidance and character development, gradually easing the cognitive load for newcomers; in the mid-to-late stages, environmental variables and enhanced ai adaptability are introduced, allowing tension to rise naturally rather than mechanically stacking up. the overall curve places greater emphasis on an “unpredictable sense of presence,” ensuring accessibility for beginners while providing advanced players ample room for real-time decision-making.

the content expansion reflects deep design thinking as well. three main settings—the factory, subway station, and mansion dungeon—have added multiple vertical spaces and asymmetrical path nodes, while outdoor areas have had resource densities and escape routes recalibrated, encouraging teams to proactively devise differentiated tactics in complex terrains. new environmental interactive devices can trigger chain reactions, novel monster types feature unique ai coordination logic, and the primary weapon system now includes modular enhancement trees and throwable tactical resource management, significantly broadening the strategic spectrum.

the spectator mode has also been revamped: eliminated players can “parasitize” previously encountered mimesis entities, gaining misleading information or genuine warnings from the enemy’s perspective, and directly joining their surviving teammates’ communication channels via voice—elimination is no longer the end of the experience but transforms into a new dimension of cooperation.

min-jung kim, ceo of relu games, stated: “mimesis is proving a crucial proposition: ai should not be a mere embellishment but the ‘first principle’ that defines the very essence of gameplay. this update marks our transition from ‘using ai to make games’ to ‘designing games for ai.’” she emphasized that the team will continue to deeply integrate ai with game mechanics, transforming technical sophistication into sustainable ip vitality.

since launching its early access phase in october 2023, mimesis reached the milestone of one million global sales in just 50 days and became the first korean title to win the best game design award at japan’s cedec awards 2026, underscoring its industry-leading value in redefining the horror genre through ai.

for more details, please visit the official mimesis website, the steam page, and the official release video.

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