MIRESI: Invisible Future has spent much of the past year appearing at events and giving players a closer look at Control9’s upcoming character-focused RPG, along with open pre-registration. Those public builds have also exposed parts of the game that still need work, and the development team says several of the most common criticisms were already known internally.
During Tokyo Game Show 2026, Noisy Pixel spoke with Se Woong Kwon, CEO and Creative Director, and Sun Gu Cho, Producer, about how MIRESI has changed following its recent public showings.
When we asked whether player reactions had caused the team to reconsider anything it hadn’t anticipated, the response was surprisingly candid.
According to the developers, concerns surrounding the speed of combat, the impact of attacks, and the quality of the 3D character models weren’t discoveries made through public feedback. The team already knew those areas needed improvement, but development schedules made it difficult to address everything before each event build had to be shown.
They explained that players often confirmed problems Control9 had already identified. As a result, combat is one area where the team has already started making changes.
Producer Sun Gu Cho explained that previous players felt battles could be slow. Unlike more traditional turn-based RPGs where the next turn can come around quickly after an action, MIRESI can leave players waiting longer before they can act again.
Attacks were another concern. Players felt they lacked enough impact, and Cho said Control9 has been working on both battle pacing and making hits feel more satisfying. He also stopped short of suggesting either area is finished.
The boss content shown at TGS is meant to give players a better idea of where the battle system is heading.
Earlier test builds included a boss fight deliberately balanced so attendees could reasonably finish the demo. The newer boss encounter moves closer to the intended balance of the full game, with boss patterns, character positioning, party composition, and specific strategies playing larger roles.
Control9 still wants the system to be approachable. Stronger characters may overpower easier encounters, and auto-play will be available. Fights against enemies closer to the player’s strength are where the team expects positioning and strategy to become more important.
Not every reaction from previous demos was something the studio expected, though.
During an earlier showing, MIRESI featured a small town-like area players could move around in. Since the game isn’t open world, the developers deliberately kept the area relatively compact.
However, players still kept asking whether MIRESI was an open-world game. Unlike the criticism surrounding combat and character models, the developers said that reaction caught them off guard.
Some feedback has lined up with problems Control9 already knew about. Other reactions have shown the team that players weren’t always reading parts of the game the way it expected. Either way, the studio seems excited to move forward with development.
We plan to follow Control9’s development on MIRESI to track how it evolves up to launch. Refinements are nice to see, but how they bring all this era-jumping shenanigans to the full game is yet to be seen. These characters have a darker side that hasn’t been revealed, and over time, we hope to share more of it with you.
The TGS build shows some of those areas are already being revisited. The bigger test will be whether future builds make the improvements obvious on their own.