To Keep Creating Together: METASLA’s Quest to Balance Passion with Business [Award Winner Documentary] #14 (Part 1)
■ Yoshiyuki Nakashima (left)
As a lifelong gamer, Nakashima always dreamed of working in the game industry. However, he ended up joining a systems integrator after graduating university. While working there, he began developing mobile games on the side and quickly discovered how much he enjoyed it.
After working for three years, he went independent thanks to the success of his game, LevelUp RPG. Two years later, he invited his childhood friend Iijima to create METASLA Co., Ltd. Today, he continues to broaden his creative horizons with projects like Sea Fantasy, his first PC title, all while chasing the next big hit.
■ Yuta Iijima (right)
After studying programming at university, Iijima began his career at an electronics manufacturer, designing embedded software. Inspired by the growing trend of side-jobs, he started developing mobile games with his childhood friend, Nakashima. Although his demanding day job sometimes pulled him away from development, Iijima officially joined the team when METASLA Co., Ltd. was founded. Drawing on his long-standing trust with Nakashima, he focuses on ideas that enhance the playability and overall quality of their games. For Iijima, the real fun lies in making games — not just playing them.
Hello everyone!
It’s GYAARCon support staff Mio, back with another article!
Today, I’m excited to bring you an interview with METASLA Co., Ltd., who joined the GYAARCon family after receiving the GYAAR Studio Award at the Google Play Indie Games Festival 2023.
Formed by two childhood friends, METASLA has gained attention for their speedy development style, despite being such a small team. Their ability to reach players is equally impressive — self-publishing their very first PC and console title, Sea Fantasy, which sold over 20,000 copies.
Quick to create, strong in delivery — that’s METASLA in a nutshell!
So how did they find their way into the indie game scene, and turn their dream of making games for a living into reality? We asked the team about their beginnings, what drives their creativity, and what lies ahead for the studio.
■ METASLA’s Origin Story: Fueled by the Side-Hustle Trend?!
――You and Nakashima have known each other since childhood, what led you to start developing games together?
🔷Iijima: I remember it so clearly. It all started when I asked Nakashima if he wanted to make apps with me on the side. Back then, we were both fresh out of university working our first jobs, and we went on a road trip with a mutual friend of ours. During the drive, we talked about how side-hustles were all the rage, and whether we could use our coding skills for extra income. Before we knew it, the idea of building an app together took off.
We’ve always wanted to chase our dreams doing things we enjoy — even to the point of trying out YouTube together for a while — so it didn’t take long for our enthusiasm to become reality.
――Of the apps you could have made, why did you end up choosing games?
🔶Nakashima: At first, we were creating utility apps for smartphones. But it just didn’t feel right, so we naturally drifted toward game development. Games tended to get more downloads, and most importantly, it was a blast making games I actually wanted to play myself. What started as a side project quickly turned into a full-blown passion for game development.
――And three years later, you went independent?
🔶Nakashima: That’s right. The turning point was the success of our 10th app, LevelUp RPG. Its revenue surpassed what I was making at my day job, so…I just went for it and became independent (laughs).
――Did you go independent together?
🔷Iijima: No, I was still working for a company at the time. Actually, I stepped away from game development for a while because I was busy with my day job. I felt a bit guilty about that, since I was the one who first suggested to Nakashima that we make apps together. So it was a slightly awkward period for both of us.
🔶Nakashima: Yeah, didn’t talk much (laughs). But just as we were starting to drift apart, a mutual friend invited us out. Thanks to that, we slowly got back to a place where hanging out felt normal again.
🔷Iijima: That’s when Nakashima asked me if I wanted to help him update the app he’d been running. Honestly, I was amazed to see him continue to create games with such persistence and enthusiasm. It inspired me to give it another shot, and that’s how I found myself back in game development.
――A perfect comeback story for two longtime friends. Nakashima was already an independent developer by that time, but it was two years later that the two of you created METASLA Co., Ltd.
🔶Nakashima: Yes. But we had some hurdles to clear before bringing Iijima on full-time. To support both of our incomes, we needed consistent revenue from our existing games. In other words, whether I could bring Iijima on as a full-time team member hinged on the success of METASLA’s debut title.
■ Rogue Dungeon Walkers: A Spectacular Debut Title
――Rogue Dungeon Walkers was the first title you released as METASLA Co., Ltd. How many games did you work on prior to this?
🔶Nakashima: I think around 15 or 16?
――Releasing your 15th or 16th game only two years after your 10th title, LevelUp RPG, proves just how quickly you work. And with the app becoming a hit, Iijima was able to officially join METASLA.
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🔶Nakashima: I had already told Iijima to have high expectations, so I was relieved when our revenue became steady. We also submitted Rogue Dungeon Walkers to the Indie Games Festival 2023 hosted by Google Play. We were very grateful to receive the GYAAR Studio Award there. We submitted games to the festival every year; partly to keep ourselves motivated, but this was the first time we actually took an award home.
――What went through your mind when you won the GYAAR Studio Award?
🔶Nakashima: I was completely blown away, both surprised and overjoyed. We always made it to the Top 20, but I never expected to receive a special award. I had no idea what to say during the acceptance interview.
🔷Iijima: I was watching Nakashima beside me, and he looked stunned, like “Is this really happening?” His demeanor on stage was so funny that I’ll probably be making jokes about it for the rest of our lives (laughs).
🔶Nakashima: I’d rather not recall my state at the award ceremony (laughs), but receiving the GYAAR Studio Award has opened up more opportunities to connect with other developers, which has been a great source of motivation. Most importantly, having Iijima officially join METASLA has greatly expanded our capabilities. We can now exhibit at events and finally have the capacity to tackle the more time-intensive PC and console projects we’ve been aiming for.
■ Sea Fantasy: METASLA’s First Attempt at PC/Console Development
――Sea Fantasy is your first PC and console title. Where did the idea of saving the world through fishing come from?
🔶Nakashima: I’m personally a big fan of fishing mini-games. I also love action RPGs, so I thought, why not make a fast-paced game that lets players enjoy both fishing and RPG elements? That’s how Sea Fantasy came to be.
🔷Iijima: At first, we were so focused on making the fishing feel fast and fun that other parts of the game experience risked falling flat. That’s why we added boss fights, interactive elements to the fishing gauge, and other creative mechanics to keep the gameplay exciting.
――Sea Fantasy took about a year to develop. How was the experience?
🔶Nakashima: It was really challenging! We had originally planned a February 2025 launch, but that ended up clashing with the release of several major titles, including a very popular hunting game. I thought it would get lost in the crowd if we released it then, but I didn’t want to postpone it either. So we decided to push the release forward by a month!
🔷Iijima: I remember thinking that releasing in February was already going to be tough but moving it up a month!? I have to admit, I panicked. It was stressful, but we figured it was better than to wait and risk being overshadowed.
――As a result, Sea Fantasy reportedly sold 10,000 copies in its first week — and later surpassed 20,000!
🔶Nakashima: We were thrilled that so many people played it. Initial Steam reviews were mixed, but we managed to raise the average to a very positive. This was only possible because someone uploaded a playthrough video almost immediately after release, and we rushed out an update in a few days based on their reactions while playing.
🔷Iijima: Honestly, that was the toughest part…We were glued to the playthrough video, working nonstop to keep up with feedback.
――What amazes me about the both of you is that you never compromise — on the commercial effort to make your games sell, as well as perfecting the quality and playability of the games themselves. So, tell us about Sea Fantasy, the product of your blood, sweat, and tears!
🔶Nakashima: If you think fishing games are just a series of fetch quests, think again! Sea Fantasy is all about lightning-fast, exciting gameplay — something you don’t usually see in fishing games.
🔷Iijima: It’s a pixel-art open-world action RPG packed with surprises to keep you hooked, like rare XP-rich metal fish and epic boss battles. Cast your line and see if you can save the world! And don’t miss the free Demon World Edition major update, available now!
(Continued in Part 2)
*In Part 2, we asked METASLA about what drives their pursuit for hit titles, the future of the studio, and more!
Links
■ METASLA Co., Ltd.
https://www.metasla.net/
■ Rogue Dungeon Walkers
Google Play:
https://play.google.com/store/apps/details?id=com.YSK.LDW
App Store:
https://apps.apple.com/us/app/rogue-dungeon-walkers/id6462970507
■ Sea Fantasy (Steam Store)
https://store.steampowered.com/app/2835110/Sea_Fantasy/
■ GYAARCon Official Website
https://indie.bandainamcostudios.com/en
■ GYAAR Studio Official X
https://x.com/GYAAR_Studio



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