NEWS From the Devs: Queen's Palace Ruins Dungeon
2025-03-05

Infinity Nikki – From the Devs: The Creation of the Queen's Palace Ruins Dungeon

Stylists, have you explored the new dungeon, Queen's Palace Ruins: Inner Court? With its vibrant stained glass and elegant display cases, it's the perfect backdrop for stunning photos!

Ever wondered how such a breathtaking dungeon comes to life? In this issue, we sat down with two of our talented level designers, Susan and Susu, to uncover the creative process behind this mesmerizing dungeon. They'll share exclusive behind-the-scenes insights into how they brought the Inner Court to life—just for you!

If you enjoyed this sneak peek into the world of Infinity Nikki, don't worry—there's more to come! The development team will continue to share exciting behind-the-scenes stories in the future. Stay tuned for more!


Q: Hello, dear designers! Could you walk us through the process of creating a new dungeon?

Creating dungeons is an incredibly exciting and challenging task—honestly, I absolutely love it! From the initial spark of inspiration to the final realization of a complete dungeon, the process is a collaborative effort that brings together the creativity and expertise of team members across various roles.

It all starts with brainstorming at the conceptual stage. Everyone—producers, narrative writers, artists, and level designers—comes together to ask: What kind of theme would make this dungeon truly captivating? Inspiration can come from anywhere: an enchanting location, a touching story, a breathtaking scene, or even a piece of captivating music. Once the theme is decided, the team refines the ideas through collaboration, turning them into something truly special (and yes, borrowing colleagues' brains for inspiration—ideas just keep flowing!).

Once the theme and core ideas are solidified, the level designer's brain kicks into overdrive! Of course, this is still a highly collaborative process. Let me break it down:

As the "director" of the dungeon, the designer is responsible for the overall vision. Starting from the theme, they design the gameplay, scene structure, player pathways, cinematic moments, background music, and more. After the initial design is complete, they build a prototype using simple blocks to map out the gameplay and structure. This prototype is then playtested by colleagues, and feedback is used to iterate and refine until the dungeon feels just right. This prototype becomes the foundation for the art team's work.

The art concept team takes the theme and creates stunning concept designs, bringing the team's imagination to life. The environmental art team then transforms the blocky prototype into a vibrant, detailed world, using the designer's carefully crafted blueprint and the concept team's elaborate designs as their guide.

Meanwhile, the music team adds beautiful melodies and custom sound effects to bring the once-silent world to life. The narrative team weaves additional stories into the dungeon, while the performance team enhances the experience with immersive performances.

Once the design is finalized, the programming team steps in, using their technical expertise to make the dungeon fully functional. Colleagues responsible for gameplay, technology, art, and systems also play crucial roles in bringing the dungeon to life.

And just like that, a dungeon evolves from a fleeting spark of inspiration into a meticulously crafted stage for players to explore. Even now, this moment—when a dungeon finally comes together—remains the most moving part of being a level designer.

We'll continue to pour our passion into creating even more exciting dungeons, and we hope all the stylists out there will enjoy them!

Q: What inspired the creation of this new dungeon? Why was the Queen's Palace theme chosen?

Level Designer Susu:

The inspiration for this dungeon came from musicals. Our initial idea was to create a dungeon centered around a stunning yet solitary musical performance.

We chose the Queen's Palace theme for two reasons. First, the Gothic palace setting provided the perfect main stage for this musical scene. Second, we wanted to introduce more opulent and dramatic elements into Wishfield, which has a predominantly natural, pastoral style. This contrast gives stylists fresh opportunities for creative styling and photo shoots.

That said, since the dungeon is set in ruins, much of it is dilapidated. But through the cracks in the stained glass, the interplay of light and shadow, and the broken walls, players can still catch glimpses of the palace's former grandeur—and the centuries-long solitude of the figure waiting within.

(The Early Conceptual Design of the Queen's Palace Ruins Dungeon.)

Q: What special mechanics or unique elements were designed to complement the Queen's Palace theme?

Level Designer Susu:

One of the standout features of the Queen's Palace dungeon is its music-themed gameplay mechanics! Music is at the heart of the experience, seamlessly woven into both the gameplay and narrative to create an immersive adventure for players.

For example, the bear guards stationed by the door, once purified by Nikki to remove their dark essence, will play a haunting melody from a music box. In the final stage of the dungeon, the palace begins to collapse in sync with the rhythm of the Queen's song. Players must react quickly to the music's tempo to navigate the collapsing areas, creating a thrilling escape sequence.

But music isn't just a gameplay mechanic—it's also a powerful emotional bond between the Queen and her sister. Through the song, players can feel the weight of their promises and obsessions, adding depth to the story.

(For the full emotional experience, we highly recommend stylists keep the sound on!)

Q: The chase sequence in this dungeon is brilliantly designed. Could you share insights into its design process?

Level Designer Susu:

Initially, we considered incorporating rhythm game elements, where players would collect music notes while running toward the destination. However, to create a more cohesive and immersive experience, we reimagined the gameplay so that buildings collapse in sync with the music's beat. The size of the falling structures even corresponds to the pitch of the music, making the integration of sound and gameplay feel seamless and dynamic!

To heighten the intensity of the escape, we added a visual effect of floors continuously collapsing, forcing Nikki and Momo to keep running forward. This creates a thrilling sense of urgency. To ensure the dungeon remains accessible, we also included helpful tips—like using the shadows cast by falling buildings to predict where they'll land. (Pro tip for stylists: If you're struggling, try using the 'Dash' ability more often! ^ω^)

Q: In previous dungeons, we've seen excellent integration of gameplay and environment. For this one, what unique gameplay elements were designed to harmonize with the setting and storyline?

Level Designer Susu:

The dungeon's backstory is set in ancient ruins, and we wanted the gameplay to reflect the environment's inherent instability. To immerse players in the fragility and danger of the ruins, we designed several mechanics that emphasize this sense of precariousness.

For example, in the Doll Gallery—a room filled with glass display cases—we introduced a mechanic where the glass cracks progressively as Nikki steps on it, highlighting the delicate and fragile nature of the environment. Additionally, the ruins' deteriorated state is brought to life through rotating pillars and sloping platforms, which add to the feeling of instability. (Stylists, tread carefully!)

Q: What challenges did you face while designing the Queen's Palace Ruins dungeon?

Level Designer Susu:

One of the first challenges we faced was conveying the palace's magnificence without overwhelming the player. Initially, we designed the buildings to be very large to emphasize the grandeur, but when Nikki entered, it felt like she had stepped into a kingdom of giants—it was jarring! To fix this, we adjusted the scale to maintain the palace's impressive feel while ensuring the buildings were more proportionate to Nikki's size.

Another challenge was making the connection between "purifying the bear guards" and "opening the gate" clear and intuitive. After some brainstorming, we came up with the idea of releasing light orbs that illuminate gems on the door once the bear guards are purified. This visual cue helped tie the two actions together in a way that felt natural and satisfying.

Q: Any Easter egg in this new dungeon? Could you drop a hint or two?

Level Designer Susu:

Yes, there are a few hidden details worth noting! For example, there's a connection between the music box melody played by the bear guards and the song the Queen sings at the end—keep an ear out for that. Also, the floating glass display cases are sustained by the Queen's power.

If you collect Blings in the scene, you might unlock the sisters' duets. We've designed the sound effects for collecting Blings to match the dungeon's atmosphere, creating a unique auditory experience as you explore.

Lastly, when the bear guards open the door, you'll hear the Queen's call—so listen carefully!