One Piece: Assemble Gameplay Part 2 - One Piece Action RPG Android iOS
One Piece: Assemble Gameplay Part 2 - One Piece Action RPG Android iOS
Gameplay: https://youtu.be/YSU8SAC27qc

Dear Team Members:
After a three-year hiatus, we're back with a brand new game, *One Piece: Assemble*. To be honest, the past few months haven't been easy—this project underwent a complete reboot, with many things starting from scratch, and we encountered numerous setbacks and pitfalls.
Because of this, we want to share this letter with you frankly about what *One Piece: Assemble* is like now, and the direction we want to take this new beginning.
The biggest change during this time is that we now have an almost entirely new team, passionate about the One Piece IP. The core members of the new team have extensive experience developing games based on the One Piece IP. We've reunited with the technology we've accumulated, our understanding of the IP, and some lingering regrets, simply wanting to do a better job of what we didn't do well back then.
At the same time, we want to be honest with you first: this *Assemble* test, as the first test after the project reboot, is more like an early version still in the foundation-laying stage. This is why we chose to launch a small-scale test through player recruitment, with a limited number of slots available. We apologize for not being able to allow all those who have been following and supporting this game to participate. Currently, its content is also relatively limited; neither the richness of gameplay nor the completeness of character development has reached the state we hope to deliver. We also hope everyone can have a realistic expectation before experiencing it: this is our first report card since our restart. We will accelerate development, taking your feedback into account to gradually improve and solidify it, striving to allow every player to experience it as soon as possible.
Regarding the core gameplay: we want to emphasize "fighting side-by-side."
Focusing on the product itself, we will continue to refine the core concepts of *One Piece: Assemble*. We hope that the relationship between players is one of "cooperation" rather than "opposition"—no longer "I can only beat the friends I recruited," but truly fighting side-by-side, overcoming difficulties together, and rediscovering the emotional connection to "comrades" in the *One Piece* IP.
The core gameplay of the game, "Carnival Battlefield," is a raid mode centered around "multiplayer cooperation." We hope everyone can work together to develop tactics, assign tasks, and challenge the powerful bosses from the original animation, finding enjoyment in the process. In the game's first large-scale raid, "Sky Island," two teams of six players will be required to cooperate. The progress of the two teams will affect each other, testing team communication and tactical planning. In boss battles, we've designed numerous mechanisms requiring player cooperation, such as damage sharing, synchronized activation of mechanisms, and interrupting spellcasting. Proper handling often brings significant benefits to the team, such as putting the boss into a weakened state for an extended period, making each player's actions more meaningful. In designing the raid, we aim to allow every player to experience the joy of "team strategy," rather than just numerical superiority.
For the first raid after the reboot, we've initially chosen a maximum size of six players. The reason is that we want to refine the basic experience of player roles, character positioning, and boss skill responses as much as possible first—this is also the direction we are currently striving for. We hope to test and continuously improve together with everyone during testing, rather than pursuing a large number of players from the outset. If the foundation is solid enough, we also hope to try larger-scale multiplayer raids to bring a richer cooperative combat experience to everyone.
Regarding the three-character rotation: "Everyone can be the protagonist of team battles"
Secondly, there is the three-character rotation combat system. In the battles of *One Piece: Assemble*, players can switch between three different partners at any time. This is not just about changing characters, but the core of the entire combat strategy. Different characters have different roles, such as damage dealers, special attackers, and support. Players need to switch reasonably according to the battle situation to create more diverse combinations.
In character design, we will prioritize the role positioning in PvE scenarios. This means that some characters (such as support characters) may not be the strongest choice in PvP, but they can play a key role in team cooperation. We hope that each character can have a clear positioning and value in different modes. This is why the number of playable characters is relatively limited during this testing phase. For us, it's not enough for a character to simply be able to "play"; they also need to match the current combat rules, rotation rhythm, team roles, and overall performance. We know everyone is looking forward to seeing more familiar companions, and we've kept that expectation in mind. Going forward, while continuing to refine the core experience, we will steadily add more playable characters, prioritizing the improvement of key roles. We hope that every new companion joining will have clear value in raids and PvP, rather than simply appearing as a addition to the character list.
Regarding PvP: While strategy and predictive
team-based combat are our core focus, we also want to discuss what PvP will look like and how we understand fairness. Our PvP design philosophy is to ensure the enjoyment of the game while minimizing the learning curve and absolute reliance on "reaction speed."
We've observed that many games' PvP modes have some pain points. One issue is that players who aren't consistently active or are newcomers may not have encountered many of the characters' skills in the arena before, making them unsure how to counter them and vulnerable to information asymmetry. Another issue is that some PvP modes demand high reaction speeds, making it difficult for players with slower reflexes to enjoy the arena.
Based on these two points, our PvP is built on a simple "rock-paper-scissors" model: heavy attacks counter normal attacks, normal attacks counter skills, and skills counter heavy attacks. Even if you don't know your opponent's skills, you can gain an advantage by observing and predicting whether they will choose "rock" or "paper." Furthermore, we've incorporated a "character switching" strategy: when attacking, you can switch characters to forcefully suppress your opponent's "rock-paper-scissors" choice; when being comboed, switching characters acts as a "substitute," allowing you to immediately escape danger and readjust your distance and rhythm.
Overall, we want PvP to emphasize strategy and prediction rather than simply being faster or having a stronger character. Even when new characters are introduced, they must adhere to these basic game rules to avoid situations where they simply overwhelm older characters due to their larger skill range, thus maintaining a relatively fair and healthy gaming environment. PvP will be an ongoing feature that will be supplemented and refined, but it will not replace team-based combat as the core of the game.
Regarding future plans: Taking it one step at a time to solidify it
. Finally, we'd like to share our future plans with everyone. In the current testing phase, the focus is on solidifying the foundational experiences of raids, character rotation, and PvP. In the next phase, we will prioritize adding content and improving the completeness of the experience, including adding new characters, supplementing story chapters, enriching level gameplay and boss types, improving combat guidance, continuing to refine raid mechanics, and gradually adding more in-depth equipment progression content. Further on, once these foundations are stable, we will continue to advance larger-scale multiplayer raids, a more complete character roster, richer story presentation, and a more mature long-term cycle.
This is what we wanted to share with you through this letter. It may not be perfect yet, and there are still many areas that need improvement, but we will work with your feedback to perfect it step by step. We deeply understand that only by pouring our passion and patience into this journey can we live up to everyone's expectations.
We look forward to meeting you all again on this new voyage!
- Beta Test: August 6 2026 ~ TBA
#OnePieceAssemble #OnePiece #ActionRPG