Date: 2026 July 05 15:30
Posted by Joe
With a new The Apothecary Diaries Palace Chronicles game proving popular with over 200,000 pre-registrations, we were keen to find out more. So we got in touch with the producer of the game CTW, who run a games platform G123.
Here we interview Ryuichi Sasaki, CEO & Founder of CTW to find more about the web based games and how it all works.
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For the upcoming game adaptation of The Apothecary Diaries (The Apothecary Diaries Palace Chronicles), what will it be about?
The Apothecary Diaries: Palace Chronicles is a newly released simulation game available on our G123.jp platform. It is designed to maintain a close narrative and aesthetic connection to The Apothecary Diaries' anime adaptation. Its core gameplay is raising Maomao, gathering medicinal ingredients, and interactions with the cast of the series, with the Imperial Court as the setting.
As The Apothecary Diaries is a bit of a detective show, with some political intrigue and a bit of medical drama all folded in for Maomao to explore, what aspects of the franchise did you draw upon or focus on?
The game centers on interacting with characters and fostering Maomao's growth. Thus, what players can expect is to encounter key figures like Jinshi and Gyokuyou while engaging with the royal consorts and curious events within the rear palace. Likewise, the game emphasizes witty character banter and unexpected collaborations, meaning that all character interactions will be authentic to the source material.
What elements are you adapting? The anime, the light novels, etc.?
The game will adhere closely to the anime in both design and narrative, including the characters from the show that audiences have come to love.
How do you make money from free-to-play games?
We believe monetization should never get in the way of enjoying the story. Fans should be able to connect with the characters and experience the world naturally, without feeling pressured to spend money.
That's why our games are built so that free-to-play players can still make real progress and fully enjoy the series they love. Paid features are focused on optional extras, convenience, and helping players move faster if they choose, while the core gameplay remains accessible to everyone.
Our goal is to create games that players want to support because they genuinely enjoy them, not because they feel forced to pay.
How do you select the IP you use?
Our first priority when selecting IPs is finding one where there is an emotional connection between the audience and characters. Thus, creating an experience that feels authentic. Then we have discussions on how well the characters, setting, and overall lore of the world will translate into an interactive experience. We look for IPs with a lineup of memorable characters and a passionate fandom so we can continue to support the game with new content, events, and interactions, which engage with and satisfy both veteran fans of the franchise and newcomers.
Why are you expanding now?
Having a presence in New York helps us stay more connected to players and trends in the market. Instead of relying only on remote research, we can respond more quickly to player feedback, shifts in the industry, and changes in audience interests. Being closer to the US gaming and anime community also gives us a better understanding of local tastes and expectations, which is important for growing brand awareness.
This move also opens the door to stronger community connections. By taking part in events and conventions, we can become more active within the anime and gaming space and build stronger relationships with fans. It reinforces CTW's role as a long-term part of the global community, rather than simply operating from afar.
What kind of localisation challenges do you have?
Our work is guided by a strong respect for the original source material. Anime has a unique emotional style and tone that connects with audiences around the world, and preserving that feeling is always our priority. At the same time, localization involves more than simple translation. It also means adapting language, gameplay, and interface elements to fit different regions and player expectations. The goal is to stay true to the original story while making the experience feel natural and enjoyable for players everywhere.
What about data?
Each region has its own unique way of playing. As far as the data shows, we've noticed, for example, that Japanese players stick with games longer, but US players will spend money on features sooner. It's been interesting balancing these differing playstyles and experiences in our game development and design strategies.
Which countries/regions are particular games popular in?
We're surprised to see that the recently released "High School of the Dead" is very popular in the Western market.
Were you surprised by anything around this?
We understand that preferences vary from country to country, but we're especially pleased to see that adaptations of long-standing works have been very well received all around.
Where do you see CTW in 3 years time?
Right now, our focus is on operating as a platform of standalone licensed titles, each with its own gameplay and dedicated community. Anime IPs come with passionate, highly engaged fanbases, and this approach has worked well for us.
Over time, we're thinking about how the platform might evolve - specifically, how we could create more connected experiences across titles. The idea is to bring players in through the stories and series they love, then help them discover other games and content on the platform that fit their interests.
That said, independent titles built around beloved IPs remain the foundation. Near-term, we're focused on growing a strong portfolio of these games. Down the road, there may be opportunities to deepen the overall platform experience, but any expansion will happen gradually and will also stay true to our IP-first approach.