"I believe we’ve created a Dragon Quest experience that is highly intuitive and very easy to play on mobile." - Yuji Horii on  Dragon Quest Smash/Grow being a gateway to the originals and more

"I believe we’ve created a Dragon Quest experience that is highly intuitive and very easy to play on mobile." - Yuji Horii on Dragon Quest Smash/Grow being a gateway to the originals and more

Dragon Quest Smash/Grow launches today worldwide on iOS and Android. Ahead of its release, I had a chance to talk to Dragon Quest series game designer Yuji Horii and the development team of  Dragon Quest Smash/Grow to discuss the upcoming launch, what led to the genre choice, launching globally, potential collaborations, and more. 

RPG Site: Tell us a little bit about yourself and how you are involved with the Dragon Quest series and also Dragon Quest Smash/Grow.

Yuji Horii:
I’m Yuji Horii, game designer for the Dragon Quest series. For Smash/Grow, while the primary responsibilities rest with the development team, I’m involved in a supervisory capacity.

Development Lead: We are the development team at Square Enix. This game is being co-developed by Square Enix and KLabGames. While KLabGames leads the development efforts, Square Enix also has key members handling planning and other core responsibilities, allowing us to oversee the project from a broader perspective as we move forward with development.
RPG Site: What made you want to do a spin-off roguelite RPG rather than bring some of the other spin-offs, like Dragon Quest Builders 2 or even Treasures and Theatrhythm Dragon Quest, to mobile?

Development Lead: 
This project began with the idea of creating a service that could reach a global audience, even as a mobile title, and development started with the belief that an RPG featuring action-packed, intuitive gameplay would be the right approach. We believed that the skill-pick elements found in so-called "roguelite" games were well-suited for developing a new Dragon Quest mobile RPG, as they allow us to design a battle system with depth while keeping touchscreen controls simple, which is a key challenge in mobile games.

Yuji Horii: Rather than adapting from another platform, we chose to develop the game natively for mobile from the ground up, allowing us to optimize the design for a mobile-first experience. For example, Dragon Quest Smash/Grow (DQSG) is designed to be played in portrait mode, so players can jump into playing right away with the same ease they're used to when usually using their smartphones. I believe we’ve created a Dragon Quest experience that is highly intuitive and very easy to play on mobile.
RPG Site: In the last few years, we've finally seen the Dragon Quest series get worldwide simultaneous launches across multiple platforms. How does Dragon Quest Smash/Grow fit into this push to make Dragon Quest more global? Do you hope to see mobile-only players sample Dragon Quest through this and consider picking up the other games?

Development Lead: 
In the past, mobile Dragon Quest titles were often released outside Japan at a later stage, or in some cases not released globally at all. However, with DQSG, we will be launching globally from the very beginning. We hope fans around the world, including those who may not have engaged much with mobile games in the past, will join us at the same time, and experience this Dragon Quest live service together from day one.

Yuji Horii: It’s been nearly 40 years since the first game, and with so many titles now, fans have all played different entries in the series. In the midst of that, mobile Dragon Quest has become a place where fans from all generations can come together, especially through series‑themed events. With DQSG, I hope we can build a community where fans overseas can join as well. I’d also be thrilled if DQSG becomes a gateway that encourages new players to explore the original titles.
RPG Site: What are the team's plans to ensure players stick to Dragon Quest Smash/Grow long term? Will there be collaborations with mainline Dragon Quest games regularly and other Square Enix IP like NieR?

Development Lead: 
DQSG is designed as a live-service mobile RPG, with weekly updates and events planned to continuously deliver fresh experiences for players. These will include additions such as new bosses and dungeons, new equipment and adventure skills, and even new game modes. While we cannot share details at this stage, we believe the game will offer an experience that players can enjoy over a long period.

As for collaborations with other IPs, nothing has been decided yet. However, as with other Dragon Quest live-service titles, we do plan to hold events featuring entries from the main Dragon Quest series, so please look forward to those!

Yuji Horii: Since this is a global release, it could be really fun to team up with brands or trends that overseas players love. If you’re reading this, we’d love to hear your ideas! Feel free to send your requests or suggestions to the Japanese dev team through our official X account or on our Discord server.
RPG Site: Did the positive response for other spin-off Dragon Quest games give the team confidence to take the series into yet another genre? Can you discuss the various changes the combat went through during the course of the development and how the team handles game balance to ensure it is accessible for free-to-play players who don't want to grind a lot?

Development Lead: 
DQSG features an action-based battle system, unlike the traditional command-based combat of the series. However, the controls are designed to be very simple, so even players who are not comfortable with action games on mobile can enjoy it with ease.

In battle, progression is influenced less by moment-to-moment player execution and more by elements such as character development, party composition, and the randomness and choices involved in skill selection. In that sense, we believe players can still enjoy it as a Dragon Quest RPG in the traditional sense.

At the same time, the shift to action-based gameplay brings a more intuitive and dynamic play experience compared to previous titles. It also allows for situations where players can overcome challenges through skillful play, even when their level or equipment may be slightly underpowered.

Yuji Horii: Roguelike games are often associated with long play sessions and high-stakes, “all-or-nothing” gameplay where death is always around the corner. With DQSG, however, we’ve taken the essence of that genre and adapted it into a more casual form.

Rather than focusing on “death,” progression is designed around clearing content, with elements such as score and clear time serving as the key measures of performance. This allows roguelite-style experimentation without the pressure of failure states.

Combined with the intuitive action gameplay, I think it’s a title that can be enjoyed casually—and one that naturally makes you want to play “just one more time.”