The global version of time-traveling RPG Reverse: 1999 is celebrating its first birthday! The game is now available on Steam, where new and veteran Timekeepers alike can invite 6-star arcanist Semmelweis for free, and try their hand in pulling the two newest characters to join the roster: Lucy and Kakania.
We had an opportunity to have a brief chat with the developers from Bluepoch and ask them some questions about the game’s last 12 months. It also sounds like Reverse: 1999 is in for a lot of exciting new content in the upcoming versions. Let’s check what the developers have to say in our Reverse: 1999 anniversary interview!
Gamespace: Hello! We are thankful for the opportunity to have a chat with you again. Please, introduce yourselves, and tell us a bit about your work in the studio.
Hitako: Hello, everyone! We’re back again. For those tuning in for the first time, I’m Hitako, the producer of Reverse: 1999.
Factory Head: And I’m Factory Head. It’s a pleasure to speak to you all!
Chips: Hey there! I’m Chips, one of the game designers. This is my first time on the show, and I’m really excited to be here with you all!
Bone Crusher: Hello! This is Bone Crusher from the art department. I work on character designs and other visual elements. It’s awesome to be back in the interview!
Gamespace: First anniversary is an incredibly important milestone. Allow us to offer our congratulations, and let’s reflect on the past 12 months. How did Bluepoch and Reverse: 1999 change and grow over the last year? What are some of your favorite additions to the game?
Bluepoch: Over the past year, we’ve received a lot of suggestions, support, and encouragement. We want to thank you all for your continued trust in us. It’s your feedback that has inspired us to keep improving and striving for better.
Looking ahead, we’re excited to bring you even more content, new gameplay modes, and an even better gaming experience. Currently, we have regular events like Mane’s Bulletin, The Three Doors, and UTTU. In upcoming events, we aim to implement some lighter and more casual gameplay activities so that there’s always something new to enjoy.
Gamespace: Was there anything you have learned or done over the last year that you wish you could have retroactively added to the game from the beginning?
Bluepoch: Where should I start? There are just so many! Honestly, our aim since the beginning has always been to bring our very best to the players. So if the “Storm” really were to hit, and we were brought back to where everything started, our goal would be to do it all again, only better!
But if I had to choose, I would like to have introduced [Reflections] and [The Window to Other Worlds] to you sooner. [Reflections] offers both new and current players a great chance to dive deeper into our universe and really get to know the characters. As for [The Window to Other Worlds], it’s packed with so many exciting possibilities and new challenges—as I’m sure many of you have seen.

Gamespace: Over the last year, Timekeeper Vertin visited many regions and met quite a few characters. How do you ensure they still stay narratively-relevant after the associated version is over?
Bluepoch: We love each and every one of our characters, and as we move forward into new chapters, we’re excited to bring more opportunities for our old favorites to take the spotlight.
In our new stories, we always make sure to explore our new characters through their character stories. We also add new [Anecdotes] with every version update, where we can really dive into our older characters and bring them to life in a different way. We hope you’ve enjoyed them so far!
We will also continue to see familiar faces outside of story content. Whether it’s in different game modes, in-game texts, or other features, we’ve made sure the universe feels interconnected. For example, you’ll encounter existing characters in UTTU, The Three Doors, and our newest mode, [The Window to Other Worlds].
Gamespace: Do the character stories drive development, or does the gameplay development lead to character creation?
Bluepoch: Every part is integral. From a character’s story to their gameplay and design elements—they all need to complement each other.
Our experiences shape how we see ourselves, and that in turn affects how we navigate our lives. The same can be said for our characters. They’re placed in difficult, extreme situations where their choices shape the course of events, and over time, those events shape them.
Take Druvis III, our first ever character. She combines elements of the Jazz Age, the Great Depression, and druids. These elements were incorporated into her story, and eventually she grew into the character you see now. We’ve also received great feedback on Madam Z and her performance of the Chinese version of the birthday song at the end of Chapter 4. It’s been amazing to see players empathize with her. That connection is truly beautiful!
We make sure every character in Reverse: 1999 is designed with this same level of care. It’s one of the things that we pay extra attention to.
Gamespace: In addition to the awesome character design, there are so many great garments. Where do you draw inspiration from?
Bluepoch: We always try to make sure the garments reflect the era or theme of each version. For example, versions 1.2, 1.4, 1.5, and 1.7 all had very distinctive styles and themes. We wanted to let more characters play into these themes, even if they didn’t directly appear in the story, so we made garment designs that were consistent with each version. It’s always a lot of fun to explore how our characters might fit into a different theme.
You may also have noticed that some garments are less story-related than others, and that’s another aspect we like to explore. Sometimes we imagine what our characters would do if the “Storm” never existed. Perhaps Regulus would get herself an airship, Desert Flannel would take a trip in a hot air balloon, Mesmer Jr. would ride a penny-farthing down a London street, or Jessica would sail away into her dreams. Have a look at our version 1.9 garment designs for more details.
We believe that garments are an inseparable part of our characters, and we hope you enjoy them as much as we do.
Gamespace: The game features so many game modes aimed at different parts of the community. From the deep main story and character anecdotes, to the casual Wilderness and the challenging Mane’s Bulletin. Do you plan to possibly create more game modes in the future?
Bluepoch: Yes, there is so much more we want to do!
In future versions, we’ll be adding content to the Wilderness, such as taking a train tour and running a critter farm. We’ve also prepared new and strategic combat challenges, which you’ll discover in the upcoming versions. Additionally, we plan to upgrade a number of older characters for better combat balance.
We can’t wait for you to experience these and all our other work to improve the player experience. Stay tuned, and thanks again for your support!
This brings our interview to a close. Check out the game’s official site to learn more about Reverse: 1999 and start playing for free. The game is available on Android and iOS mobile devices, as well as PC via the official standalone launcher or Steam.
