Developed by Bluepoch, Reverse: 1999 is a free-to-play RPG with an impressive cast of characters and a sprawling story that spans and eclipses past and present. As Vertin, the Timekeeper of St. Pavlov Foundation, players had over a year and a half of magical adventures, mysteries, victories, losses, meetings and farewells.
However, the game does not show any inclination of slowing down! Currently going through Version 2.6: Folie et Déraiso, Reverse: 1999 introduced two new playable characters, a new chapter of the main story, an expansion for the roguelike game mode A Series of Dusks, additional updates to Euphoria, and more.
There is no better time to sit down with developers and ask about all things related to Reverse: 1999.
Gamespace: Hello again! We are grateful to have this chance for an interview with you again. Please, introduce yourselves, and tell us a bit about your work in the studio.
Bluepoch: Hey everyone, we are the global marketing team for Reverse: 1999. We want to start with a big thank you to Gamespace and the gaming community for their support! We’ve coordinated with our developers, writers, artists, and producers in anticipation of this interview to present our vision as a company!
Gamespace: The last few versions of Reverse: 1999 have added a lot of exciting updates to the game: the Euphoria upgrade system, new endgame mode Reveries in the Rain, and more. What were some of your favorite additions?
Bluepoch: We’ve received a great deal of valuable player feedback about our past updates, which has inspired us to create even better content and gameplay experiences.
Reflecting on our recent updates, our goal has always been to deliver top-quality content with great variety and diverse gameplay. In this adventure in the suitcase, each character is a treasured companion with their own special abilities and personality.
Since launching [Euphoria], these veteran characters have received major upgrades and are appearing more often, giving them more chances to showcase their unique skills and traits. Nothing makes us happier than seeing these familiar faces receive their chance to take the spotlight.
Gamespace: The last few versions of Reverse: 1999 saw some of the older characters take an active part in the story: Tooth Fairy in V2.3, Ulrich and Regulus in V2.4, and An-an Lee in the V2.5 update, to name a few. Is it something we can hope to continue seeing going onward?
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.
As for our new characters, we always make sure to explore their stories more deeply through their character stories. We also hope our regularly updated [Anecdotes] will help flesh out characters from different perspectives, giving players deeper insights into who they are.
Outside of the stories, we’ll keep these characters by players’ sides through various gameplay systems, events, and additional features. In our new gameplay additions, we’re working hard to release content from every angle to further develop both our characters and the world of Reverse: 1999.

Gamespace: Some of the 1.x and 2.x updates have a similar cycle structure: a horror-themed version (Green Lake & Haunted Highway), the Uluru games-themed update (Revival! Uluru Games and London Dawning respectively), and other similarities. Is it a coincidence, or a structure that you are following when it comes to the story and updates?
Bluepoch: In Reverse: 1999’s world, we carefully blend various 20th-century pop culture trends into each update, crafting a setting that feels grounded and real despite the presence of arcanum and the “Storm.” Some of the themes we want to explore can be fully addressed in one version, while others need multiple updates to properly develop, which explains the continuity you’ll notice between some updates.
Gamespace: Are you satisfied with the player reception the game has got a year and a half in? I am quite sure players are very happy with the new content and the option to bring older characters to it thanks to the Euphoria upgrades.
Bluepoch: We’re incredibly proud of the success we’ve achieved, and we couldn’t have done it without our players. Your faith and support keep us going, and we promise to keep refining our craft as we continue this journey with you.
Gamespace: Reverse: 1999 has some pretty exciting collabs going on! Not only are there the absolutely gorgeous Discovery garments, but you also revealed the Assassin’s Creed collab arriving in the future. Is it another development that players can look forward to in the future?
Bluepoch: We give our all in every collaboration. The Discovery crossover garments took tremendous effort, so seeing players enjoy this content has been especially gratifying. Right now, the team is fully focused on delivering an exciting Assassin’s Creed version, and we’ll keep working to bring you more high-quality content going forward. Stay tuned for more!
Gamespace: Thank you for your time! Is there anything you’d like to add about Reverse: 1999 or the studio at large for our readers?
Bluepoch: We will continue to focus on content development, constantly improving our stories and gameplay. Our goal is to deliver higher-quality content and more flexible gaming experiences, ensuring Reverse: 1999 stays fresh and continues to meet everyone’s expectations.
This brings our interview to a close. However, the fight against the “Storm” is not over yet. Currently, the Timekeeper and her companions are looking through the mysteries of the panoramic prison that exists beyond the bounds of reason, but soon their adventures will take them further.
Stay tuned to find out where this path leads once the developers are ready to share!
