Oyungezer Was Invited to South Korea to Play Dark and Darker Mobile
KRAFTON invited Oyungezer to their Gangnam offices for an exclusive Dark and Darker Mobile media day. We played the Turkish-localized version of the game and sat down with producer Joonseok Ahn to discuss KRAFTON's commitment to the extraction genre, localization, monetization, and player retention.
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Seoul has a way of reminding you that some studios still believe in press access done properly. Oyungezer was the only Turkish outlet at KRAFTON's Dark and Darker Mobile media day, held at the company's Gangnam offices, and the invitation came with actual substance behind it.
Dark and Darker Mobile is the touchscreen adaptation of KRAFTON's extraction title, and the Turkish localization was playable on the day. That detail matters more than it sounds. Localized builds at this stage of development are rarely ready for press, and seeing Turkish text running cleanly during a hands-on session tells you something about where KRAFTON's priorities sit with this market.
Beyond the playable demo, Oyungezer sat down with producer Joonseok Ahn. The conversation went past the usual talking points. Ahn spoke about KRAFTON's conviction in the extraction genre as a long-term category, not a trend to ride. He addressed monetization directly, which in a run-based, high-stakes game is genuinely complex territory. Getting players to spend without collapsing the tension that makes the loop worth playing is a design and business problem at the same time. Retention in a game that punishes failure heavily is another one. He had answers for all of it.
The full first look and interview are live on oyungezer.com.tr.



