An open-world superpower game: fly, fight and reshape a living world, from city streets to the planet. In short, Megaton Rainfall meets GTA Online.
本作は、超能力で街を飛び回り、戦い、破壊できるオープンワールドゲームです。『Megaton Rainfall』の飛行と『GTA Online』のオンライン世界をひとつにし、アニメ規模の能力と自分だけのキャラクターを加えました。舞台は街から大陸、そして惑星へ。VRを核に全プラットフォームで展開するオリジナルIP。Unreal Engine 5、ゲームディレクター1人とAIエージェント群で制作中。
| 作品 · What | オリジナルIPのオープンワールド超能力ゲーム。VRを核に全プラットフォームへ。 An original open-world superpower game, VR-first, one build for every screen. |
| 市場 · Why now | 能力バトル系はRobloxで数十億回の訪問を集めるが、高品質な作品はほぼ存在しない。 Proven demand at toy fidelity; almost nothing at premium fidelity. |
| 現状 · Today | UE5の初期ビルド(飛行、破壊、ラグドール)。 An early UE5 build: flight, destruction, ragdoll. |
| チーム · Team | ファウンダー兼ゲームディレクター兼CTO、東京で日本語が堪能なシニアUnrealエンジニア2名と、マーケティング・流通担当1名を採用。 Founder-director-CTO; two Japanese-fluent senior engineers in Tokyo and one marketing and distribution lead. |
| 資金 · Ask | プレシード US$50万(約7,750万円)、12か月、3〜6か月ごとのフェーズで実行。最初のパイロットは約US$10万。 Pre-seed US$500K over 12 months in gated phases, starting with a ~US$100K pilot. |
| 節目 · Milestones | 2027年2月パートナー向けデモ、9月プレイアブルデモ(東京ゲームショウ)、9〜12月アーリーアクセス。 Partner demo Feb 2027, playable demo Sep 2027, Early Access Sep to Dec 2027. |
| 関係 · Partnership | 短期のエグジットではなく、10年育てるIPとしての長期的なパートナーシップを望みます。 A long-term partnership around an IP built to grow for ten years, not a quick exit. |
Imagine GTA Online, but you have superpowers. You fly from the street to the sky, across the city, around the planet and into space, and every fight leaves its mark on the world. Megaton Rainfall proved how good first-person superhero flight feels; GTA Online proved that an open world with a hub keeps people playing for a decade. Jiggyverse is both at once, with anime-scale powers and characters that are truly yours, in VR or on a controller.
Fight, test your abilities and play with them in an open PvPvE world with almost unlimited destruction, then take your build into ranked and quick play. Around it sit a hub, a deep power system, lore, quests and steady updates: the reasons to come back every day.
As a lifelong gamer I can say something rare about this concept: this game does not exist yet.
Players already love this genre. On Roblox, ability-battleground and power-sandbox games have drawn billions of visits (Blox Fruits, The Strongest Battlegrounds, Jujutsu Shenanigans), and mobile follows the same pull, all at toy-like fidelity. At the premium, high-fidelity level the genre is almost untouched. Jiggyverse brings that proven demand to Unreal Engine 5 and VR, and builds it as an IP that grows over years (IPの育成): characters, Edges and builds players stay attached to.
ロブロックスでは、能力バトル・パワーサンドボックス系のゲームが累計数十億回の訪問を集めており、モバイルでも同じ需要が見られます。しかし高品質な領域では、このジャンルはほぼ手つかずです。本作はその実証済みの需要をUnreal Engine 5とVRで届け、長く育つIPとして構築します。
Dark battle shonen where damage is real (Jujutsu Kaisen, Chainsaw Man, Attack on Titan) and its Western cousin Invincible. Anime-real rendering on UE5. Reference games: Megaton Rainfall for freedom of flight, GTA Online for the world and the hub, Dragon Ball: Sparking! ZERO for spectacle, Xenoverse for identity, Blox Fruits for the "mess with powers with friends" loop.
呪術廻戦、チェンソーマン、進撃の巨人のような「ダメージが本物」であるダークバトル少年漫画のトーンを、UE5のアニメリアル表現で描きます。参考作品は『Megaton Rainfall』の飛行の自由、『GTA Online』の世界とハブ、『ドラゴンボール Sparking! ZERO』の迫力、『ゼノバース』のキャラクター性。
Unreal Engine 5 with Chaos destruction and physics-driven rivals. The engine is built by its founder directing a swarm of AI coding agents, the same method that shipped six XR products for business this year with no outside funding.
Early VR prototype, placeholder art: a supernova charges, then tears the street apart. The first proof of the feel, not the final look.
This is a pre-seed. A post-money SAFE released in 3-to-6-month phases: a first pilot of about US$100,000 proves the playable prototype, our development speed and player interest, and each next phase releases on its proof. Open to a larger round. It capitalizes a Tokyo studio, hires two senior Japanese-speaking Unreal engineers who build with AI agents, and puts the director on the game full time. A larger round brings more engineers and art, and the launch content forward.
| Use | USD | JPY | Share |
|---|---|---|---|
| People, 12 months: the director, two Japanese-fluent senior Unreal engineers in Tokyo, and one marketing and distribution lead | $260,000 | ¥40,300,000 | 52% |
| Art, animation and effects from specialist contractors (no fixed headcount) | $90,000 | ¥14,000,000 | 18% |
| Tokyo studio: the Japan company, visa, office, legal and accounting | $60,000 | ¥9,300,000 | 12% |
| Licensed assets, engine tools, dev PCs and VR hardware | $45,000 | ¥7,000,000 | 9% |
| Playtests, events (BitSummit, Tokyo Game Show) and the Steam page | $45,000 | ¥7,000,000 | 9% |
| Total | $500,000 | ¥77,500,000 | 100% |
| Phase | Amount | What it delivers | Next release only when |
|---|---|---|---|
| 1 · Pilot (Dec 2026 to Feb 2027) | ~$100,000 | Tokyo studio, first engineer, a partner demo: 60 fps flight, beams and destruction | The partner reviews the build and agrees it meets the milestone |
| 2 · Prototype (Mar to Jul 2027) | ~$200,000 | One district, abilities, ranked duel, 90 fps in a headset, open playtest, BitSummit | Playtest results and wishlists are shared and reviewed together |
| 3 · Demo (Aug to Nov 2027) | ~$200,000 | Playable demo at Tokyo Game Show, Steam page, Early Access build | Launch plan agreed with the partner |
Every yen is assigned and every phase is gated: the partner's exposure at any moment is one phase, and the plan can slow, pause or grow with the partner's judgment. We welcome feedback from the partner's teams before each release. 全ての資金は用途が決まっており、各フェーズのマイルストーンをパートナーと確認してから次の資金を実行します。各フェーズの前に、貴社チームからのフィードバックを歓迎します。
Planning estimate; yen at ¥155 per US dollar, rounded. Original IP stays with Metsu Labs. For a publishing partner, launch QA, localization, marketing and live operations are where we would build the plan together.
| When | Milestone | Where it is shown |
|---|---|---|
| Dec 2026 | Pilot phase (about US$100K) closes, Tokyo studio opens, first engineer hired | — |
| Feb 2027 | Partner demo: smooth 60 fps flight, beams and destruction on a simple map; pilot proof | Partner review, next phase releases |
| May 2027 | Prototype: one district, abilities, Ultimates, ranked duel, 90 fps in a headset; Steam page and wishlists live | Open playtest |
| Jul 2027 | First public showing | BitSummit, Kyoto |
| Sep 2027 | Playable demo: ranked and quick play, the hub and the Metsu menu | Tokyo Game Show, Steam |
| Sep to Dec 2027 | Early Access (aiming for September, December at the latest) | Steam, Meta Quest, PC VR |
| 2028 | Seasons: new powers, new areas, continental and planetary scale | Live service |
Computer science degree in three years (University at Buffalo). U.S. Air Force Reserve member. AI infrastructure engineer at a Fortune 10 company's global headquarters by day, where he builds agentic pipelines. In 2026 he built Metsu's XR engine and six products by directing an AI agent swarm, with no outside funding: a director punching far above his weight class. Thousands of hours across Bandai Namco fighting games, from the Storm series and Budokai Tenkaichi to Dragon Ball: Sparking! ZERO, at a top-ranked PvP level; the power system is his. Games are his creative medium: he directs interactive art the way others direct films.
Japanese-speaking, based in Tokyo, fluent in building with AI agents, co-owners of the engine, joined by one marketing and distribution lead who builds early player interest and attention from day one. The founder relocates to Tokyo and is already learning Japanese.
Code, tools and tests are produced by AI agents under the director and verified automatically before anything is accepted. Art, animation and audio are licensed or contracted from specialists; nothing is built from scratch that can be bought well.
マイルストーンを事前に合意し、達成を確認してから次へ進みます。毎月、開発・支出・プレイヤーの反応を報告します。単発のリリースではなく、10年育てる世界を作ります。ファウンダーは東京へ移住し、日本語を学び、日本のエンジニアと共にエンジンを作ります。
| Risk | How we manage it |
|---|---|
| The VR market is still small | One build plays VR-first and on flat screen with a controller, so the game reaches PC and console players from day one. |
| Open-world scope in Unreal Engine 5 | Start with one district and grow by seasons; build on licensed, production-ready assets instead of making everything from scratch. |
| Early build, early team | The pilot is small and proves 60 fps flight and destruction before larger funds are used. |
| Key-person risk | Senior engineers co-own the engine, the AI agent pipeline is documented, and a monthly report keeps the partner close to the build. |
| Hiring in Tokyo | Hiring starts in the pilot phase; contractors cover art and effects so the plan does not depend on headcount. |
VR市場の規模:同じビルドで平面画面とコントローラーにも対応。開発範囲:1地区から始め、シーズンごとに拡張。初期段階:小規模なパイロットで性能を実証してから次の資金へ。キーパーソン:エンジニアがエンジンを共同で担い、毎月報告。採用:パイロット期から採用を開始し、アートは外部委託。
The player of this game grew up on Jump, Magazine and Sunday. We are not asking to use anyone's characters; we bring an original world built in the lineage those readers love, and we want to build it where that lineage lives. The founder is relocating to Tokyo, hiring locally and already learning Japanese, because Japan makes technology fun for people in a way he has not felt anywhere else. And with GTA 6 arriving, open worlds will be on every player's mind for years; Jiggyverse gives them the one thing GTA will not: superpowers.
本作のプレイヤーは、ジャンプ、マガジン、サンデーで育った読者です。他社のキャラクターをお借りするのではなく、その系譜の中で生まれたオリジナルの世界を持ち込み、その系譜が生まれた場所で作りたいと考えています。ファウンダーは東京へ移住し、現地で採用します。日本語はすでに学び始めています。GTA 6の登場で、これから数年はオープンワールドが全プレイヤーの関心の中心になります。本作は、GTAにはない「超能力」を届けます。