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How Pocketpair’s Small Team Built Palworld: The Long Road to a Hit

Palworld began with three or four Pocketpair staff and grew through hires, design choices and production pivots. Here is Mizobe’s account of the long road.
Length4 min Posted Quest giverVGSources Team
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Palworld began with three or four people at Pocketpair and grew over several years as the finish line kept moving. In January 2024, creator Takuro Mizobe described a project shaped not by one breakthrough but by a chain of hires, chance connections, production decisions and design experiments. That is his retrospective account of how the game came together—not proof that any one factor explains its success.

Palworld began as a separate project, not a bigger Craftopia update

Pocketpair had fewer than ten employees around the Early Access release of Craftopia. About six months later, the studio began work on Palworld with three or four people, all newly hired, according to Mizobe’s January 15, 2024 interview with AUTOMATON WEST.

Mizobe said Craftopia was already complex. Although some additions were easy to make, each new feature brought more load and trade-offs that made it harder to bring the game to a finished state. Meanwhile, Palworld’s concepts had diverged enough that building it as a separate title seemed faster. In his view, adding more than 100 Pals to Craftopia was not feasible.

The choice was therefore a production decision as well as a creative one: expand an existing, increasingly complicated game, or start a distinct project whose ideas no longer fit neatly inside it. Mizobe said the team chose the latter.

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The team grew while the end of development stayed distant

Mizobe’s headcounts are rounded recollections from an interview conducted in January 2024, not an audited staffing history. He recalled the team reaching about ten people after a year, 20–30 after two years, then adding another 10–20 in the third year as completion still seemed far away.

Point in development Approximate team size described by Mizobe
At the start 3–4 members
After one year About 10 members
After two years 20–30 members
During the third year Another 10–20 added

The growth changed the shape of the work, not just the headcount. Mizobe said the art department became the largest, spanning motion, backgrounds and 3D art, and that the project added more than five engineers. He described his own role as primarily producer, with some directing and late-stage optimization engineering.

People and production choices made the path contingent

In his official making-of retrospective, published on Pocketpair’s note account, Mizobe credits an accumulation of people and circumstances: employees joining through applications, an engineer reaching out, prior modding work, and the decision to move the project to Unreal Engine. He presents these as connections and turns along the way, rather than a repeatable formula.

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His striking counterfactual is personal, not a general argument against experience or investment. “If our company, Pocketpair, had been a group of professionals from the game industry, had raised funds, and had been cash-rich, the game Palworld would likely never have been born,” he wrote. He also said, “Having money doesn’t mean you can make an interesting game.” His point is that the particular team and its detours helped produce this particular project—not that funding or experienced developers are inherently obstacles.

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Early Access fit a game that was still taking shape

Pocketpair decided well before launch to use Early Access. Mizobe said the team did not consider the game’s then-current quality ready for a full release and wanted to continue development while listening to users. As he put it: “Given the development period and scale of Palworld, we wanted to work on it while listening to user feedback, rather than release a final, complete game.”

He also connected that choice to the studio’s experience with Craftopia and its preference for open-ended, player-directed games. In his view, a feedback-led Early Access path suited that kind of project better than a strongly story-driven or linear RPG, where releasing a finished experience could make more sense. That is Mizobe’s production rationale, not a universal rule for either genre.

The design combined creatures, automation and flexible abilities

Mizobe’s retrospective describes several elements the team wanted to bring together: stylized creatures set against realistic backgrounds, bases where Pals work autonomously, multiple ways to tame them, and skills players can swap freely. He connects the base-work system to ideas from real-time strategy and automation games.

These are the creator’s account of the design’s references and intended character, rather than an independent originality judgment. The important development choice was to combine creature collecting with base-building and autonomous work instead of treating the Pals only as companions or combatants.

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PvP exposed a difficult design fork

In the January 2024 interview, Mizobe said he initially thought PvP could be added casually at a later stage. Building it revealed conflicts between PvP and PvE priorities: fast travel, for example, can serve players in one mode while clashing with expectations in the other. Putting both modes on one map also constrained the design.

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This is a dated account of a development challenge, not a current feature or roadmap update. It illustrates how apparently compatible systems can demand different rules once they share the same world.

The long road is clearer than any single explanation for the hit

Pocketpair’s story is one of a small initial team, substantial growth, a decision to separate a diverging concept from Craftopia, and a design assembled from several systems the developers admired. Mizobe summarizes the contingent nature of that process as “a combination of coincidental encounters” that, “by good fortune,” produced the game.

That retrospective helps explain how Palworld was made, but it cannot establish why players responded to it at scale. A July 10, 2024 announcement from Sony Music Entertainment (Japan), Aniplex and Pocketpair said the game had surpassed 25 million cumulative players within one month of release; that is a player total, not a concurrent-player count. The announcement also established a licensing and merchandising joint venture, but does not confirm the availability of any specific product today. For the game’s current feature and platform information, see Pocketpair’s official Palworld page.

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