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How Saga Origins Is Exploring the Boundaries of Web3 Games: Rebecca Liao Interview

Saga Origins CEO Rebecca Liao outlined how the publisher aimed to support experimental games while navigating legal obligations, storefront boundaries, and Web3 community channels.
Length3 min Posted Quest giverVGSources Team
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Saga Origins’ approach, as CEO Rebecca Liao described it in a GamesBeat interview published December 31, 2024, was to let game developers experiment with provocative content and Web3 mechanics while observing legal requirements and platform limits. The publisher paired conventional promotion with Web3 communities and incentives, rather than treating blockchain distribution as a replacement for established channels. Those comments are an interview-era account, not confirmation of Saga Origins’ current policies or the present status of the games discussed.

What Saga Origins set out to do

GamesBeat described Saga Origins as Saga’s game-publishing arm, launched in March 2024. Liao framed its goal as building a portfolio of games that could make players think and feel in new ways. She summed up the label’s intended character this way: “Our tagline is ‘provocative, expansive, uncompromising.’”

That positioning was not a claim that every game or mechanic would be unrestricted. Liao distinguished the Saga protocol, which she characterized as permissionless for builders, from Saga Origins’ publisher role: Origins worked more closely with the studios it supported. She said the publisher did not aim to censor creative content, while developers still had to comply with applicable law and use age or geographic gates where required. This is Liao’s description in the interview, not legal advice or a definitive statement of current compliance obligations.

Where the boundaries appear in practice

Creative latitude and legal limits

The “uncompromising” idea concerned room to explore content and mechanics, not exemption from laws. In the interview, Liao described developers as responsible for meeting legal requirements, including restrictions that could call for age checks or geographic limits. What is permissible can depend on the game and where it is offered; the interview does not set out a universal rulebook.

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mantic Games, Dungeon Saga Origins: Core Game
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App stores, Steam, and on-chain features

Liao described a mobile approach in which a game’s Web2 experience could be available through app stores while its Web3 elements generally stayed outside the app. She said app stores had been more restrictive than Steam in her experience, and discussed keeping on-chain transactions out of Steam gameplay. Asked about distribution platforms and Web3 features, she said, “It is a boundary.” These are her interview-era observations; store policies and platform capabilities can change.

How Saga Origins described distribution and player acquisition

Liao outlined a blended approach: conventional paid and earned media alongside Web3 incentives and community channels. The interview explains the intended mix, but provides no comparative performance data showing that it reduced acquisition costs or outperformed other publishing strategies.

The approaches can be compared by asking three practical questions:

  • Where is the game distributed? Established storefronts, Web3 channels, community spaces, or some combination.
  • Where can players use on-chain features? In the main game, outside a mobile app, or through a separate marketplace or experience.
  • How does the publisher reach and retain players? Paid promotion, earned coverage, incentives, community-building, or a mix.

The interview does not establish that one combination is inherently better. The choice involves trade-offs among discoverability, platform constraints, and how closely blockchain mechanics are integrated with play.

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Two kinds of games the publisher wanted to support

Existing games moving from Web2 toward Web3

One direction Liao discussed was established mobile games adding Web3 elements, partly in response to user-acquisition challenges. Her comments describe the publisher’s rationale, not proof that blockchain features reliably solve those challenges.

Original games outside traditional publishing lanes

The other direction was original work that might be difficult to place with traditional publishers. Liao’s broader interview discussion touched on secondary marketplaces for in-game assets, AI and AI agents, generative games, and Telegram/TON mini-games. These were areas of interest and market judgment expressed by Liao at the time; the interview does not independently establish their growth or predict their outcomes.

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Games and examples mentioned in the interview

The conversation named Angelic, Lussa, and God’s Legacy as projects in Saga Origins’ orbit. Their plans and status were discussed as of the interview, and the available account does not establish whether they are currently available.

Liao said Angelic’s open alpha had reached 17,000 unique players. That is a figure attributed to Liao in the interview, not an independently audited statistic or a current player count.

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What Liao advised developers

Liao urged developers to engage their community early, particularly because game development takes time. She said an original game could take “at least two or three years to build.” Treat that as her advice in this interview, not a universal development schedule: scope, team, and production choices vary.

Developer context

Saga’s official Chain Engine page describes SDKs, APIs, and no-code tools for game developers. It offers context for Saga’s developer ecosystem, but does not by itself establish Saga Origins’ current publishing intake, commercial terms, or availability to particular studios.

Read the GamesBeat interview with Rebecca Liao (published December 31, 2024; updated June 18, 2025) for the full conversation.

Quick Recap

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