GPUN CEO Joo-hong Choi presented the second showcase for Project Terrarium on July 30th, revealing major improvements to their upcoming mecha shooter game nine months after their first reveal. According to Korean media, the former director of Destiny Child and Goddess of Victory: NIKKE at Shift Up said the team has been working hard to make the mecha action feel better and strengthen the game’s subculture appeal since the last showcase.
The big highlight of this reveal was the transformation gimmick – a feature that lets players call in giant mechs during tough battles to change how fights play out. This adds both strategy and exciting action that makes Project Terrarium stand out from other shooters.
The game’s base system got a major upgrade too. Instead of just being a place to prepare for battles, players can now peek into their characters’ daily lives. The base includes important facilities like command centers and factories, but also fun spaces like dance and calligraphy clubs. This is meant to help players feel more connected to the game world and characters.
Choi explained that the field system is now much richer, letting players gather resources, fight battles, and take on multiple enemies while controlling both characters and mechs as a team. GPUN also released a new trailer mixing scenes of operators heading to hangars with train escort battles, showing off the game’s unique character and mech designs along with the transformation action.

Project Terrarium is a 3D third-person shooter with a subculture theme, where characters fight against alien creatures in a post-apocalyptic world. The game will launch on mobile, PC, and console platforms. The company plans to finish building one full chapter of content by the end of 2025 and start talking with publishers. They’re aiming for a global release in the first half of 2027.

The 42-person team raised 7 billion won in funding from investors including Kakao Ventures, Kona Venture Partners, and Webzen back in March. The company is still hiring more graphics and programming staff, with plans to add 20 to 30 more people to speed up development once they pick a publisher.




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