PROJECT STORY

Heunhan Nammae 10th Anniversary Roblox Fan Game Case Study

A Roblox fan game case study for the 10th anniversary of Heunhan Nammae. METAMATE produced a non-monetized escape-room-style experience designed to let fans step inside the IP and play.

Heunhan Nammae 10th Anniversary Roblox Fan Game Case Study
CLIENTHeunhan Nammae
PERIOD

June 2025 – August 2025

SCOPE
  • Roblox game planning and production
  • Fan-experience-focused map and system development
  • Non-monetized gameplay design
  • QA and post-launch improvements
View on Roblox ↗

Turning a beloved creator IP into a playable Roblox fan experience

The goal of the Heunhan Nammae 10th-anniversary project was not to create another promotional asset. The goal was to let fans step inside the IP and play.

METAMATE produced a non-monetized Roblox fan game focused on safe, accessible, escape-room-style gameplay.

A 10th-anniversary escape-room Roblox game · A non-monetized experience built for fans

Select an image to view it at full size.

An anniversary entrance decorated with balloons and a Heunhan Nammae celebration sign
An anniversary entrance decorated with balloons and a Heunhan Nammae celebration sign
The lobby with the Heunhan Nammae logo above a house
The lobby with the Heunhan Nammae logo above a house
The 10th anniversary arch leading into a tree-lined path
The 10th anniversary arch leading into a tree-lined path
The anniversary photo area with balloons and string lights
The anniversary photo area with balloons and string lights
Amy’s bedroom decorated with Heunhan Nammae character illustrations
Amy’s bedroom decorated with Heunhan Nammae character illustrations
Character illustrations and the logo displayed above Amy’s desk
Character illustrations and the logo displayed above Amy’s desk
Euddeum’s room with a desk, gaming chair, and toys
Euddeum’s room with a desk, gaming chair, and toys
A piano and wall lighting inside the haunted house
A piano and wall lighting inside the haunted house
The haunted house living room with purple seating and a table
The haunted house living room with purple seating and a table
An escape mechanism shown as a purple crystal with a lock indicator
An escape mechanism shown as a purple crystal with a lock indicator
An exploration area with a locked door and kitchen furniture
An exploration area with a locked door and kitchen furniture
A corridor lined with character portraits and wall lights
A corridor lined with character portraits and wall lights
A puzzle room with translucent characters above the bed
A puzzle room with translucent characters above the bed
Four puzzle columns with numbered bases and red handles
Four puzzle columns with numbered bases and red handles
The haunted house interior with a staircase and upper corridor
The haunted house interior with a staircase and upper corridor
Heunhan Nammae characters seated on a living-room sofa
Heunhan Nammae characters seated on a living-room sofa
A character toy and Heunhan Nammae illustrations by the window
A character toy and Heunhan Nammae illustrations by the window

Project Summary

ItemDetail
ProjectHeunhan Nammae 10th Anniversary Roblox Fan Game
GoalBuild an online experience where fans can enter and play inside the IP
ScopePlanning, map production, game systems, UI, QA, post-launch improvements
Design PrincipleFan experience first, non-monetized structure, safe play flow
Cumulative visits276,738 · retrieved 2026-09-11 KST
Game LinkView on Roblox

1. Challenge: Creator IP games cannot feel like ads

Creator IP games require a different approach from ordinary brand campaign games. Fans already know the characters, tone, spaces, and relationships. Simply placing logos and characters inside a Roblox map is not enough.

The key questions were:

  • Does the experience feel familiar to fans?
  • Does the game extend the fan experience rather than just reuse the IP?
  • Can the project operate as a 10th-anniversary fan gift without aggressive monetization?

METAMATE translated those constraints into an escape-room-style fan experience. Familiar spaces and situations were rebuilt as explorable Roblox environments, with gameplay designed to reflect the mood of the IP.


2. Solution: Why we designed it as a non-monetized fan game

For this project, creating a meaningful anniversary experience mattered more than generating direct in-game revenue. We therefore avoided heavy purchase mechanics inside the Roblox game.

DecisionReason
No aggressive monetizationTo preserve the nature of a fan-first anniversary project
Escape-room structureClear goals and completion moments work well in short play sessions
IP space adaptationFans can walk through places that feel connected to the original content
QA-led improvementYounger players need clear flow, readable UI, and fewer blocked paths

For some fandom IP projects, the most important result is not what players buy. It is how they remember the experience.


3. METAMATE's Production Scope

METAMATE handled the production lifecycle:

  • Game planning: Escape-room-style structure for a 10th-anniversary fan experience
  • Map production: Rebuilding IP-inspired spaces inside Roblox
  • Systems development: Progression, interactions, tutorials, play flow
  • UI/UX: Interfaces readable for younger Roblox players
  • QA: Bug checks, difficulty tuning, blocked-path review
  • Post-launch improvement: Refinement based on real player behavior

The goal was not just to ship a map. The goal was to keep improving the points where real fans might get stuck.


4. Public usage record and the fan experience

Roblox reported 276,738 cumulative visits when retrieved on 2026-09-11 KST. This includes repeat visits and is not a count of unique players. View the game on Roblox.

MetricResultMeaning
Fan experienceEscape-room explorationPlayers explore familiar characters and spaces
Monetization principleNo monetization elementsKeeps the anniversary project focused on fans
Operating scopeQA and post-launch improvementsRefines navigation and progression using play feedback

The project connects spaces and situations familiar to fans with exploration, interaction, and escape-room gameplay.


5. What to decide before building a similar project

For fandom IP projects like Heunhan Nammae, the first decisions should happen before production scope. If those decisions are unclear, the game can be completed but still fail to explain why it needed to exist.

  • Goal: fan service, new-user acquisition, or UGC/merchandising
  • Monetization rule: paid mechanics or fan-experience-first design
  • Session length: a 3-minute event or a game players stay in for 10+ minutes
  • IP translation: which characters, spaces, lines, or missions matter most
  • QA criteria: how to prevent younger players from getting stuck

METAMATE starts by clarifying those rules, then designs the Roblox experience around real player behavior.

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