Neverness to Everness launches on iOS and Android with massive rewards
Neverness to Everness opened with 35 million pre-registrations and a launch stack of pulls, freebies, and S-Class rewards built to keep players logging in.

Thirty-five million pre-registrations is the kind of number that turns a mobile RPG launch into a spectacle, and Neverness to Everness went all-in on that attention with a reward package built to keep the first wave of players coming back. The game launched globally on April 29, 2026 on iOS and Android, and the real test now is whether that opening surge can survive past the first banner cycle and turn into lasting momentum.
Hotta Studio, a subsidiary of Perfect World Games, backed the release with a generous onboarding plan. Version 1.0 gives players 120-plus pulls just for showing up, and more than 470 pulls total when gameplay rewards are added. Perfect World also put a free S-Class Character and S-Class Arcs into the launch mix, which is a serious statement of intent for a new mobile RPG trying to build a stable daily habit instead of a one-week spike.

The promotional rewards around the 35-million milestone added even more fuel to the rollout. Players were offered 20 Free Pulls, 20 Elite Hunter Guides, and 30,000 Beetle Coins, along with the A-Level Character Haniel for free simply by logging in. The launch package also included the Exclusive Cosmetic, Officer Whisker Glider Livery, giving the campaign a vanity item alongside the usual currency and upgrade materials.
The banner schedule was set up to stretch attention rather than dump everything on day one. Nanally headlined the first S-level banner from April 29 to May 13, then Hotori followed from May 13 to June 3. That staggered timing matters, because it keeps the conversation locked onto the gacha cadence and gives players a reason to stay active after the launch rush has already hit.
Neverness to Everness has also leaned hard into presentation and crossover appeal, with prior hype tied to names like Porsche and Persona 5. That fits the game’s pitch as a supernatural urban open-world RPG set in Hethereau, where players act as the first unlicensed Anomaly Hunter and work with the antique shop Eibon. The official framing also pushes the city-life side of the game, with business management and lifestyle systems sitting alongside anomaly hunting. Hotta Studio even shifted the project from Unreal Engine 4 to Unreal Engine 5, using Lumen, Nanite, Procedural Content Generation, and World Partition to sell the scale of Hethereau. The launch is generous enough to grab attention; the harder part is proving that generosity was the start of a long run, not just the price of admission.
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