PlatinumGames, the developer behind beloved titles such asBayonettaandNier: Automata,had big news for players looking forward to its mobile titleWorld of Demons. Last week, the studio surprised fans bylaunchingWorld of Demonson Apple Arcadeseemingly out of nowhere.

Now, a recent interview with PlatinumGames' studio head Atsushi Inaba and theWorld of Demonsproducer Koji Tanaka reveals some interesting behind the scenes information on the developement ofWorld of Demons. Perhaps most interestingly is the revelation thatPlatinumGamesactually scrapped the original blueprint forWorld of Demonsand completely removed microtransactions along the way.

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The interview comes by way of IGN, who sat down with Inaba and Tanaka following the surprise launch ofWorld of Demonson Apple Arcade. The full interview covers topics surrounding aspects of the game that didn’t change, such asWorld of Demons’Okami-esque art styleand concept, as well as a myriad of things that did change. However, one of the most interesting things that changed over the course of development was the exclusion of microtransactions, which Inaba credits from coming with the “opportunity to release the game for Apple Arcade.” So, instead of simply making smaller adjustments toWorld of Demons, the team essentially rebuilt the game “from the ground up.”

Originally,World of Demonswas a free-to-play game that offered players different ways to spend real-world money, such as “paying for better item drop rates.” However, sinceApple Arcade doesn’t allow gamesto have microtransactions, that basic premise of the free-to-play model needed to be reworked. Inaba says that this condition actually benefittedWorld of Demonsoverall, and cautions fans not to let the mobile nature of the game sway them. Inaba reaffirms thatWorld of Demonsis “unmistakably a PlatinumGames joint,” so fans of the developer with access to Apple Arcade should definitely give the game a chance.