Volume 1
Ize Press paperback · · 320 pages
ISBN-13 9781975319434
A low-ranked hunter survives a raid disaster and discovers that he can grow in ways other hunters cannot.
Also known as: Only I Level Up · Na Honjaman Level Up

A fast starting point for hunter fiction. The pleasure is in the clear payoffs from each new tier of power.
Before Sung Jinwoo can improve his stats, he has to survive a job where the rules people rely on stop being enough. His opening raid moves from bills and routine clearance to a vote about an unknown room. Read it for the way money, authority and observation shape the party’s choices before the private System changes his prospects.
Catalog synopsis on MangaBaka ↗
Opening spoilers · Tapas comic episodes 1–3 and English publisher summaries of the early System
Jinwoo introduces himself as an E-rank Hunter with little advantage beyond a stronger build and faster recovery than most people. His work and the Hunter’s Association support help him cover his mother’s medical costs, which gives him a reason to return to dangerous raids.
The group treats its assignment as an approximately D-rank raid. A second dungeon turns up, and the gate is still open. The possibility that another team could beat them to the boss puts a price on withdrawing. The vote is tied eight to eight when Jinwoo has to choose.
Joohee challenges Jinwoo for voting to go in when she only just managed to heal him. In the chamber, the group encounters a huge statue, posted commandments and doors that shut. The team now needs to understand the room’s demands under attack.
Jinwoo wakes in a hospital. Cryptic messages, daily assignments and unfamiliar dungeons give him a new route to getting stronger, even though he cannot yet see where it will lead.
An E-rank Hunter’s reputation is far below an S-rank celebrity’s. The party backs its highest-ranked member to lead, and its banter makes clear that medical support can matter even when stronger Hunters assume a fight is safe.
The raid leader explains that the gate should close after the dungeon boss is defeated. In this expedition its continued presence is evidence that another threat remains. That gives the party an observable rule it can use to reason about an unseen room.
The chamber’s inscription demands worship, praise and a demonstration of faith. A Hunter notices the statue’s eyes move before the group agrees what danger it poses. These are clues to a specific room. The panels leave their practical meaning open at this point.
The licensed comic description makes the System a route available to Jinwoo alone in the opening. It allows his capabilities to rise even while everyone else evaluates him by the E-rank they know. The synopsis leaves the exact progression formula open.
A team member explains that the strike squad fights, excavation workers dig out stones, and collection workers recover the remains of high-rank beasts. The support crews enter after the ordinary monsters are cleared but before the boss is defeated. Electrically powered machinery does not work in dungeons, and an overlong excavation holds up the other crews.
Association president Go tells Jinwoo that joining any of the five large guilds would disturb their balance. He wants the Association to remain strong enough to keep them in check. Jinwoo points out that its everyday raids are mostly lower-ranked jobs the guilds pass over.
The Jeju raid is televised. Coverage treats reaching the ant queen as the final hurdle, while the crew later notices other ants converging and questions how much evacuation time remains. The broadcast and the people in the room are working from different pictures of the same raid.
After Jeju, Jinwoo’s public standing makes him a recruiting target. The System invites him back to the double dungeon, but he postpones the visit while establishing a guild. The publisher frames these as competing commitments and leaves the exact founding requirements outside its summary.
A weak hunter enters what should be routine work and encounters a hidden threat that overwhelms the party. After surviving, Jinwoo wakes in a hospital and sees messages that give him tasks other hunters do not share.
Yen Press comic vol. 1 · Publisher volumeYen Press comic vol. 2 · Publisher volume
Daily assignments and unusual dungeons let Jinwoo test his new powers. A later job-change quest provides another progression gate, alongside fights that make him decide how far he is willing to go for power.
Yen Press comic vol. 2 · Publisher volumeYen Press comic vol. 3 · Publisher volume
Jinwoo and his sister’s friend Songyi enter a White Tiger Guild training gate. It turns red and strands them with trainees in a frozen forest. Defeating the boss can open an exit, giving the group a reason to cooperate beyond collecting rewards.
A hunter who begins with a reputation for weakness. His private progression changes what he can do before guilds and other hunters fully know it.
Yen Press comic vol. 1 · Publisher volumeYen Press comic vol. 2 · Publisher volume
Songyi is a recruit Jinwoo wants to mentor. The guild’s planned training operation brings inexperienced hunters into an encounter whose threat and exit rules suddenly change.
Gates create a profession around fighting monsters. Teams and guilds organize training and raids. A gate that closes after entry turns a paid or supervised expedition into an escape problem.
Yen Press comic vol. 1 · Publisher volumeYen Press comic vol. 4 · Publisher volume
Messages, recurring assignments and a job-change quest provide a structured route to growth. The publisher material confirms the milestones, without supplying a universal numerical stat or reset formula for the comic.
Yen Press comic vol. 2 · Publisher volumeYen Press comic vol. 3 · Publisher volume
The later comic confirms Jinwoo commands a shadow army and bears the Shadow Monarch title. The linked volume’s synopsis also discusses the final conflict, so open it only if you want later plot context.
From page to screen
Animated version
Episode stills may reveal early scenes.






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Ize Press paperback · · 320 pages
ISBN-13 9781975319434
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Original game concept
A party puzzle about entering a cheap raid and finding a chamber whose rules can be tested. Your public contract rates the threat. A private field journal rewards what you learn while bringing people home.