The Apocalypse is coming. Run.
Have you ever had dreams about the apocalypse or maybe fighting off zombies? We did, and Mega Cat Studios had the awesome chance to interview the Producer from Coldwild Games, Vladimir Slav, about the development of their up-and-coming turn-based zombie RPG, Stories from the Outbreak. Get your guard up and prepare your weapons as we get to know their story on making this game.
How was this game born?
We want to make fun games that try to tell a story or provide a specific experience. The main idea is to combine and reflect on the fragmentation of society through gameplay mechanics and the fates of different people.
What was development like?
The project was overambitious at first, but we toned it down and focused on a few systems that we wanted to perfect. The map became smaller, but much more intense in terms of events. The Combat was the primary focus for multiple months of development.
What did you learn about yourself through this game?
That longer projects are still tough to complete but are doable. We’ve learned that we can rely on one another and solve things together, through ups and downs.
What makes this game special?
Eastern/northern-European setting. There are not many games that take place in Latvia, showing a pretty unique fusion between different cultures.
How does sound play a role in the game?
We’ve tried to create an apocalyptic atmosphere with a soundtrack made by Roman Lamcev: he actually built some of the instruments that he used to record it, to give the soundtrack a “makeshift” vibe, as if it was made with instruments built after the apocalypse.
What games influenced this one the most?
Octopath Traveller, Darkest Dungeon, Slay the Spire, Faster than Light
Any fun stories or wild moments during development?
When I had to describe a conversation system between characters to the team, I took a chat log and split it algorithmically: * person 1 does something -> * person 2 reacts -> * person 1 gives a reply. Based on this, we’ve built an in-game conversation engine.
Do you think preserving older gameplay mechanics in new games is important?
I think every mechanic should serve a purpose and answer the question “what am I trying to achieve.” If an older game mechanics achieve something best – there is no need to discard it only because of its age.
What's your favorite memory as a gamer?
Playing Heroes of Might and Magic 3 and appreciating every part of it.
Who will enjoy this game the most?
People who like JRPGs and games with roguelike mechanics; people who like apocalyptic and post-apocalyptic games.
Bottom Line, why must someone play this game?
Zombies, stories, amazing turn-based combat.
How do you want this game to be remembered?
I want the final version of the game (post-early access) to be not only great gameplay-wise but also a storytelling tool that shows the fates of different people and how they deal with hardships and go through the apocalypse together, as different as they might be.
Early access release, then a marathon towards the full one. More characters, more items, more stories to tell.
Anything else you'd like to add?
Thank you for your questions and good luck with your own games!
Check out the game on Steam
Check out Stories from the Outbreak trailer here:
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