Doom Developer id Software Reportedly Loses Roughly Half Its Staff To Layoffs

Game Informer

In the wake of Xbox’s planned layoffs across its gaming division, which will impact 3,200 employees, with 1,600 of those workers immediately let go yesterday, Doom developer id Software has been hit particularly hard. A new report suggests the legendary studio has lost roughly half of its staff.

Game Developer reports that, per its sources, id’s headcount has been reduced by around 50 percent. An affected senior employee corroborated this figure in a LinkedIn post. The studio’s QA department was hit particularly hard, according to one of Game Developer’s sources. Most of id Software’s employees unionized last December, but it’s unclear how many of those employees were affected by the layoffs.

id’s most recent release is 2025’s Doom: The Dark Ages, which was released to positive reviews. It received a narrative expansion today called Revelations. The Texas-based studio, founded in 1991, is one of the most prolific in video games for innovating and popularizing the first-person shooter genre, dating back to Wolfenstein 3D and series such as Doom and Quake. id was acquired by ZeniMax in 2009; ZeniMax was then purchased by Xbox in 2021. 

id co-founder John Romero shared his condolences on social media, writing, “I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history. The people at id have done a great job moving that legacy forward. DOOM, Quake, and Wolfenstein are not easy names to carry on, especially in today’s industry. The last few games showed real care, skill and respect for what those worlds mean to people.”

I’m so sorry for everyone at id Software affected by these layoffs.

I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history. 1/5

[image or embed]

— John Romero (@johnromero.bsky.social) July 7, 2026 at 6:51 AM

The layoffs from Xbox’s massive restructuring have impacted Bethesda/ZeniMax as a whole, from Bethesda proper to its subsidiary Arkane Studios being spun off from the company entirely. Xbox has also divested from Compulsion Games, Double Fine Productions, Undead Labs, and Ninja Theory. Some have gone independent (Compulsion, Double Fine) while others have been sold to new owners (Ninja Theory, Undead Labs). 

Game Informer has contacted Bethesda/ZeniMax for comment and will update this story should we receive one.

[Source: Game Developer]

Lego Reveals 5 New Pokémon Sets Featuring Rayquaza, Arcanine, And More

Game Informer

In January, Lego revealed its first-ever official Pokémon set, and that has evidently proven popular, because it then announced 12 additional sets coming in August. That’s not enough, apparently, because five more sets have been revealed, featuring new Pokémon and trainers.

The new sets launch either on August 1 or October 1, depending on the set, and are available for pre-order today at Lego’s website and the Pokémon Center. The sets will also launch at select retailers. Here are the details for each set, including their official descriptions and photo galleries:

Lego Pokémon Munchlax

 

“Lego Pokémon Munchlax recreates the adorable Normal-type Pokémon, Munchlax, in a 757-piece build experience. Measuring over 18-cm high, this build perfectly captures the charming, playful personality of Munchlax, with posable arms and head, and its insatiable appetite through delicious treats included within the set.”

  • Price: $69.99
  • Pieces: 757
  • Dimensions: 5 in. (13 cm) high, 4 in. (10 cm) wide and 4 in. (11 cm) deep
  • Launch Date: August 1

Lego Pokémon Up-Scaled Red Minifigure 

 

“Supersize the fun with the Lego Pokémon Up-Scaled Red Minifigure. With over 930-pieces the set showcases the Trainer, Red, in his iconic red hat, blue trousers, backpack and red vest with a pin attached, and, a Poké Ball. The build has posable arms and legs, with a rotating head, maximising the possibilities for play and display.”

  • Price: $79.99
  • Pieces: 930
  • Dimensions: 10 in. (22 cm) high, 6 in. (17 cm) wide and 4 in. (12 cm) deep
  • Launch Date: October 1

Lego Pokémon Arcanine

 

“Lego Pokémon Arcanine recreates one of the magnificent fire-type Pokémon as a 1,190-piece, fully posable Lego-built display version. The impressive build captures Arcanine’s fiery spirit, powerful stance and signature fur – a faithful recreation of this Kanto region Pokémon.”

  • Price: $109.99
  • Pieces: 1,190
  • Dimensions: 6.7 in. (17cm) high, 3.5 in. (9cm) wide and 11.2 in. (28.6cm) deep
  • Launch Date: August 1

Lego Pokémon Rayquaza 

 

“An impressive 1,083-piece set, Lego Pokémon Rayquaza brings one of the most recognizable Legendary Pokémon to life in brick form, packed with authentic details and perfect for display. This build faithfully recreates the iconic Sky Pillar scene from Pokémon Omega Ruby and Pokémon Alpha Sapphire and includes an exclusive minifigure of Lorekeeper Zinnia.”

  • Price: $129.99
  • Pieces: 1,083
  • Dimensions: 15 in. (38cm) high, 11 in. (28cm) wide and 10.6 in. (27cm) deep
  • Launch Date: August 1

Lego Pokémon Iconic Trainer Moments Poké Ball

 

“For Lego Pokémon Trainers looking for a new display piece, Lego Pokémon Iconic Trainer Moments Poké Ball offers a striking 2,368-piece build that is truly one-of-a-kind. The set includes a large brick-built Poké Ball that can open and close, containing key moments from a Pokémon Trainer’s journey. Inside fans can find a battle scene, Professor Oak’s laboratory and more, including three minifigures of Professor Oak, Picnicker and Red, as well as Pikachu and Eevee figures which elevate the set further.”

  • Price: $299.99
  • Pieces: 2,339
  • Dimensions: 9 in. (22cm) high, 9 in. (24cm) wide and 9 in. (22cm) deep
  • Launch Date: October 1

For more Pokémon news, check out the underwater update coming to Pokémon Pokopia in August and the reveals of the next mainline Pokémon titles, Pokémon Wind and Waves.

Hands-On With The Blood Of Dawnwalker From The Co-Director Of The Witcher 3 And Cyberpunk 2077

Game Informer

Platform:
PlayStation 5, Xbox Series X/S, PC

Publisher:
Bandai Namco

Developer:
Rebel Wolves

Release:

Rating:
Mature

The Blood of Dawnwalker, the new game from Konrad Tomaszkiewicz, co-director of Wither 3 and Cyberpunk, was recently on the cover of Game Informer. Brian Shea saw the game’s early hours, but this was my chance to play it and make different choices.

My time with The Blood of Dawnwalker begins idyllically, with protagonist Coen and his family preparing supper atop a hill. But as the sun sets, that peace quickly fades when his sister, Kunka, runs off into the woods. 

Coen goes after his sister, Kunka, and when he catches up, she reveals she’s been turned into a vampire before betraying Coen and turning him. At the end of the sequence, Coen is in a room, forced to watch the rest of his family be eaten by the same vampires who turned his sister. 

 

Thankfully, it is revealed to be a dream, and Coen wakes up in a haze. Nothing has changed, and a sense of peace returns. He does, however, still live in a world where vampires rule as a threatening aspect of daily life. How much Coen values his family is clear, though. With his mother suffering from an illness, Coen took on responsibilities to ensure his family had all the help they needed while his dad took care of his mom. 

I take control of Coen and, in hopes of treating his mom, make my way towards a woman named Anca to buy medicine. The world opens up for exploration, so I go into town. But I am limited in what I can do because the second I start a quest, a timer starts.

I choose to help my siblings fish and get food for the day. During this quest, I talk to them about our mother’s illness, the reality of living in a world with vampires, and how I, Coen, might not be around forever. The conversation endears me to my family.

 

I also decide the fate of a runaway pig trying to avoid being cooked and find a lost brother trapped in a cave with an eldritch monster that needs defeating. Combat moves fast and is comparable to Ubisoft’s For Honor. While swinging and blocking, you have the option to position your sword to best defend/attack. If you spam the same area, the NPC will quickly learn and block that direction. But if they block all your attacks, you can grab them to break their defensive stance and get the upper hand.

But time is running out, so I go to Anca’s to get the medicine. Annca gives instructions for the medicine, but I unfortunately forget the proper dose and give what I think is best – a catastrophic mistake. While at a vampiric mass with the family, the illness is noticed by the ruling vampires, and my mother is killed in front of everyone.

This prompts Coen’s father to lead a revolt. To prepare for the fight, the townspeople began mining silver. But the vampires catch wind of the plans and kill everyone in the mines. As blood is spilling, the vampire leader opts to turn me into a vampire. With no clue about what has happened to my family or the town, the only thing to do is run.

 

Which is when my hunger begins to kick in. I am forced to eat rats and other monsters in the mines, but the hunger only grows deeper. If it isn’t controlled, it will consume me, forcing Coen to eat whoever is in front of him, friends included.

After a tutorial detailing newfound vampiric powers, I am face-to-face with the vampire who had just turned me. We fight, but I am quickly beaten. As a final insult, Coen is impaled on a wall and left to die in the rising sun.

Surprisingly, I wake up in Anca’s house, my vampiric abilities gone. The village has been destroyed, and Anca reveals she is a witch and teaches me how to use magic to defend myself and speak with the dead. She also reveals that my family is alive, but will only remain so for the next 30 days. Coen is galvanized to save his family and cripple the vampiric empire, however he sees fit. But before I can start my rebellion, my time is up.

Despite playing the game for roughly three hours, I still missed out on so much content in the opening act. I’m excited to see how differently the story will play out for me at the game’s full release.

Subscribers can read our full The Blood of Dawnwalker story by following the link

IO Interactive Regains Ownership Of Project Fantasy Following Xbox Split

Game Informer

IO Interactive has announced it has regained full ownership of its in-development online RPG Project Fantasy following its split from an external funding partner last week, which was later confirmed to be Xbox. The studio behind Hitman and 007 First Light will continue working on the project, but this shift means a reduction of its staff.

The Copenhagen-based studio shared a message stating it will now fully fund Project Fantasy independently. However, IO writes that this shift means “we had to find a new balance for the long-term future of the studio, focused on the success of our main internal core titles instead of external projects and potential mobile game derivatives.” To this end, IO has had to make layoffs it had previously stated were necessary after Xbox pulled out of funding Project Fantasy. This includes the closure of its Istanbul subsidiary studio.

“These are hard, but necessary decisions, in order to retain the long-term future of IO Interactive as one of the very few fully independent AAA developer and publisher, as well as to give Project Fantasy the best possible foundation to succeed under our own passion and direction. Project Fantasy is a game, a world, and an IP that we are wholly committed to, and we cannot wait to share the love with you.”

Xbox told Bloomberg it ceased supporting Project Fantasy after reevaluating the types of projects it wanted to invest in. This portfolio adjustment came ahead of the company announcing plans yesterday to lay off 3,200 employees over the next fiscal year, 1,600 of whom were terminated immediately. Xbox also spun off or sold five of its development studios – Compulsion Games, Double Fine Productions, Ninja Theory, Undead Labs, and Arkane Studios – in the midst of this massive restructure, 

For more on IO Interactive, read our review of its most recent release, 007 First Light, here.

Orbitals Is Anime Co-Op Puzzle-Action At Its Finest

Game Informer

Platform:

Publisher:
Kepler Interactive

Developer:
Shapefarm

Release:

When I sat down to play Orbitals at this year’s Summer Game Fest, it felt appropriate that we weren’t given Herman Millers or high-backed “gamer chairs,” but bean bags. There, on the carpeted floor of an improvised living room, complete with a bunk bed and an old-fashioned entertainment console, my co-op partner and I watched the start of Orbitals as if it were the opening sequence of our favorite Saturday-morning anime.

After a gorgeous, intriguing cutscene, we’re dropped into life aboard a floating ship, out in the stars. The new co-op puzzle-adventure from Shapefarm and Kepler Interactive might feel strangely familiar, as its screen splits in two and the two characters – Maki and Omura – each take up half of the TV’s real estate. Orbitals game director, Jakob Lundgren, worked at Hazelight Studios as a designer on A Way Out, It Takes Two, and Split Fiction, and it seems the same couch co-op concept is in store for Shapefarm’s debut.

Though we get to explore and gain familiarity with the controls, it’s not long before we’re picking up items and solving puzzles. Maki and Omura can select from several different tools they can carry around, with names like the Scrap Hook and Beam Cannon. Each serves a natural function, but applications can vary. The Beam Cannon can melt steel, sure, but it can also power a cell inside a generator to spin up a station for a co-op partner to access.

Figuring out how the items in the toolbox interact with each other and the environment to create paths through the inner guts of derelict spacecraft and myriad mechanisms is extremely tense. It’s not uncommon to feel like you’re barely eking out the solution, always one short jump or missed beat away from a restart. I wouldn’t say Orbitals is difficult, but it certainly demands attention and activity from both parties. No one really ever had the “boring job” of the pair when we were solving puzzles throughout its opening section.

 

Aesthetic is an immediate draw, as Orbitals wears its inspirations on its sleeve. Character designs immediately bring to mind Ranma ½; a ship’s sleek mechanical design is reminiscent of Cowboy Bebop; the vibrant space hub we explored elicits Studio Ghibli nostalgia. While this could easily tilt into shopping mall knick-knack pandering, Orbitals wields its influences with a clear love for the art and form, so it feels in conversation with them rather than just reiterating a familiar text.

Little touches, like emotes and tiny interactions between the two leads, bring these characters to life. The voice acting solidifies these bonds. And the soundtrack finds space to oscillate between spacey synth drones, moody keys, and one extremely funky bass. In its best moments, I was reminded of the music videos for Daft Punk’s Discovery, capturing the same feeling of interstellar adventure and mystery.

There are laughs, puzzles, action, and gorgeous cutscenes. In one moment, you’ll be working out carefully timed platforming sections, and in another, you’ll be tandem piloting a ship through the inky void. Put simply, Orbitals is the game you want to play sitting in a bean bag on a carpeted floor with a good pal, and could be a big one for co-op fans with a Switch 2 this September.

Xbox Parts Ways With Five Studios, Over 3,000 Layoffs Announced

Microsoft Gaming Xbox Series X/S CEO Asha Sharma Layoffs

Xbox has announced it is splitting from four of its development studios – Compulsion Games, Double Fine Productions, Ninja Theory, and Undead Labs – while announcing plans to reduce headcount by over 3,000 employees over the next several months. 

CEO Asha Sharma sent a lengthy message to the entire Xbox team detailing her previously announced plans for a “reset” of the brand and its operations in what she calls “the most significant restructure in Xbox history.”

“Our business today is not healthy,” Sharma writes. “We are operating at margins that are 3-10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset Xbox.”

Game Informer

South of Midnight

Regarding certain studios that had reportedly been considered for closure, they will either go independent or be sold to a new owner. “Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined,” writes Sharma. “We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset Xbox, we will help independent creators succeed by providing open development tools and audiences to realize their vision.”

Compulsion Games (South of Midnight) and Double Fine (Psychonauts) will once again become independent studios and retain their IP and game catalogs. These developers were purchased by Xbox in 2018 and 2019, respectively. Compulsion Games and Double Fine each posted messages confirming this news on social media.

Ninja Theory (Hellblade) and Undead Labs (State of Decay) have “entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3,” according to Sharma. Both of these titles are targeting a 2027 release. The specifics of this deal, such as the identity of the new owner(s) of Ninja Theory and Undead Labs, are unknown. It has been reported that Xbox had already planned to split from Ninja Theory before revealing Senua during the Xbox Games Showcase in June, and showed the game anyway to attract a potential buyer. State of Decay 3, first announced in 2020, also had a new trailer during that showcase.

Game Informer

Senua

The fate of Arkane Studios (Dishonored) is less clear. Sharma states the Lyon-based team has entered the required consultation in France with its Works Council to “review potential strategic options.” The studio is currently making Marvel’s Blade, which has reportedly faced cancellation

Layoffs will hit other studios such as Activision, Bethesda/Zenimax, Blizzard, King, Mojang, and Xbox Game Studios. Approximately 3,200 employees will be laid off throughout fiscal year 2027; 1,600 employees will be terminated today. Despite this reduction in headcount, Sharma confirms none of Xbox’s publicly announced games or projects will be canceled. Mojang and King will also now report directly to Sharma. 

In a reset of operations, Sharma has announced the promotion of Helen Chiang, corporate VP at Microsoft and head of Mojang, to chief operating officer (COO) of Xbox. Chiang will replace the previous COO, Dave McCarthy, who is retiring today after a 17-year career at Xbox.

To help streamline management, Sharma states that management layers will be reduced to no more than 5 and, where possible, 3. “Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify,” writes Sharma.

Sharma ends her message by stating her ambition for Xbox to return to growth in 2027 and to become “one of the few companies that entertain more than a billion people each day and gives everyone the opportunity to create and connect.” 

“History is full of companies that mistake longevity for inevitability,” Sharma writes. “We will not be one of them.” 

The Video Games You Should Play This Weekend – July 3, 2026

Game Informer

Happy July 4th weekend! Fireworks. Lemonade? Hot dogs. Scared pets? Sunscreen? A lake and/or beach. Heat? Sales at mattress and furniture stores. Some of those things I am certain are Fourth of July things. Others, I admit I am making some assumptions about your celebrations. But yeah, you won’t be buying mattresses at a lake all weekend, right? There will be time for video games, as well, and we have some suggestions for what to check out this weekend… right after I share a few of our big stories this week.

Game Informer

Rhythm Heaven Groove

Kyle Hilliard

Rhythm Heaven Groove, perhaps the last great Switch 1 game from Nintendo, is officially out and it is an infectious, goofy, music game that is easy to lose yourself in. In Game Informer‘s Rhythm Heaven Groove review, I wrote, “The series represents a wonderful and wildly unique collection of concepts that are not beholden to Nintendo’s history and make me happy, proud, anxious, and angry all in equal measure. Groove is not my favorite in the series, but it stands tall alongside the rest to earn permanent placement on my Switch hard drive.”

 

One opinion I didn’t dive into in my review is that all the Rhythm Heavens, Groove included, have the potential to become great meme generators with frequent instances of bizarre art and strange text. At least two of the games lean on stock photography showcasing construction workers and people drinking tea. It’s weird. But none of the games have ever reached the level of cultural ubiquity necessary to make the sharing of GIFs and images from them become widely accepted online vernacular. Being on Switch and how easy it is to share clips and screenshots from the device makes me hope Groove will be the one to break through.

Game Informer

Meccha Chamelon

Alex Van Aken

Multiplayer hide-and-seek game Meccha Chameleon is one of the year’s breakout success stories after selling 10 million copies in its first few weeks. More importantly for this blog: it’s cheap and fun as hell, making it a strong contender for your weekend relaxation. The Infection mode seems to be most popular in online lobbies, where one randomized player becomes a Hunter and must find and eliminate hiding players with a shotgun, subsequently converting them into Hunters upon death. The big catch: the Hiders can pose, stick themselves upon most surfaces, and paint themselves using a brush, color wheel, and a Photoshop-like color picker tool to camouflage themselves in the environment. It’s clever, simple-to-learn, and has excellent Steam Workshop integration making it incredibly easy to download custom maps without having to leave a multiplayer lobby.

Game Informer

Deltarune Chapter 5: The Festival

Eric Van Allen

Every new installment of the Undertale pseudo-sequel Deltarune is a little holiday for those who have been following along, and the latest chapter certainly bolstered that festive feeling by centering on the town festival. Within minutes of starting the newest Deltarune chapter, I had already gasped, laughed, and been amazed by the swerves and twists Toby Fox and co. have been lining up for our intrepid party. Chapter 5 feels a little reminiscent of Chapter 3 to me, using mixed media and sudden style and genre-switching concepts to throw curve balls at the player. And the creeping sense of unease and dread, as the dark forces at work in the town make their moves, just adds to the tension of it all. It’ll be at least a little longer until we see Deltarune reach its full conclusion, but I’m already more than happy with how this surprise follow-up to Undertale is coming along.

Game Informer

Deltrune Chapter 5 fan art by Claire Godbold Hilliard

Game Informer

Wanderstop On Switch And Switch 2

Kyle Hilliard

Originally released in 2025, Wanderstop is from the mind of Davey Wreden, best known for The Stanley Parable and The Beginner’s Guide. Those games, in summary, are a little bit about the process of playing and appreciating a video game and what it means to have and give player choice. There is a lot more to them than that, but that’s arguably the short version. By comparison, Wanderstop is more straightforward, but still makes plenty of room for the examination of video games as an entertainment medium.

In the game, you are Alta, a former adventurer/warrior who is attempting to take on a new life and manage a tea shop to address her overwhelming anxiety. But, in typical Wreden style, there is more to it than that. In Game Informer‘s Wanderstop review I wrote, “I admire the game for being able to use video game genre conventions to tell a pensive, funny, and surprising story set in a charming location with enjoyable characters. Watching Alta grow and accept her limitations will stick with me and make me reflect on my own inability to turn off and just relax. I appreciate any art that makes you think in that way, and Wanderstop is successful in that goal.”

As of June 23, the game is available on Switch and Switch 2 and it’s worth playing, even if you’re not typically a fan of the wide-ranging “cozy” genre. Wredon is still making video games, but the studio, Ivy Road, that created Wanderstop has unfortunately been shuttered. But that’s doesn’t mean it didn’t create a worthwhile video game worth experiencing.

Game Informer

Tabletop Pick – Leviathan Wilds

Matt Miller

If you have fond memories of video games like Shadow of the Colossus, boy, do I have the board game for you. Leviathan Wilds is a cooperative or solo game in which players work together to climb gigantic creatures, with the goal of destroying the corrupting crystals that make them dangerous, saving them in the process. Each session plays out on an open-page spread of the included spiral-bound book – so each time you play, you confront a different creature and its challenges.

Game Informer

The gigantic creatures reveal what they’ll be doing and how they might attack through a card pull at the start of the round, and you can use your turn to slide, climb, rest, and use various powers to complete your mission. The art is beautiful, the theming and concept is brilliant, and the turn-to-turn action inspires lots of compelling choices. Designer Justin Kemppainen hit on something very clever here; this could easily become a staple play option for your gaming group.

The Soul of Soulslike

Game Informer

The action genre’s relationship with difficulty has been complicated.

In their earliest stages, action games were often unreasonably demanding, but this was not always by design. These difficulty spikes and trial-and-error sequences were a result of trailblazing developers figuring out the best practices for requiring precision from players while remaining fair.

During the advent of cinematic storytelling in gaming, many action titles offered more leniency in favor of delivering a compelling narrative that a large portion of the audience could easily experience. As a result, beating many action titles during the late ’90s and through the mid-2010s felt more like a formality than a challenge to conquer. Subsequently, games like Ninja Gaiden and Super Meat Boy delivered the kinds of white-knuckled experiences challenge-driven players craved. However, the action genre reached a major milestone in 2009, as a brutally tough, seemingly obscure game out of Japan emerged as a fan favorite and went on to become one of the most influential video games of all time.

GI Podcast: PlayStation Ending Physical Discs + Our 2026 Favs So Far w/ Ben Reeves

Game Informer

Special guest (and former host) Ben Reeves joins The Game Informer Show to discuss the big PlayStation shake-up, our favorite games of 2026, and Kyle’s Rhythm Heaven Groove review. Finally, we close the show with listener questions! Grab a cold beverage, stay indoors from that summer heat, and join us for another episode of The Game Informer Show.

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine!

Watch or listen here:

Listen to “PlayStation Ending Physical Discs + Our 2026 Favs So Far w/ Ben Reeves” on Spreaker.

Follow our hosts (and guest) online:

Jump ahead using these timestamps:

00:00 – Intro

5:59 – PlayStation News

33:14 – Rhythm Heaven Groove

43:08 – Best Of 2026 So Far

1:18:20 – Listener Questions

 

Erosion Creative Director Talks Adventure Time Influence And Creating A Reactive World That Changes Each Time You Die

Game Informer

Erosion was one of the most promising upcoming titles I checked out during Summer Game Fest.  Developed by a small team at Plot Twist (makers of The Last Case of Benedict Fox), the voxel-based game stars a nameless cowboy on a mission to rescue his kidnapped daughter; the twist is that time advances 10 years every time the father dies, meaning his daughter grows older. 

Sporting a blend of twin-stick shooting, dozens of wacky weapon upgrades and abilities, dungeon crawling, and a highly reactive open world that changes based on your actions, Erosion is full of ambition. We spoke with Plot Twist creative director Bartłomiej Lesiakowski to better understand Erosion’s reactive nature, how the passage of time affects the world and players’ strategies, the game’s thematic inspirations, and its philosophy for creating consistently entertaining combat. 

Game Informer: How long has Erosion been in development, and what inspired the idea?

Bartłomiej Lesiakowski: We’re in our second year of development, and the idea actually came from a story. We thought of the story, and since a lot of guys on our team are actually young dads, so the story resonated quite well from the get-go. And we were tinkering with it, and simultaneously, me and my buddy, who is the concept artist in Plot Twist, we also experimented with voxels as an art style, so those two things jump quite well, and given the story, it came kind of naturally that the game also became a role, right?

Erosion almost feels like almost like two different games, because you have the twin-stick shooting and almost roguelike structure with the abilities that you can gain, on top of the progression of the main plot of rescuing your daughter and having her age every time you fail. How did that particular mechanic come to life? 

Lesiakowski: The technology of voxels and the approach that we took with it allows us to create assets extremely, extremely quickly for such a small team, so we wanted to flex a bit. And we thought that, ‘Hey, this could be our strength in this project, so let’s think about how we could use it.’ So we can destroy things, that’s one, so the combat should revolve around that. And by saving the daughter and going into the dungeons, we will surely die, right? So, what could we do to make the deaths meaningful? So let’s join those two things together. So, if we die, let the daughter age, and also when we die, let the world change, and by following this path, we basically created the whole concept.

For the daughter’s aging, how far does that system go? How old can she get? Is it possible for her to pass away from old age? And if so, what happens?

Lesiakowski: We don’t want to spoil too much, but let me say that there is a chance we won’t be able to even meet her.

I assume there are different endings, and if so, are the endings tied to when you’re able to rescue her, or what age she happens to be at the time that you rescue her? Does that affect how the game concludes?

Lesiakowski: The true ending for the story is one ending, but due to how the world is constructed, the timelines and the questlines themselves, as you recall, can veer off completely differently, so [the] story of each location in each variant can end quite differently.

Game Informer

How feasible is it to only focus on rescuing your daughter? I was talking to a rep at the event, and they kind of implied that, technically, everything else in the world is sort of optional in an almost Breath of the Wild way. If I wanted to try to only focus on rescuing her, could I do that with whatever my starting equipment is? And has anyone on the team been able to pull that off, if it is possible to do that?

Lesiakowski: It is possible. The world is technically optional, but this would be a challenge for some hardcore players. Right now we’re still in the balancing act, so there’s no chance to do that, but we are sure – and we, by the way, see it already in our telemetry from the playtest that has just begun that the players are already better at the game than we are, so I wouldn’t be surprised if somebody else would manage to do it.

How big is the world overall? What is the scope of this game, if you had to describe it?

Lesiakowski: That’s always a pretty tough question, because one thing is the geographical size, and the world, for what the game is, is pretty vast, actually. And the other side is that it’s also multiplied through every timeline, so it’s this certain amount of geographical space times X, basically. So this is why Erosion is so hard to measure in the traditional terms. I think that players will be surprised how much of a game is there, apart [from] the dungeons.

I was also shown during the demo a timeline that you can pull up, where you can see not only what you decided to do but all the possible outcomes. Can you explain how that works exactly? Because I believe the demo implied that you can jump between eras sometimes, but I wasn’t totally clear on how that worked exactly.

Lesiakowski: Yes, yes, exactly. So by playing, players naturally do certain actions, and whenever [the] game recognizes an action that actually will influence the future, they have a prompt, and players can check the timeline view to see what action caused the effect. And only after they will jump to the next timeline and explore the location, they will see what action caused what effect. So in the end, they will be able to see which resolutions for a quest can result in different outcomes for certain locations, so this will mean that in the end the players will be able to strategize, as well, because as you saw, also the new states of locations are connected to weapon and item unlocks, so they will be able to figure out what path they want to take, and later on they will just have to decide whether they are morally inclined to to follow the path as well.

Game Informer

So if I do a mission a certain way, can I immediately go back in time and do that same mission a different way, just to see the other way it could have gone?

Lesiakowski: Not immediately. There is some form of time control in our mind, but we also don’t want to give too many details about that.

Does time only advance when you die, or is it advancing slowly? Like, if I go a long time without dying, I don’t have to die just to see the outcome of everything I’ve done?

Lesiakowski: It still revolves around the specific timelines, as we call them. So the player either has to die three times, which we call the trice […] or they can initiate the jump manually.

What fascinates me about Erosion is that time plays such a big part and that it’s thematically a western. I don’t know why; I love that this is specifically a western story. Why is it a western? Was there any specific Western media that the team was inspired by?

Lesiakowski: That’s a good question. Actually, when I tried to backtrack the idea for the Western itself, I remember a point when we threw around a few references, and the idea that, in the first biome, the pillar will be surrounded by the desert, was from the get go, and we did want to have the setting be reminiscent of United States type of deserts and wastelands, and so on. So it kind of naturally veered into the cowboy and western setting. But the mix actually came from, I think, one of our biggest inspirations, the Adventure Time cartoon, which we absolutely love, and there are so many wacky and different and unique things about it. So we also wanted to create something with our twist on it, so there will be cowboys, but there will also be ghosts and robots and aliens, and you name it.

I noticed when I was jumped to like a save state where my loadout was a lot more impressive I had laser beams and drones and all kinds of stuff. I saw that you are touting over 100 different abilities and weapons and a crazy amount of combinations. Are you still creating more weapons and abilities? Is there such a thing as having too much in this game, or are you just shooting for the stars and making however many you can come up with?

Lesiakowski: Surely there is a limit, but it’s far, far off on the horizon. We’re so far from the limit, I think, so we are still creating, and we are still finding the technical limits, I guess. And also exploring the possibilities is just so much fun that probably till the very last moment […] we will add more and more items and weapons.

Game Informer

What’s the rule for adding a new weapon or ability? Is there such a thing as an idea being too stupid or outlandish for this game?

Lesiakowski: Too stupid or outlandish? No [laughs]. Maybe sometimes we tend to over-complicate solutions, so we have to have [a] few rules that we impose on ourselves like ‘Okay, this item can do only those two or three things at once. If you want more, let’s figure out another item that will be also interesting that can have this kind of ability attached to it.’ So in terms of weapons and modifiers, we started with [a] basic pool of items that will have a very classic roguelike gameplay controls, and after certain points, when we were sure that the basis is solid enough, now was the time to start creating the synergies. So, whenever we add now, first we identify the items that will have the most amount of synergies with existing items, and then we have like a crazy, crazy huge graph with the synergies, and we identify, ‘Okay, these types of builds are lacking right now, so what can we do? Can we create a weapon? Can we create a active skill, or passive modifier that will help improve the synergies in that region,’ for example. And all in all, of course, the fun is the main factor. So it has to be fun, and we remove the most passive and the most boring combination.

Are there any other major factions, like in the vein of the cultists I ran into in the demo?

Lesiakowski: Oh yeah. Dozens, actually.

How far does the faction gameplay go? Is it going to be a thing where if you side with one, you can’t side with another if they’re directly feuding? Can you change allegiances at will, or even join multiple factions at the same time?

Lesiakowski: Not at will, and depending on how the quests go, sometimes you create enemies for good, for example. But if your reputation with certain factions goes bad, because, for example, they caught you cheating at the poker table, there are also ways to regain reputation by, for example, questing for the opposite faction, like killing the opposite faction, or doing the quest for the faction that you lost some reputations with. So there is some room to play, and there will be certain factions that start with negative reputation, and it will be very, very hard, but not impossible to at least get neutral with them.

How do you communicate your current reputation? Is it something visible, like a meter, or is it more just the way people react to you that communicates, ‘Oh, they don’t like me.’

Lesiakowski: That’s something we’re actually still experimenting with. We have both solutions ready, and during different testing sessions, we try some stuff out, and we are still not sure, because certainly, to some players, it’s super cool to explore, to guess, and to experiment on their own. But certain players like to strategize and want to see exactly what they do, so we have to play a bit more with both solutions, and I’m sure we will pick the most fun one.

Game Informer

Who kidnapped the daughter, anyway? I don’t think I got a sense of who the main villain is in this game.

Lesiakowski: You need to play the playtest because the Summer Game Fest [demo], the game didn’t have the prologue, and the latest version already does, and there you will learn a bit more about the lieutenant and his henchmen; so the evil bunch, the daughter. But in the full game, the player will get to know a lot about them through the gameplay, especially through the dungeons, because they will play a big role in the overall story.

Does the protagonist have a name? Is there any sort of background that you can give me on him?

Lesiakowski: He’s just Pop.

Just Pop?

Lesiakowski: Just Pop for his daughter.

Was there any Clint Eastwood inspiration here, like in The Good, the Bad, and the Ugly, where he’s also a nameless outlaw?

Lesiakowski: For sure, he’s like a stoic demeanor, and he’s not talkative, that’s for sure. But we’ll leave it to the players to find if he says anything at all, or if he will be like the quiet protagonist for the whole time.

How big is the team exactly?

Lesiakowski: There’s 30 people at the studio, but we are currently creating two games. One is Erosion, and one is unannounced, and the Erosion team at the moment is 17 people.

Because of just how ambitious it sounds, is this the biggest game that you’ve ever tackled in your career?

Lesiakowski: Yeah. We tend to dabble in ambitious projects. We constantly like to remind ourselves that, ‘Yeah, maybe next time the next game will be simpler,’ and we always end up with something more and more ambitious.

Game Informer

What would you say has been the most challenging aspect of developing Erosion so far for you?

Lesiakowski: There are so many unique aspects to the game that probably the hardest part is not having like clear references for many things. There are here and there parts that we can figure out based on what other people did, but in most cases we end up in a tough spot, because some aspects of the game are too different from everything there was, so we just have to figure it out and playtest as much as we can, and follow the fun, basically, and see what is most attractive to the players. And previously, probably in our previous project, when we were creating a metroidvania with a surprising amount of puzzle elements, it was slightly easier, so I think this is the most challenging part with Erosion.

On the flip side, what’s been the most enjoyable aspect of developing the game so far?

Lesiakowski: Both the aspect of working with voxels, especially with our approach, and with how many steps that usually are needed to create assets for the game, the development is very agile. So we can figure out the character, basically like creating it from Lego, and few hours later it’s already an animated character in the game. So it’s a very freeing feeling to have as a developer, that it doesn’t have to follow all of the steps that usually are connected to creating assets.

And the second thing is that we put so much time into make sure that the base and the moment-to-moment gameplay is enjoyable, that the testing itself is also enjoyable as an effect. I remember when we started implementing destruction, and there was almost no possibility to open the game and not destroy something just for the sake of destroying, just to have some fun, to see the voxels spread around. It’s a very rewarding feeling.

Last question: What’s your favorite Adventure Time episode?

Lesiakowski: The hardest question is the last one. Maybe [“Jake the Brick”]? When Jake became a brick. It’s such a cozy and out-of-the-box idea. Probably this one, yeah.

Erosion launches in 2027 for PlayStation 5, Xbox Series X/S, and PC.