The upcoming game titled “The Expanse: Osiris Reborn” is a third-person shooter RPG developed by Owlcat Games, which is known for its expertise in creating isometric CRPGs with immersive narratives, tactical mechanics, and distinctive systems. With a reputation for handling established franchises with finesse, as demonstrated by their critically acclaimed CRPG “Warhammer 40,000: Rogue Trader“, they have shown a knack for capturing the spirit of the franchise. In this case, the rich lore of the “Expanse” series seems to be in capable hands with Owlcat Games at the helm.
As a passionate admirer of Owlcat Games, I was thrilled to get an exclusive sneak peek into the creative mind of Alexander Mishulin, the mastermind behind “The Expanse: Osiris Reborn”. During our engaging conversation, he unveiled fascinating insights into the game’s development journey and what makes Owlcat tick.
Mishulin didn’t hold back when discussing the mechanics, features, and systems that will breathe life into this eagerly anticipated title. He touched on intriguing aspects like companion romance, character builds, and the customizable spaceship—all of which are sure to captivate players.
For clarity and conciseness, parts of our conversation have been carefully edited.
Owlcat’s Pivot to Third-Person Shooters With Osiris Reborn
Question: What impact has your past work on CRPGs (Computer Role-Playing Games) with Owlcat Studios had on the development of Osiris Reborn?
We embarked on a fresh journey in 2021 when we decided to develop a third-person action RPG. To get started, we created numerous prototypes, focusing primarily on refining exploration and combat mechanics for several months. It wasn’t until we felt confident about the direction of our project and the impact of our changes that we proceeded to build a demonstration of the game and put in place all the essential workflows.
In other words, we were familiar with structuring narratives that included choices and consequences as they were similar to what we had done before in both stories and games. However, when it came to designing combat systems and exploration, we constructed these elements using prototypes we developed ourselves. Furthermore, we augmented our team by bringing on new members, some of whom had experience working on third-person games, particularly those hailing from CD Projekt. We leveraged their knowledge and seamlessly integrated it into our own development workflow.
Reflecting on this journey, it’s clear that I’ve learned a great deal. Once we ironed out the details and validated our concept for the gameplay, we transitioned into the full-blown development phase. Now, I’m deeply engaged in creating numerous aspects of the game itself.
What specific characteristics does the game “Osiris Reborn” exhibit that are reminiscent of Owlcat’s games, such as intricate mechanics, character development, and additional systems like city management or settlement growth?
In this new phase, we’re placing greater emphasis on the narrative and characters. As always, companions have been pivotal in our games. This time, however, we aim to tell more stories that shine a brighter light on these characters.
During our assignments, we’ll be accompanied by a few fellow team members, but the rest of the crew won’t be idle, simply lingering around. Instead, they’ll play crucial roles in supporting us throughout the mission. This could involve someone staying on the ship to assist from there, not just passing time until our return. Others might embark on separate objectives within the same mission, creating space for us to join them when necessary. Alternatively, a secondary team might be formed, working concurrently with us, each with their own tasks and pathways. At times, we’ll aid them, and at other times, they’ll lend a hand to us.
These entities are integral to every narrative we create. They maintain constant interaction with you, offering insights, suggestions for handling unforeseen circumstances, among other things. In our past games, mini-games, and various systems such as kingdom governance, colonization, or space warfare served this purpose. They provided opportunities to place our characters in diverse scenarios, thereby enabling players to observe them from multiple angles. For instance, imagine Raquel commanding troops, or Abelard excelling in a specific spacecraft role. These elements allowed us to catch glimpses of their responses to novel environments and thus appreciate them as multifaceted characters.
In this game, the characters are integral to your adventures, always by your side and not detached during missions. Therefore, we won’t introduce any extra features to emphasize them further. Consequently, you won’t find intricate mini-games involving character interactions in this game.
In this game, the numerical aspects are unique due to its action RPG style, making it more inviting for players. Instead of solely concentrating on traditional number crunching, we’re emphasizing the exploration and personal experience of various playstyles. For instance, if you grab an assault rifle, it might be fantastic, but the next one could shoot faster or slower, inflict more or less damage, or offer a secondary firing mode, adding to its uniqueness. Ultimately, you’ll need to try them out to see which one suits your playstyle best.
Just as with skills you discover, some will appeal to you while others may not – and that’s perfectly fine. Our aim is to create a diverse collection of skills for you to explore, find what suits your preferences, and even uncover synergies that can help shape your unique playstyle. The RPG systems we’ve implemented encourage this flexibility, as they let you customize based on the choices you make, offering a more open-ended experience. In essence, there are no predefined classes; instead, you are crafting a personalized playstyle.
This game shares some elements with “Soulslike” titles, but not in terms of their challenging gameplay dynamics such as the bonfire system. Instead, much like Soulslike games, it’s about discovering the weapon that fits your playstyle best. For instance, if you find giant katana swords too slow for your liking and prefer swift, light weapons, then go for them! The same applies here: choose the weapon you enjoy and develop your strategy around it.

Q: You mentioned playstyles. Can you give an example of two very different playstyles?
As a movie-loving enthusiast, I’d describe one approach like this: My preference leans towards an action-packed gameplay style, heavily emphasizing gunfights and aiming precision. Instead of concentrating on diverse abilities, I seek ones that enhance my shooting skills, such as a tactical resource that improves visibility of enemies in low light or when hiding behind cover – essentially, anything that gives me an edge in combat situations.
Instead, this player might be specialized in multiple abilities and leveraging their interactions effectively. They may not excel in aiming or gunplay, but instead, they’re developing a unique playstyle that makes up for their lack of aiming skills with an impressive array of synergized abilities. Alternatively, they could focus on managing their companions and maximizing their impact during combat, relying on their allies to help them navigate through battles.
Or it could be a mix—might be any of those things.
Inquiry: How did you incorporate a sense of realism into the storyline of “Osiris Reborn,” given that “The Expanse” is known for its attention to hard science fiction details, such as Personal Defense Crafts (PDCs) having thrusters on their backs to counteract recoil in space?
To achieve a true-to-life experience within the world of “The Expanse,” it should feel raw and authentic, as this series is known for its gritty realism. Although the story takes place in the future, it’s not too far from our present reality; we’re looking at around 300 years ahead on the science fiction timeline.
Many of the gadgets and situations you come across seem remarkably similar to what we know from our own reality, as if science fiction has blended with our world. The physical occurrences you witness are also convincingly authentic.
Instead, let me rephrase for you: While we’re aiming to capture the essence of authentic space travel in our game, we don’t want it to become a source of frustration or hinder your enjoyment. Therefore, we’re emphasizing the thrilling aspects of physics associated with exploring space and discovering various parts of the solar system. However, remember that space in our universe, as represented in The Expanse, can be extremely hazardous and unforgiving.
As a supporter, I want to emphasize the significance of understanding decompression – it could significantly impact your journey and any conflicts encountered. Therefore, be prepared for scenarios similar to this.
Additionally, we’re offering you an opportunity to don your spacesuit and explore a weightless environment, similar to the characters in movies and novels—once you hear the clicks of your magnetic boots and walk along the hull of a space station. This experience is unlike anything within the station’s corridors, it resonates differently.
Although we understand that there’s no sound in space during gunfights, for an immersive gaming experience and to help players distinguish between combat scenarios in zero-gravity environments, it’s essential to include sounds. However, these sounds are not meant to replicate real-world physics; instead, they are designed based on your personal perception of space. Consequently, they will sound muted and quite dissimilar to the sounds you hear inside a space station.
Engaging in combat while moving along the ship’s side is quite reminiscent of the intense encounters you might find in an “Expanse”-style scenario.

Was there a crucial element or aspect in the creation of “Osiris Reborn” that you found particularly significant? Was this key detail instrumental in bringing your creative vision to life?
We aim to create an authentic, realistic, and gritty depiction of the Expanse universe while maintaining its futuristic essence. It’s not about replicating a real factory with assembly lines as that would be authentic but lack the futuristic touch. Perhaps if we introduce something like a high-tech Apple manufacturing line, it could strike the balance between authenticity and futurism.
Our aim for the visuals of “The Expanse” is to be recognizable yet slightly distinct, with a touch of sci-fi flair. We’ve worked through seven different iterations with our artists to achieve this balance. Communicating that space should seem familiar but not quite what you’re used to can be challenging. Imagine the sights you might encounter in 100 years time.
To ensure that The Expanse maintains its authenticity, we aim for the characters to seem genuine as well. This means their motivations and stories should resonate with us, making them relatable, engaging, and multi-dimensional – much like the relationships depicted within the universe of The Expanse.
As you navigate through various groups, you’ll notice the power struggles among them. Should you wish, you can become involved in these internal politics. Our aim is to create an authentic and human-like experience throughout this process.

A: How is your connection with The Expanse series’ broader universe? Did you discuss any specific details regarding the lore with anyone while working on it?
Initially, as we embarked on this project, we reached out to Alcon, who owns the intellectual properties for The Expanse. We built a strong collaboration with them, discussing aspects such as the essence of The Expanse, its boundaries, and how our concept aligns with the existing universe of The Expanse.
Right from the start, our intention was to craft a unique narrative within the realm of the Expanse universe. This ambition resonated positively with Alcon, as they too shared the desire to broaden and enrich the stories set in the Expanse.
stories, not just retell the Holden adventure.
In simpler terms, the narrative unfolds within the timeline spanning from the initial chapters of the first book right up to the midpoint of the second book. If we’re discussing the television series instead, it follows the storyline from Season One through to halfway through Season Two. This tale is unique to us, featuring our own characters, yet it takes place within the universe of ‘The Expanse’, allowing us to experience the aftermath of events depicted in the books and occasionally encountering familiar characters or visiting recognizable locations.
To give you a firsthand look, we begin our journey on Eros. Similarly, witnessing the aftermath, you’ll find yourself exploring Ceres – the consequences of the Canterbury being destroyed. In essence, you’re immersed in this cosmic world, and as the Holden saga unfolds, it creates ripples felt across the solar system, and you’re right there experiencing them.
Nevertheless, it seems you’ve got a tale of your own to tell. Your cast of characters, your unique plot, and your journey through this complex tapestry of mystery and political maneuvering are distinctly yours. The complexity only intensifies due to the rapidly unfolding events that shape this era.

A: Recently, I’ve been engrossed in the books and appreciating the nuances between them and their TV adaptations. How does this affect your perspective? Do you find yourself needing to choose between the ‘book’s account’ and the ‘TV series’ version of events?
A: Since we’re narrating our own version of events, it feels slightly more natural for us. As you pointed out, the discrepancies might be slight and if you’re not re-telling the same incident, you wouldn’t necessarily catch whether something occurred as depicted in one medium or another, or if a certain character appeared as they did in the second book or show, or not at all.
Absolutely! You’ll be seeing familiar characters, but we’re arranging scenarios that let us present them in the best possible light and perhaps delve deeper into their personalities. We’re not intending to show them in a completely new way, rather, we’re planning to put them in unique situations.
A: I really enjoy the in-depth character creation offered by Owlcat games. Could you discuss the process involved in making a character available online? What components do players utilize to construct their character’s build?
B: I’m not able to disclose much more than what I’ve previously mentioned regarding playstyles. However, I can provide a bit more insight without delving too deeply into the intricacies of the mechanics.
You’re selecting skills and equipment, aiming to find combinations that suit your gaming approach, and once you discover a strong fit, the RPG mechanics enable you to select bonuses or gameplay elements that reinforce your preferred strategy for this specific style of play.
The design is flexible too, enabling you to concentrate on a single aspect of your construction, or to balance development among various components according to your preference – this is how we envision you shaping your unique playing style.
Imagine having a Tactical Goggles which lets you see enemies hidden behind barriers or smoke. Additionally, there’s armor-piercing bullets – a feature that enhances your firepower. By combining these elements, you can locate an enemy concealed behind cover and shoot them without exposing yourself, demonstrating one of the strategic advantages in the game.
Absolutely, the synergy does lean slightly towards slower-firing weapons as it allows for more precise target selection. However, it remains effective even in situations like combat within smoke or when utilizing an SMG; you’ll still be able to spot enemies. Each scenario calls for a unique strategy depending on the type of enemy you’re facing.
Yet, it’s one of the connections you could discover and reinforce – for instance, “Ah, I see, I’d like to emulate that style.” Then, possibly, you might opt for a slightly more leisurely weapon, and further develop the power behind those shots, taking that path instead.
That’s just one example. There are many.

Previously, we talked about clarifying with the copyright owner regarding the boundaries of The Expanse. Was there any specific set of guidelines we established for the game, determining what it could or couldn’t encompass?
As one of us who’s deeply invested in “The Expanse,” I can say it’s more like a collaborative effort rather than a rigid rulebook. It’s quite common across all our projects that the initial spark often comes from passionate fans within our studio, who then get to work on their dream project, which is none other than the very game they’re enthusiastic about.
Often, when presenting something new, some enthusiasts might comment, “This seems far removed from The Expanse.” Granted, it may align with certain fan’s visions, but not necessarily with those of others.
Later on, let’s gather and ponder: why doesn’t it evoke the atmosphere of “The Expanse”? How can we infuse it with a sense of being more like “The Expanse”, rather than resembling contemporary warfare or a sci-fi story set far in the future?
It’s less about strict guidelines and more about an intuitive sense we all seem to have regarding the cosmos and what might suit a fan. However, as previously mentioned, we’re aiming to broaden this understanding a tad.
In our adaptations of “The Expanse”, we strive to convey more than just its grim and sorrowful aspects. Although there’s plenty of sadness, drama, and intense emotion, some tales also highlight individuals who have accomplished great things. These stories sometimes prove to be particularly impactful.
In The Expanse, we strive to depict a realistic universe, one where triumphs and setbacks coexist. It’s an environment filled with tension and deep-rooted feelings, so our aim is to present the entire emotional spectrum – from the highs and lows, to the intricate stories that unfold.

Question: Having worked on projects like Pathfinder and Warhammer: 40,000, what benefits do you think there might be in creating content for The Expanse universe?
A: The series “The Expanse” aligns perfectly with our needs as it provides an excellent platform for crafting a substantial, emotionally engaging narrative. It offers relatable characters, ample room for player involvement, and opportunities to make significant decisions that carry weight. This political setting, filled with diverse factions, power struggles, and mystery, fosters a wealth of meaningful choices. Moreover, the outcomes of these choices are made evident, allowing players to comprehend the impact of their actions.
One reason we found “The Expanse” appealing for our next narrative was its compatibility with a significant aspect of our games and storytelling style that we value.
“As Owlcat Games isn’t typically known for creating third-person shooter games, what aspects of this genre proved to be the most difficult during development? Was there anything about third-person shooting that felt particularly unusual or different from your previous projects?”
B: While it may not seem extraordinary, this project demands a great deal of meticulous care due to the numerous details involved. For instance, we’re finessing the weapon feedback, ensuring it feels authentic in terms of functionality and response, subtly reflected through alterations in behavior, animation, impact on the opponent, and the sensory perception of those impacts or misses.
During both the prototyping and development stages, we continuously refined minor aspects to ensure the weapons felt authentic in hand, and that the powers were impactful, tangible, and coherent with the game’s world.
Additionally, let me share our new perspective on cinematics. This time, we’re striving for an exceptionally cinematic experience, given the increased complexity of the visuals we want to present. Paying close attention to every detail has become crucial in this process. To achieve our goals, we needed to revamp our cutscene production process and find innovative ways to engage players. It was a substantial task, but I’m excited for our audience to experience the fruits of our labor!

Question: What do you expect players to retain from playing Osiris Reborn? Is there a particular thought or idea you’d like them to ponder upon once they exit the game?
A: At the moment, I’m unable to discuss what you’re referring to since it plays a significant role in our narrative, and revealing details could potentially ruin the surprise for you. Let’s save that part of the story for when it’s meant to be revealed.
While creating our games, we’re consistently seeking out aspects that we refer to as “themes.” These themes can range from more philosophical ideas to explorations of relationships. However, the common goal is always to delve into these topics on a profound level: what is the narrative about? Who are the characters and their roles within it?
Instead of portraying it as a tale with distinct right and wrong sides, we aim to examine it as an occurrence itself – understanding how it affects your decisions and the thoughts you have regarding that specific concept.
This element has been integrated into all the games we’ve played so far, and it also appears in “The Expanse”. However, I’m unable to disclose the details of this particular tale – not just yet.
Q: Could you give me the broad strokes of who our character is and why they’re in this situation?
Absolutely! When designing a character for this scenario, you’re essentially crafting not one but two characters since you’re working together with your twin. This means that if you choose to create a male character, there will actually be two males. Similarly, if you opt for a female character, you’ll still have two characters of the same gender.
Consider your sibling as the first travel partner on your life’s journey. Sharing similar features, they are uniquely distinct – with their own paths in life, shaped by unique experiences. Despite being kin, they possess a separate thought process.
To begin with, your characters initially serve as hired guns. A small detail I almost missed: when developing these personas, you also choose their origin – whether they hail from Mars, the asteroid belt, or Earth. This decision plays a significant role, particularly in the game’s initial stages. It alters the way NPCs respond to your characters.
Upon reaching Ceres following the Canterbury crisis, Martians can expect an immediate cool reception. On the contrary, residents from the Belt will find a more welcoming environment. Additionally, certain aspects and decisions within the game become accessible depending on your specific origin.
Through your actions within the game, it’s your decisions rather than your origin that become increasingly significant in shaping your character. For instance, when I was controlling a Martian figure, yet backing the Belt and its cause, I noticed Belt characters reacting favorably towards me over time. Conversely, if you were a Belt character advocating for Mars, you would observe the responses adjusting accordingly.
To clarify, both you and your sibling function as hired guns, or mercenaries. It’s not accurate to say that you will meet yourself on Eros during the crisis, but I can’t provide specific reasons for your presence there amidst the outbreak. The Protogen experiments are ongoing at this location, so you’ll be exposed to everything happening there – the distressing nature of the predicament and the feeling of confronting something unfamiliar, something that remains mysterious and hard to comprehend.
Based on what we’ve learned from books and shows, whenever there’s protomolecule around, Protogen isn’t too far off. Therefore, it is inevitable that you will cross paths with them. We can verify they serve as one of the main opposing forces. However, you should also prepare to meet one of the enigmatic Project Caliban subjects and navigate through that potentially perilous encounter.
Then your adventure really begins—when you’re trying to get away from all this horror and mess.

In The Expanse, it appears that at first, your character’s origins play a significant role. However, as the game progresses, the decisions you make become increasingly important, which I believe is a crucial aspect of the series.
In “The Expanse,” the choices and actions you make shape who you are and how others respond to you. We aim to create a similar experience for you, immersing you in that atmosphere and making you feel its impact.
This process involves moving away from generalizations and preconceived notions about a group of people, towards developing a more nuanced understanding based on actual interactions and choices. For example, instead of assuming all Belters share the same traits because of their origin, one may come to understand them as individuals with unique personalities and behaviors after spending time interacting with them.
A: In what way is this relevant to the game? Could it possibly be more challenging for a Belter or an Earther in this context? Keep in mind that Earthers aren’t generally popular in numerous planets and space stations, after all.
Throughout the course of the first two books, there’s a lot of tension among the factions, with them frequently engaging in hostile actions towards each other, such as hurling weapons and sharp objects at one another. This means that no particular faction, location, or decision is inherently better than the others.
inherently more difficult. They’re just… different.
In some locations, you’ll find acceptance, while others may not be so welcoming. Some relationships will aid you, while others you’ll have to build on your own due to their scarcity, often influenced by where you come from.
Eventually, you’ll come across all the factions somehow and engage with them in a manner that suits the situation. From there, it’s up to you: you might decide to join forces with one of these groups, or perhaps choose to walk your own road, endeavoring to avoid political entanglements as much as possible.
In The Expanse series, it’s important to note that you won’t be able to avoid politics entirely. Instead, politics has a way of finding you.
So it’s not like you can completely walk away and say, “Okay, I’m out of this.”
No. That mess will come back to haunt you.
Romancing Companions in The Expanse: Osiris Reborn

As a movie buff, I’ve always been curious about the depth of interactions between characters in games. Can players form romantic relationships with their game companions? Or are these connections purely platonic or based on other dynamics?
As a follower, I’ve found that each comrade carries their unique perspectives and challenges – sometimes hidden, sometimes apparent. It falls upon me to choose whether I wish to delve deeper into understanding my fellow traveler, offer aid if needed, or simply tread my own path.
In the game, you’ll encounter romantic elements too, however, specifics like who or how they’ll unfold are kept under wraps for now.
Q: Is there anything you were hoping I’d ask that we didn’t get to?
It seems we’ve discussed quite a bit. I’d like to mention an additional detail: throughout the journey, each player will have their personal spaceship. The ship is integral to the overall experience as it allows for travel across the solar system. We’ve included some customization options for your vessel, though there are also numerous interactions with your fellow travelers.
Certainly, the vessel is an authentic replica of the Expanse, complete with accurately positioned chambers, offering a more physically plausible depiction compared to typical sci-fi representations.
Apart from that… yeah, I think we’ve covered a lot of stuff.

Q: Any final thoughts you’d like to share with fans?
A: We’re eager to reveal more details shortly. Eventually, you’ll get a glimpse of the game, and we sincerely hope that players will savor the experience of being immersed in the world of The Expanse, embarking on their own journey through this captivating universe.
That’s what we really aim for: to provide you with your own authentic Expanse experience.
[END]
The Expanse: Osiris Reborn is in development for PC, PlayStation 5, and Xbox Series X|S.
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