Wombo Games, a studio composed of developers from well-known gaming franchises, is gearing up to delve further into their first game, “Raiders of Blackveil,” during Steam Next Fest in June. This studio, based in both Copenhagen and Budapest, is headed by Janos Flösser, a former creative director at Square-Enix West who now serves as Wombo’s CEO.
Game Rant recently interviewed Christopher Nelson, director of “Raiders of Blackveil,” before the announcement from the studio. In this conversation, they discussed the factors that led to the formation of Wombo and why “Blackveil” was chosen as their inaugural project. The interview has been condensed for clarity and brevity.
Game Rant held a discussion with Christopher Nelson, director of “Raiders of Blackveil,” prior to the studio’s announcement. In this talk, they explored the reasons behind Wombo’s formation and why the team decided to create “Blackveil” as their debut project. The interview has been shortened for conciseness and understanding.
Introducing Wombo Games
Q: Can you please introduce yourselves?
Nelson: Hi there! I’m Christopher Nelson, currently heading the game department at Wombo Games. I’ve been collaborating with Janos for approximately eight to nine years now. This is my debut as a game director, although I have experience in roles like game design and product direction, primarily focusing on software development rather than games. My educational background is in game development, and I’m thrilled to discuss our game with you.
Hi there! I’m Janos Flösser. I have a rich history in both gaming and entertainment industries, with stints in television, radio, and music prior to that. I spent a decade composing music before venturing into game development. My academic background is in music. I began my journey in the gaming world around 1997-1998, helping set up IO Interactive as a studio in Copenhagen. We created several games, with the most famous perhaps being the Hitman series, but we also developed the Kane and Lynch series, Mini Ninjas, and Freedom Fighters.
At one time, we transferred ownership of our studio to Eidos Interactive based in the United Kingdom. Later, they sold it to SCI STI, then to Square-Enix, a large Japanese corporation. Square Enix subsequently created Square Enix West, responsible for studios across the US and Europe. They asked me to assume the role of chief creative officer, which I did for nearly eight years before striking out on my own. I’ve since started an impressive independent studio with Christopher and some members from the original Hitman team.
Our team consists of experienced gaming veterans, some who trace their roots back to the ’90s, and also bright, innovative developers from Scandinavia, with Christopher being one example. We operate two studios, one in Copenhagen and another, smaller one in Budapest. Since I’m of Hungarian descent, we have been collaborating with Hungarian developers for quite some time now. In fact, three of them are now part of our team, which is working out great. At the moment, I am stationed in Budapest, while Christopher is based in Copenhagen.
“Could you explain how Wombo, with its team made up of professionals from various popular game franchises, utilizes this rich pool of talent?”
Flösser’s Approach: For me, it’s crucial to allow talent to showcase their skills. Our group conceived an idea for a roguelike game early on, and we began experimenting with various prototypes immediately. Christopher, like me, believes in evolving the project as you go, with active participation from the start. This approach ensures something to observe and play, and if feasible, developing it alongside our audience. Consequently, we found ourselves delving into this game, so to speak. Interestingly, whenever I desired a specific feature, the team had a different suggestion, and in retrospect, they were usually right about it.
Through our efforts, we developed a distinctly unique take on a roguelike game that Christopher will gladly discuss. The overall ambiance and atmosphere of this project have sparked great enthusiasm among the team members at the studio. They are passionate about concept art, and they particularly appreciate mood boards and similar materials. Therefore, we decided to run with it and ask ourselves, “What can we bring to life from this inspiration?” Our primary goal was to ensure that the gameplay remained playable throughout while maintaining its core feel. I’m confident Christopher won’t rest until the game is incredibly entertaining. In essence, creating an indie game for us means returning to the fun aspects of gaming, focusing on what truly matters, and emphasizing both the enjoyable elements and the social connections – which is exactly what we have achieved with the game we are working on today.
Q: How did your studio come together?
In essence, our CTO, along with some members from our development team, have been part of IO for quite some time now – three of us being part of the founding team who actually established the studio. Additionally, I’ve collaborated with roughly a thousand other professionals throughout my career.
Copenhagen boasts a thriving community of exceptionally skilled video game creators. With numerous educational programs focusing on game development, the city seamlessly blends fine arts schools, creative institutes, universities, such as IT University of Copenhagen, Technical University of Denmark, and the Animation Workshop in Viborg, along with the National Film School of Denmark in Copenhagen, all offering gaming courses. Additionally, DADIU (The National Academy of Digital, Interactive Entertainment) serves as a hub for all these institutions working on games. Essentially, it’s an alliance that continuously fosters game development within the city.
Over numerous collaborations and friendships spanning various projects, I’ve found myself consistently drawn to working alongside gifted individuals. After years of partnership, we collectively decided to establish our own independent studio with a unique vision – crafting a particular type of game. This decision was largely influenced by the belief that Christopher required a collaborative project fitting the roguelite genre.
As this game evolves, I acknowledge that there’s always room for improvement in roguelike games, and that is what we are striving to achieve. However, the essence of our endeavor lies not just in perfecting the game but in enjoying the creative process together and sharing a common vision for the type of game we want to create. The camaraderie and shared goals align beautifully with the project’s spirit.
Our studio may not be overly populated, but it boasts a wealth of talented individuals in various fields such as art and animation, visual effects, special effects, audio, and music. Interestingly, many of these team members possess multiple skill sets, with Christopher focusing on level design and game direction. Our art director also contributes to the audio aspect, while audio artists delve into music creation. The social profiles in our team handle business matters alongside level design and mixing duties. Essentially, we resemble a typical indie studio at present, and it feels just right. I prefer to keep our team size modest – I’ve managed large studios in the past, and while they can be enjoyable, managing people eventually overshadows the focus on games. Wombo serves as a return to something more authentic and humble for me.
A: You’ve pointed out that the initial game, Raiders of Blackveil, seems to be a powerful motivator for the team and fostering unity among them. Could you please explain why you consider it the ideal choice as your debut project?
Nelson: Let me briefly explain our game, which I believe addresses your query as well. We were a team consisting of coworkers and friends who found ourselves repeatedly playing three specific genres: MOBAs, action RPGs, and roguelikes. Our aim was to combine the elements we enjoyed most from these different genres within an original intellectual property – essentially, a world we could create from the ground up.
In our game development process, we chose the dynamic roguelike genre as the foundation, incorporated tactical combat inspired by mobile champion designs, added engaging itemization from action RPGs, and thus, Raiders of Blackveil, or RoB for short, was born. RoB is an exhilarating roguelike that offers a rewarding experience through mastery of your character and strategic gameplay involving hundreds of synergistic perks and thousands of items. Players often express enjoyment in the moment-to-moment gameplay, which can be experienced solo or with friends in online multiplayer sessions of up to three players.
In this game, I find myself immersed in a humorous yet bleak fantasy realm known as Wildguard. Here, humans coexist with anthropomorphic creatures, but harmony is merely an illusion. The ruthless industrial conglomerate Blackveil has taken control, exploiting nature and enslaving animals for their greedy profits. I’m not just a bystander; I’m part of the valiant animal resistance, battling against this oppressive regime.
My role is that of a rebellion champion, choosing from various emblematic figures such as Ironhorn, the armored rhino, or Beatrice, the druid bumblebee. Our mission is clear: infiltrate Blackveil’s operation sites scattered worldwide, wreaking havoc and destruction where we can. We also aim to smuggle out crucial items and resources that will empower our rebellion’s cause. And who knows? Perhaps I might even manage to bring down the notorious CEO of Blackveil.
Essentially, this game revolves around animals banding together to combat ruthless industrialization. The main gameplay loop involves picking which Blackveil operation sites you wish to confront. First, decide on your protagonist, assemble a team (either solo or with friends), set the difficulty level, and then proceed through multiple battle arenas. Along the way, you’ll frequently need to evaluate the risk and choose how much danger your team can handle. You’ll also collect and plunder items and resources during combat. These must be secretly transported back to the rebellion, as losing a fight results in forfeiting all acquired loot. Additionally, it’s a roguelike game, allowing you to customize your character by selecting various perks that can combine effectively to create powerful builds, much like those popular in other roguelites.
As a diehard fan, I can’t wait to dive into the captivating world of “Raiders of Blackveil,” where each champion boasts a unique playstyle and personality! The cooperative gameplay ensures that every role – whether you’re a tank, healer, or damage dealer – matters significantly. The combat is designed for a tight, immersive experience, focusing on the perfect blend of game feel and flow state.
What makes this game truly special is its dynamic power progression and innovative perk system, which offers deck-building-like mechanics that can significantly alter gameplay. Plus, it’s all set in a fantastical universe brimming with dark and whimsical humor, making it an unforgettable adventure! The game is scheduled for early access release this summer. I can hardly contain my excitement!
Inside Raiders of Blackveil
Q: In what ways does the blend of multiple genres in Raiders of Blackveil result in a cohesive and harmonious narrative?
Nelson: Indeed, the fundamental structure of the game is similar to a roguelike. This means that you only have one life and must travel as far as you can through multiple environments until your character dies. If your character perishes, you’ll need to start again from scratch. The game also requires you to make numerous decisions. The arenas are created randomly, along with your ammunition supplies, the items you collect, and the abilities of the characters you pick up. This reflects the roguelike style of play, which we appreciate because it’s straightforward, engaging, and offers a fresh experience each time you play. In terms of the MOBA aspect, each champion comes with five unique abilities and an inherent trait. These champions are carefully designed to provide a distinctive gameplay experience and fill specific roles within a team, such as support or damage dealer.
In this game, you’ve got a variety of characters like the strong guard with a shield, the silent assassin, the powerful mage, and the helpful healer – each can be customized based on the abilities you choose. The RPG aspect comes into play as you manage an extensive inventory system. Your base serves as your stash where all enemies’ dropped items, loot, trinkets, and resources accumulate. Even the currency used for raids occupies an item slot in your inventory. You’ll need to regularly decide what to keep during a run and what to send back to the base.
Q: Can you introduce the game’s champions?
Sure thing!
“At the moment, we have four characters, each with their unique roles. One of them is a tank, characterized by a massive rhino-like figure who is heavily armored and armed with two rocket-propelled shields. He’s more of a close combat fighter, but he also boasts some impressive defensive skills. He can attract enemy attacks towards himself, absorb the damage, and then fire it back at them. He can spin rapidly like a whirlwind, stun enemies, and drag them across the battlefield. So, you could say he’s a melee brawler with strong defensive capabilities that can safeguard the team, and is also quite capable in solo play.
In our story, we introduce Beatrice – a unique character who embodies both a bumblebee and a druid-like figure. This means she possesses abilities like summoning roots from the earth, awakening seeds to create defensive turrets, healing her companions, and bolstering them with protective armor and enhancements.
We’ve got an invisible, dual-dagger-wielding chameleon, our stealthy assassin. With his massive tongue, he can launch himself towards targets at will. On the other hand, we have a swift and fiery cheetah mage. She scampers across the battlefield, torching enemies and causing them to detonate.
This version maintains the original’s essence while using simpler language that is more natural and easy to read.
Q: How do the single-player and co-op experiences compare?
In our game design, we’re aiming to create an experience that emphasizes cooperation but also offers an engaging solo play. To achieve this balance, we encountered two main hurdles: firstly, designing a healer character who can function independently without a team; secondly, devising creative solutions for this challenge.
In our game, health is replenished after each combat, but taking damage causes injury, reducing your overall health capacity. Having a healer in the team prevents this injury buildup, while playing solo means finding alternative methods to manage it. This healer character works well on its own, but offers additional benefits when used in multiplayer.
In simpler terms, a tank in this game is incredibly robust for solo play, dealing slightly less damage but offering superior durability. On the other hand, damage dealers require more caution or they’ll need to select perks that compensate for the absence of healers or tanks. These could include defensive perks or ones that reduce injury or self-heal during combat. Essentially, both single-player and multiplayer modes offer similar experiences; we designed it this way deliberately.
Q: What are some of your favorite perks in Raiders of Blackveil?
Nelson: My preferred benefits are the double advantages. In this game, there are eight main classes to choose from. Each advantage is tailored to these eight traditional fantasy roles. So we have the mage role, the warrior, the guardian, the priest, the druid, the monk, and the warlock. And each of these roles has unique mechanics and special abilities, such as the assassin advantages allowing for critical strikes and poisoning enemies, while the mage can freeze and burn, and the warlock can curse and summon creatures.
Obtaining benefits grants you numerous instances of various status effects. If you have many mage perks, you’ll be able to ignite everything around you. The intriguing aspect lies in the combined perks. When you blend them across classes, you create these stunning synergies and effects. This is why I referred to it as deckbuilding-like, for when I position someone, there’s a possibility that the enemy will become stunned. And every time an enemy is stunned, there’s a chance they’ll launch fireballs in all directions.
For instance, consider a scenario where meteors falling from the sky function as an extraordinary ability for legendary mages. This talent consistently showers the battlefield with both frost and fire meteors. Additionally, there’s another feature: when an enemy gets scorched by a meteor, it retaliates by firing a fireball at a close-by foe. However, the real enchantment lies in the synergy of these abilities and how you design your character setup.
Q: Can you dive a bit further into Raiders of Blackveil’s setting?
In the rebellion’s airship known as Liberator, you’ll find yourself floating above a vibrant planet called Wildguard. This is your base where you engage with the rebellion members such as merchants, smugglers, and mystics who offer new abilities and perk classes. The rebel leader, seated on his throne, can enhance various aspects of the rebellion for you between sessions. Wildguard offers a tranquil, warm environment with live fire and soothing music to unwind in. However, things can get intense as you venture into one of the Blackveil operation sites, starting with the meat factory, which will be highlighted during the [Steam] Next Fest.
This location serves as a production hub for subpar food manufactured by Blackveil on a massive scale, supplying the entire Wildguard world. The process is industrialized, leading to lowered quality, and it’s far from being morally or ethically sound. It’s a grim, unsavory environment filled with grime, yet it’s intensely focused on production. You’ll find numerous conveyor belts and large machinery here. Engaging in combat will involve Blackveil corporation employees as well as their robotic forces. These robots are numerous and carry out the factory’s work, including food production. Additionally, you’ll encounter key figures of the Blackveil organization, such as the head chef of the kitchen who serves as the final boss for this meat factory biome, along with other high-ranking members.
The Future for Wombo and Blackveil
Q: What does the road from now to release day currently look like?
Nelson: It appears the game will be featured in Steam Next Fest, happening in June. We’re absolutely thrilled to showcase our creation and prepare for its release. With a deadline quickly approaching, the studio is buzzing with activity these days. The focus is on testing, refining, and polishing the game, as well as moving closer to Early Access. We’re also working on adding additional content, perks, and another mini-boss, while finalizing the content that won’t be included in the next test build.
Q: What are your plans beyond the early access launch?
Nelson: Essentially, we’re treating early access as its true essence – inviting players to be an integral part of the game’s development. We value community input and feedback, using it to shape and refine the game. While we’ll guide the project towards what we believe is right, we’ll also incorporate community suggestions. Our plan is to introduce a robust perk system that allows us to swiftly add numerous perks. Additionally, we aim to unveil new biomes from the Blackveil operations, including the final boss, more champions (a fascinating aspect of this project), and much more content. The Champions are an exciting part of this venture for us, as they’re designed and built.
Q: Is Wombo working on any other titles?
Flösser: Not at the moment.
Q: Is there anything else either of you would like to add?
It’s refreshing to shift gears from brand development and engage with the wider world. The feedback from our audience is always thrilling because you never know if you’ve struck the right chord. Even when we’re eager, there’s an element of uncertainty due to the evolving nature of the game. However, it’s important to keep expectations in check because surprises are part of the journey. At this moment, everything feels right, and our primary focus is to refine the project until it becomes entertaining. For now, we’re living a dream, and once success comes, then we can make concrete plans.
As a devoted admirer, let me share that beyond any doubt, this project feels like a labor of love for us. We’re overjoyed to be at this stage where we can finally unveil it. The world we’ve crafted is a reflection of our deep-seated passion, and the blend of game mechanics, I believe, offers an unprecedented experience that adds something fresh and exciting to the gaming landscape.
As a gamer myself, there’s nothing quite like witnessing the excitement and engagement of testers and our audience as they delve into our game. I’ve personally tested it, and even our youngest fans can’t seem to get enough! They keep reaching out to share their anticipation, which is absolutely thrilling. It’s clear that we’re on to something special, and I can’t wait for more people to experience it soon.
[END]
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