The upcoming game KIBORG throws players into a brutal cyberpunk world where survival is the only path to freedom. As a prisoner with a 1300-year sentence, the only way out is to fight through relentless waves of inmates to reach a waiting shuttle. Mixing old-school beat ‘em up mechanics with shooter and roguelike elements, the game offers intense combat, deep customization, and no shortage of gore. With KIBORG set for release in Q2 2025, we spoke with the developers to learn more about their inspirations, challenges, and what’s next for the game.
What inspired the concept of KIBORG, particularly the combination of brutal combat, cyberpunk aesthetics, and roguelike mechanics?
We didn’t have one specific source of inspiration; instead, we wanted to create something that felt cool and aligned with our team’s vision. The project has evolved significantly since its inception, and our initial ideas have transformed a lot during development.
Games like Devil May Cry serve as a kind of benchmark for us, but as an indie team, it’s important for us not to compete with AAA titles but to offer players something they can’t find in those games. That’s how the roguelike elements naturally found their way into KIBORG.
As for the brutality – well, how could it be any other way? Players love beating up bad guys in games, and we’re happy to give them that opportunity!
How did the development of KIBORG: Arena influence the creation of the main game? Were there specific elements or feedback that helped shape KIBORG?
KIBORG: Arena had a massive impact on the main game. Honestly, it influenced almost every single aspect – from the core combat mechanics to the narrative and overall feel. This was all thanks to the time we spent developing it and the feedback we received from players. We carefully analyzed everything players shared with us and used it to refine and reshape the game in many ways.
One of the biggest changes is that players now move between challenges instead of teleporting. Oh, and of course, the announcer from Arena became the main narrator in the full game. We’re really proud of how he turned out!
The narrative premise of earning freedom by fighting through hordes of inmates is gripping. How will you approach balancing storytelling with the fast-paced gameplay?
Our game is primarily about gameplay, with narrative taking a backseat. Because of this, the narrative never interrupts the flow of the game or burdens the player. If any storytelling happens, it’s always in the background, complementing the experience without getting in the way.
The build customization system seems incredibly deep, with cybernetic implants, mutations, and weapon combos. How do you ensure that all combinations feel balanced and meaningful for players?
Oh, this is a tough one. We have a few months left until release, and all of that time will be dedicated to balancing the game. We’re constantly iterating, playing, measuring, and fine-tuning the interactions between all the entities.
We’re fully aware that players will inevitably find some exploits, but we’re doing our best to minimize those at launch. And if anything does slip through, we’ll be quick to address it post-release.
The limb-severing mechanics and detailed combat animations add a visceral feel to the game. How challenging was it to design and implement these features?
This isn’t our first game in this genre, so we have some experience and excitement to draw from. Thanks to the talent of my colleagues, we’ve been able to cook up something really special!
That said, since this is our first time working on a third-person game, we’ve encountered a lot of unexpected challenges during development. For example, in a third-person game, animations need to be much more polished and detailed compared to, say, a top-down view. It’s been a learning process, but we’re proud of how far we’ve come.
With KIBORG set for release in Q2 2025, which specific milestones are you currently focusing on to ensure a polished final product?
The most important date for us right now is the end of February and Steam Next Fest. We’ll be releasing a new demo for the event, which is significantly different from anything we’ve shown for KIBORG before.
We’ll also be closely watching player feedback to ensure the final release is as polished and enjoyable as possible for everyone who finds the game interesting enough to buy.

