Developer interview: SunderBound (Gamescom)

Co-op shooters are at their best when teamwork matters as much as quick reflexes, and KIPI Interactive’s upcoming SunderBound looks to put that principle at the heart of its dystopian adventure. Set in a decaying dieselpunk tower ruled by a tyrannical figure known as The Minister, the game challenges two rebels to fight their way through procedurally generated floors filled with dangerous enemies, deadly traps and demanding tactical encounters. With class synergies, character progression and the option to play either together or alongside an AI companion, there is more to the experience than simply keeping the guns blazing. During Gamescom, we sat down with KIPI Interactive to discuss the game’s inspirations, the challenges of designing a reliable solo companion, and how the team aims to make every firefight a test of coordination and tactical thinking.

You showcased SunderBound behind closed doors at Gamescom recently – what was the overall reaction, and did any specific feedback from press lead to immediate tweaks?

We got really good feedback that SunderBound stands out in the crowd with its higher production value. One piece of feedback we received was that the shotgun didn’t feel as powerful as expected. All weapons have a knockback effect, but we explicitly toned it down because it didn’t look great at higher values. What we ended up doing is implementing a custom knockback animation for every enemy, and the result is better than we expected. Not only does it look better, but it also creates more visual variety between enemies and mechanical variety between weapons.

Designing a companion for a game built around 2-player mechanics is notoriously tough. How does the AI companion function during solo play, and how do you ensure they feel like a reliable partner?

SunderBound is designed with 2-player co-op at its core. We knew from the start that no AI can feel as good as a real partner – this is why we’re not trying to make it one. The AI companion is there to help the solo player, not to try to be an equal partner. It follows the player, tries to mimic their actions, and initiates an activity only when it is the only valid tactic, like reviving the player when they are down. In addition, players can switch between the two characters in case they want to do something very specific.

The visual style leans into a broken, brutalist dieselpunk aesthetic rather than sleek sci-fi. What were the main inspirations behind the crumbling, industrial look of Haven?

Snowpiercer and Judge Dredd were big inspirations for the world of SunderBound. Class separation and martial law play a key role in the tower. But even when everything looks grim, there is a glimmer of hope.

Character progression relies heavily on combining classes, perks, and augments. Do you have a favorite build synergy or combo that you love using during playtests?

For Vuk, it would look like this: Defense Talents + Shotgun + Higher Over-Health from Roar. This allows Vuk to start the fight with Line Breaker (and stun and neutralize a high-value target early) without worrying too much about being in the crossfire.

For Nu, the mix is a little different: Damage Talents + Sniper + Higher Damage from a longer distance. Knowing that Vuk will engage and taunt the enemies allows Nu to have breathing room (and enough damage) to take down disablers first and then continue with heavy damage dealers.

SunderBound supports local couch co-op alongside online play. What was the biggest challenge in keeping shared-screen action clear and easy to read during chaotic fights?

One of our core pillars is Readability Over Graphical Fidelity. Every action is clearly telegraphed, giving players all the information they need to make their next move. However, this doesn’t work with hordes of enemies. Players get overwhelmed with visual information, which results in falling back to shooting the closest threat. Our biggest challenge was to create combat that rewards both deliberate tactical choice and execution. This required designing tougher and smarter enemies who create situations with multiple valid strategies and give players just enough time to make a rapid decision.

For players encountering SunderBound for the first time, what core feeling do you hope they take away from their first climb, and what lies on the immediate roadmap for KIPI Interactive?

We hope players feel satisfied that their combat skill and tactical choices actually matter, and that their proficiency grew not only as individual players, but also as a team – inside and outside SunderBound. In the next couple of months, we will be leaning even more into the co-op features, so stay tuned!

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