Codename: Ocean Keeper is an upcoming isometric roguelike survival game developed by RetroStyle Games that shows great potential from the time I’ve had with it.

In this interview, I spoke with Eldar Kalinin (Lead Game Designer) and he was gracious enough to answer my questions.


Throughout the course of their playthrough, players will navigate the ocean floor of an underwater planet as a Space Pirate Team, mining for resources, uncovering secrets hidden in ancient ruins and fighting off hordes of nautical creatures with their mechs. To better acquaint players with the game and the studio itself, we asked RetroStyle about what all went into Ocean Keeper‘s development, their highlights, the game’s reception since the demo was featured on Steam Next Fest last month and its impending full release.

Thom Stone: As someone who is new to the roguelike genre, can you tell me what characterizes a good roguelike to you?

Eldar Kalinin: For roguelike games (as for most games in general) a good characteristic is replayability. So that the player will come back to your game again and again. A good roguelike has several key features that make it both challenging and fun to replay. 

First of all, it’s randomly generated environments: Each playthrough is meant to be new. Levels and enemy layouts that change each time make the game interesting. For example, in Ocean Keeper, each dive into the ocean depths offers a new map layout and new caves for resource mining, similar to the dungeons in Hades. However here you should realize that as you play more and more, you will get used to it since the game does not offer wild variations.

The second thing is permadeath with progression. When you die, you start over, which makes the game riskier. But there should also be long-term progression. In Ocean Keeper, even if your mech is destroyed, the resources and upgrades you unlock during your dives make you stronger over time. 

A mix of skillful combat and strategic planning is essential. Ocean Keeper combines intense twin-stick shooter mechanics with strategic resource management. You need to balance mining for resources with defending against tougher waves of sea monsters.

TS: Where does the “Codename” part of the title come into play?

EK: Basically, it refers to a storyline that is currently in active development. The “Codename” part of “Codename: Ocean Keeper” is more than just a catchy addition to the title – it hints at the game’s mysterious and exploratory nature. During the early stages of development, we referred to the project as “Codename: Ocean Keeper” to encapsulate the game’s essence: a secret underwater mission in which players unravel the mysteries of the ocean depths. 

This codename stuck because it effectively conveys the sense of a constant, evolving mission and creates an atmosphere of intrigue about what hides under the ocean’s surface.

TS: Mining for as many materials as possible within a small window of time before enemies start to attack the player’s mech above ground is an interesting concept as it calls for careful time management and weight distribution. What inspired that idea?

EK: We wanted players to feel the pressure, similar to real-world underwater missions where time and resources are crucial.

One of our main influences was Dome Keeper, a game where players must efficiently manage their time between gathering resources and preparing for enemy waves. This balance of mining and combat adds tension and excitement to the gameplay.

Additionally, we were inspired by the resource management mechanics in Vampire Survivors. In that game, players constantly weigh the benefits of deeper exploration against the risks of being unprepared for the next wave of enemies. This dynamic creates a compelling gameplay loop where every decision matters, keeping players engaged and on edge as they juggle exploration, resource gathering, and combat

TS: On the website, Dome Keeper and Vampire Survivors were listed as points of reference for what players can expect in terms of gameplay, as well as Starcraft II and Avatar: Frontiers of Pandora for atmosphere. Were there any other sources of inspiration?

EK: Absolutely! While Dome Keeper and Vampire Survivors were key influences for gameplay mechanics, and Starcraft II and Avatar: Frontiers of Pandora inspired our atmospheric design, we also drew inspiration from several other sources. 

It’s worth mentioning SeaQuest DSV and The Abyss. these classics helped shape the underwater theme and the sense of danger hidden in the depths. The complex worlds created in these stories had a big influence on how we created our underwater environments.

The research and progression mechanics in games like Hollow Knight and Ori and the Blind Forest inspired our approach to underwater exploration. We wanted players to feel a similar sense of discovery as they navigate the ocean depths.

The resource management and survival elements from Subnautica (arguably one of the best known underwater games) played a role in shaping the resource-gathering aspects of Ocean Keeper. We aimed to find a balance between exploration and survival in a combat-oriented environment.

TS: What’s the best piece of media that features mechs in your opinion?

EK: That’s a tough one, but if I had to pick one, it would be Neon Genesis Evangelion. This anime series not only showcases incredible mech battles but also looks closely at the psychological and emotional aspects of the characters. The intricate storytelling, complex characters, and groundbreaking animation make it a standout in the “mech” genre.

Another honorable mention would be Pacific Rim. The movie’s depiction of massive mechs battling giant monsters is simply awesome and conveys the POWER of these machines.

TS: Why did you choose to have the game take place underwater rather than on land or in space as with most mech movies, anime, games etc.?

EK: The ocean is largely uncharted and full of unknown dangers and wonders (enough of a fact that as humanity we are much more familiar with space than the depths of the ocean). Underwater environments bring unique elements to the game such as water pressure and limited visibility (which may well be realized for a separate, “hardcore” game mode). These factors create additional challenges and strategic considerations for players, making gameplay more exciting and dynamic.

By choosing an underwater world, we set Ocean Keeper apart from the many mech games set on land or in space (like the same Dome Keeper or Deep Rock Galactic). This unique background helps the game stand out in a crowded genre and offers players a fresh experience.

TS: What are some things that were changed between the alpha and beta builds? Were any of those changes made in response to criticisms?

EK: Yep, we try to listen to the audience and their suggestions, and we also have testers that we have chosen from fans of our previous game Last Pirate. We have now made a separate roadmap to make further updates on the game clearer.

One of the main focuses was balancing the time players spent on mining and preparing for combat. Initially, players felt overwhelmed by the transition between these phases. We adjusted the timing and difficulty to ensure smoother progression, making the gameplay more intuitive and less punishing.

Players wanted more control over their character and mech upgrades. In response, we expanded customization options, allowing for more significant upgrades to mechs and characters, improving both visual and gameplay elements. Next, we would like to introduce several dozen unique bosses, each of which could randomly get to the player during the wave of monsters.

Feedback on the user interface and user experience was invaluable. We streamlined the UI, making it more intuitive and user-friendly. We also improved the HUD to provide clearer information on resources, upgrades, and mission objectives.

TS: Has there ever been any talk about adding multiplayer?

EK: Actually, there has been quite a bit of discussion about adding multiplayer to Ocean Keeper. While the core gameplay is designed for a single-player experience, we recognize the potential and appeal of cooperative play. 

Adding multiplayer comes with its own set of challenges, especially in terms of balancing, synchronization, and ensuring an enjoyable experience for all players. We want to make sure that if we do introduce multiplayer, it complements the core gameplay and adds significant value.

We are planning in advance to look into it after the full release of the game.

TS: What’s your favorite weapon in the game?

EK: My favorite weapon in Ocean Keeper has to be the Napalm Bomb Launcher. There’s something incredibly satisfying about watching a well-placed napalm bomb engulf a swarm of enemies in flames. 

It’s a powerful crowd control weapon that allows you to clear out large groups of enemies quickly, which is essential when you’re under attack from relentless sea monsters.

TS: What’s your favorite enemy type?

EK: Heh, this enemy hasn’t been released in the beta version of the game yet and it’s a giant crab.  

During his death, there was an interesting bug when he started dancing (there’s still some cool song left to play, and it would be a full-fledged death animation) 

TS: When, roughly, do you think the full game will be released?

EK: According to our current plans, we are targeting a full release in mid to late July 2024. We are currently in the beta testing phase and are working hard to incorporate player feedback and make the necessary adjustments to create a quality final product. 

Over the next few weeks, we will focus on refining various elements of the game, including gameplay mechanics, story content and graphical improvements. Our goal is to make sure that Ocean Keeper is complete by the time it is released and that players enjoy the game. 

We’re excited about the progress we’ve made and look forward to sharing the full version of the game with everyone this summer!

*

We thank RetroStyle Games for taking the time to chat with us about their experiences, their thoughts and opinions on the game and their hopes for its future. The demo for Ocean Keeper is available now on Steam and the full game will be released later this month.

For more information about RetroStyle and Ocean Keeper, please visit them here.

Thom Stone
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