[REDACTED]’s Steve Papoutsis & Ben Walker Talk The Callisto Protocol, What Prompted the Change and the Future of the Franchise (INTERVIEW)
[REDACTED] has hit digital shelves, and as a semi-sequel to the survival horror The Callisto Protocol, I was excited to be able to sit down and discuss the game, what inspired the genre shift, and much more besides with CEO Steve Papoutsis and Creative Director Ben Walker.
Changes in Style AND Substance
Firstly, thank you so much for your time and for answering these questions! For those unaware, would you mind telling us who you are and what you do?
Papoutsis: Sure! I’m part of the team at Striking Distance Studios, where we work on bringing unique, intense gaming experiences to life. We focus on blending innovative gameplay with immersive, detailed worlds, and I’m excited to be here to talk more about our latest project.
And a brief overview of [REDACTED]?
Papoutsis: [REDACTED] is an isometric, twin-stick shooter set in Black Iron Prison—a gritty, unforgiving world with a punk-rock twist. Players are a security guard trying to survive in a chaotic outbreak, navigating fast-paced, roguelike gameplay with ever-changing challenges and a unique Rivals system.
How did you come to the decision to make a quasi-sequel to The Callisto Protocol while heavily changing the genre?
Papoutsis: After The Callisto Protocol, we wanted to create something fresh. The idea of diving into a roguelike came from a few of us experimenting with faster-paced combat mechanics, and it evolved from there. We wanted to keep the world of Black Iron but make something that felt completely new, bringing humor and a punk-rock vibe to contrast with the seriousness of our previous title.
What prompted this?
Walker: It started with some internal ideas and playtesting, where we just followed what was fun. As the concept grew, we leaned into the punk-inspired visual style and more chaotic gameplay. It’s all about taking risks and seeing what we can push with gameplay.
The art style and general look of the game are completely different from The Callisto Protocol. Why?
Walker: We wanted the look to match the new tone—something rebellious, gritty, and full of attitude. A lot of us love comics and graphic novels, so we combined that aesthetic with fast, frenetic gameplay. The result is something visually intense and uniquely suited to a roguelike.
Does [REDACTED] represent the future of the franchise, or will we be returning to the survival horror of the first game?
Papoutsis: [REDACTED] is more of a side project within the Callisto Protocol universe, not a replacement. We love survival horror, so this is more of an experiment with a different style rather than a shift in the franchise’s overall direction.
Are there any nods or easter eggs to the first game? If so, what’s the deepest cut that people may not find/realize?
Papoutsis: We included some familiar weapons and environmental elements that fans of The Callisto Protocol will recognize. It’s a fun way to tie the two games together, even though [REDACTED] stands on its own as a different experience.
In relation to one another, where do the two games sit timeline-wise? And does the first game have any major impact on [REDACTED]?
Papoutsis: [REDACTED] happens during the outbreak in Black Iron Prison, so it’s more of a parallel story. You’re not revisiting the main plot of The Callisto Protocol but rather seeing a different perspective on the chaos.
How are you ensuring you’re standing out in the roguelike genre, being that it is becoming more popular year-on-year right now?
Walker: Our Rivals system is a key differentiator, where NPCs actively compete with you for survival. It adds a new layer to the gameplay because you’re not just fighting enemies but also racing against other survivors. This system keeps things dynamic and unpredictable, setting us apart from more traditional roguelikes.
With the above, how did you decide what ‘design pillars’ you wanted to include, omit, and also what you wanted to add your own spin on for [REDACTED]?
Walker: We focused on combat feel and responsiveness as our primary pillars. We wanted controls to feel tight and satisfying, pulling inspiration from fighting games for snappy responsiveness. Each run should feel like a complete experience, with quick progression through power-ups and high replayability.
Can you explain how the Rivals system came about?
Papoutsis: Initially, it started as a basic survival system, but as we developed it, we leaned into the idea of rival NPCs challenging the player for the only escape route. This rivalry element evolved into a unique feature, adding a competitive edge to the traditional roguelike structure.
How does the Rivals system work regarding future runs? Are they gone once you kill them? Do they return?
Walker: Rivals are a constant threat. Each run features different Rivals with unique behaviors, so even if you defeat one in a previous run, you’ll encounter new and returning Rivals with fresh challenges.
How will you manage success and failure, and keep players coming back for more?
Walker: Success brings new weapons, suits, and experiments to carry into future runs, enhancing replayability. Plus, we have escalating challenges with increased difficulty modes, encouraging players to take bigger risks for greater rewards.
And with that, what do you have in place to draw players back in once they’ve escaped?
Papoutsis: Once players complete a run, they can opt for an even tougher challenge. Escaping allows them to ramp up the game’s difficulty for better rewards, so there’s always a reason to come back and push the limits.
During the development of any game, there are always challenges. What would you say you’ve had to overcome specifically to ensure the game gets made?
Walker: One big challenge was refining the Rivals system, as it took several iterations to get it right. Balancing the competitive element within a roguelike framework required a lot of tweaking and feedback to make sure it was both challenging and fun.
What do you have planned for [REDACTED] in the future?
Papoutsis: For now, we’re focused on getting the game into players’ hands, but we’re excited to see the community’s feedback and may consider future updates or expansions depending on what players enjoy most.
Is there anything else you never normally get to share that you’d like to tell us?
Papoutsis: We’ve worked with some amazing collaborators, like Mark Mothersbaugh on the music, which brings a real punk-rock energy to the game. The soundtrack is one of the things we’re proudest of, and we think it adds a lot to the game’s unique vibe.
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