MOTHERGUNSHIP Gamescom 2017 Interview
MOTHERGUNSHIP mixes bullet-hell intensity with the shooting, customization, and traversal of the first-person genre. Fight your way through the alien fleets, facing randomized enemy and level mayhem as you clear rooms and take out some of the biggest bosses seen in the FPS genre.
MOTHERGUNSHIP is developed by Terrible Posture Games in association with Grip Digital and published by Grip Digital.
We had the chance to talk with the person behind the PR and marketing of Grip Digital, George Mamakos and find out a lot about the game and the studio’s plans for it.
MOTHERGUNSHIP is basically a bullet hell, roguelike FPS game with a very unique feature that will most definitely make it stand out from many other titles of its kind. That unique feature is the weapon customization that the title will offer, which will make players get more personal with the game, getting to have their own playstyle through the countless options given within it. “Some boss tactics will actually require you to have specific weapons for example,” said George. The levels in the game are also all procedurally generated, so there will be plenty to explore.
The team behind the game’s development is running with about twenty people and George told us that the studio has been growing non-stop and recruitment never really stops. “We started with publishing games for portable devices at first and then moved on other things,” explained George. The company is known for their work with games such as The Solus Project, Tower of Guns and other big indie titles.
The director that created Tower of Guns is actually the same for MOTHERGUNSHIP, who the company trusted with another project after their last successful partnership. The game has been in development for about fifteen months now and about three to four people are working on it with quite a few work being outsourced too.
The alpha version is estimated to come soemtime around the start of 2018, around February. “It will be available in Early Access, even though it won’t make much of a difference, since the game is pretty much complete anyway,” said George, continuing to explain how the company just wants to continue adding things over time while the title runs on Early Access. The company also wants to collect as much feedback as possible during the Early Access period, in order to make the game as good as possible. “It is not about the money, but rather about doing the best we can based on the feedback that we will get.”
The studio already has devkits for porting the game to PlayStation 4, Xbox One and is already making plans to start procedures for getting the game on Switch too. Switch is just a propability for the moment, so George was not able to confirm anything on that.