Get a closer look at 'Permafrost,' 2025’s anticipated survival game, through insights from Paweł Brągoszewski of Space Rocket Games.
Welcome to an exclusive deep dive into the frostbitten world of "Permafrost," a game that redefines survival in a perpetually frozen apocalypse. Today, we're excited to bring you an in-depth interview conducted by Paweł Brągoszewski from Space Rocket Games, in collaboration with Toplitz Productions. Join us as we uncover the minds and creative spirit behind this ambitious project. We're not just pulling back the curtain; we're plunging into the icy depths to discover what makes "Permafrost" a standout in the survival genre. From the initial spark that led to its icy setting to the complex dynamics of multiplayer experiences, and the long-term vision post-launch, this interview illuminates the passionate efforts shaping the game. Ready your winter gear and prepare for an insightful journey into the cold yet captivating world of "Permafrost," where survival is just the beginning and every detail counts in crafting your own legacy in the snow.
Introduction to the Team
"Could you give us an insight into the team working on 'Permafrost'? Who are the key members, and what roles do they play in bringing the game to life?"
The team behind Permafrost is about 16 people, sometimes more, as from time to time we grab a person or two from other teams to do sound design, additional graphics, and some more testing, etc. Key members of our team are Miko, our lead game designer; Witek, lead Unreal programmer; Tomek, lead technical artist; and Eryk, lead level designer.
Concept and Inspiration
"What inspired the setting of a perpetual winter for 'Permafrost'? How did this idea evolve into the survival game it is today?"
We had a number of different ideas about the direction we wanted to take Permafrost, and some of them survived the early creative process. We knew we wanted a post-apocalyptic setting of some sort but with a unique twist, and also not chasing the same familiar post-apocalyptic routes like a nuclear war, which had been repeated so many times before. For Permafrost, we chose a climate-related apocalypse. We toyed with the idea of a flooded apocalypse with sunken elements the player could explore, but a frozen landscape was more interesting to us. Permafrost doesn't have roaming zombies, so it is built with the realistic notion of having to survive a real-world event, to survive in a permanent winter environment.
Companion Roles
"Are there plans to introduce other types of pets or companions in the game besides the dog? If so, what roles might these additional companions play in assisting players' survival efforts?"
Everyone loved the dog in the demo, and it was clear that players wanted to know more about how the 'companion' role would play out. Obviously, when you play co-op, you're already working as a team, as companions to share resources and survive, but for single-player, we want the dog to be a useful companion to the player, more than just an animated animal you can feed and pet. I don't want to give too many spoilers about dog features right now, but we're looking at ways the dog can carry resources or act as an early warning system to natural predators to give you those vital seconds to react. We will have different dog breeds, but we'll reveal those in 2025.
Multiplayer Dynamics
"Having played 'Permafrost' solo, I'm curious about how the game's dynamics change in multiplayer mode. What unique challenges and strategies emerge when playing cooperatively with others?"
We haven't really designed features that are for the co-op mode only. However, some tactics are only valid in co-op mode, for example, hunting in a group when some players flush animals out, scare them in a particular direction, and then other players hidden in other places can take the prey down. It works great for hunting deer in the game. There are several tactics like that, working by dividing tasks among players.
Enemies and Wildlife
"Can you discuss the variety of enemies and wildlife that players will encounter in 'Permafrost'? How do these adversaries challenge the player, and are there any unique interactions or behaviors that enhance the survival experience?"
Aside from human enemies, we'll have natural predators that are relevant to the landscape, such as wolves and bears. Since wolves are pack animals, the player will be dealing with more than just one attacker. Since factions also pose a threat and ammunition is scarce, adding in natural predators will mean players need to think carefully about which weapons and resources they use to defend themselves or hunt with.
Game Setting
"Is the world in 'Permafrost' based on a real-world location, or is it entirely fictional? If it is inspired by a real place, what influenced the decision to choose that location for the game's setting?"
The Permafrost world is a fictional location; however, we looked at several real-world locations to get some inspiration. The closest thing would probably be Vancouver, Canada, located between the mountains and the sea, just like the city in Permafrost. Our main goal when designing the world was to make it as interesting as possible and to mix natural environments with urban areas. Also, we wanted to have some verticality in the world, to avoid a frozen flat landscape.
Building and Crafting
"Could you explain the limits and possibilities within the building and crafting system of 'Permafrost'? What can players achieve when creating their own shelter or 'shack utopia'?"
In the demo, we saw how one player built an incredibly large tower, taller than the city skyscrapers we have in the game; it was massive, an incredible bit of engineering which was all possible through the free building aspect we have in the game since we set no real limits to it in the demo, partially to test if players would exploit the feature. For the release version, it's highly likely we will need to limit the height of the buildings you can make, but generally, you're only really limited by available resources and your imagination. Working as a team in co-op to build shelters is also a keen strategy.
Development Journey
"Can you walk us through the development journey of 'Permafrost'? What were some pivotal moments or decisions that significantly shaped the game?"
We started quite a long time ago with a general idea for the frozen world and a very short, like 10 minutes long, playable prototype. It featured most of the current main Permafrost features and even a few things that seemed interesting at the time, but finally didn't make it to the game (don't worry, they weren't that cool as we imagined at first). Then we worked hard on creating the world, we wanted it to be packed with areas to explore, both natural and urban environments.
Player Feedback and Iteration
"How has player feedback from the demo influenced the development of the final game? Are there specific features or changes implemented as a result of community input?" The demo was great at gaining player feedback; over 10,000 players responded to the survey at the end of the demo, and it was great at highlighting things such as how the UI could be improved for things like inventory management among other things we're working on, and of course, the save feature! Overall, it was great for us to be able to prioritize quality of life aspects that meant a lot to players, and they are our focus.
Environmental Storytelling
"How do you use the environment in 'Permafrost' to advance the storyline or develop the game's world? Could you share examples of environmental storytelling in the game?"
One of our ideas is to direct the player using cold zones. Some of these zones are extremely cold and cannot be safely explored without very good clothing. There are many cold zones in the Permafrost world, and most of them have something worth exploring. However, some of them encourage players to return with better equipment or better skills. Other design approaches to environmental storytelling include the availability of resources. Natural-based resources, like wood or stone, are available right from the start of the game and are pretty much enough to craft things necessary for survival. However, urban or industrial areas, which are colder and more dangerous, also promise new kinds of resources, the remains of advanced technology-based civilization. So the player is encouraged to explore more dangerous places just to get these advanced resources. There are some exceptions to this rule, just not to make things too obvious.
Technology and Innovations
"What technological innovations or creative solutions have you employed in the development of 'Permafrost'? How do these enhance the player experience?"
The game is developed with Unreal 5, and we try to get the most from the engine, which is a lot. We did substantial work to make sure the large world of Permafrost runs smoothly without any loading screens, just as the open world should behave. It was quite a challenge, especially in co-op mode, where players can interact with areas in distant parts of the world.
Game Design Challenges
"What are some of the most challenging aspects of designing a survival game like 'Permafrost'? How do you balance realism with gameplay fun?"
I think you pretty much said it; it's finding that crucial balance between realism and making the gameplay fun, that's perhaps a challenge all developers encounter. Obviously, we need to have some creative license to be able to 'bend' some of the rules to realism, but that's only for the sake of keeping the gameplay fun and engaging. It's essential we can deliver that balance. The realism of the weather, the freezing temperatures, and how that could affect your abilities as a character is one thing.
Demo Gameplay in Super Ultrawide:
Future Vision and Support
"Looking beyond the launch, what is the long-term vision for 'Permafrost'? Are there plans for ongoing support, updates, or expansions?"
We have quite a lot of ideas and already designed features that we want to add at later stages of the production and after the game release. These include craftable objects, new sets of building parts, and new types of clothing. Also, we already have some cool features like vehicles - designed, prototyped, and waiting for their turn.
Community and Marketing
"How are you planning to engage with the community and market 'Permafrost' post-launch? What strategies do you have in place to maintain player interest and grow the game's audience?"
We're currently working on those plans; we want to be transparent and share a lot of the development process with the players, and the plan is to reveal more insights into the game across both single-player and co-op features and bring them close to what we're doing. Further devlogs, Steam news updates, and features will keep players updated on all the things we're working on.
Surprises from Next Fest
"Were there any surprises or unexpected feedback from players during Next Fest that have influenced the game's development? Can you share examples?"
We were nicely surprised by how viral the demo went; content creators really resonated with it and really enjoyed playing it, which for us underlined the potential that now exists for us. We know that the missing 'save feature' on the demo was an issue that was raised many times, and a limited number of language versions may have disappointed some players, but these were decisions made on the demo, not on the full game. It's important for us to listen to the players and the points they've raised in the survey to make the game they like playing and want to play.
Additional Insights
"Is there anything else you'd like to share with our readers about 'Permafrost', upcoming projects, or any other messages you want to convey to the gaming community?"
Permafrost is still in development; we appreciate the patience from the community to allow us to create the game that we are happy to show. It will be fun: a big open world, tons of activities, many areas for exploration both in single and co-op mode. Join our game community on Discord, play the demo, and we will keep you updated!
As our journey into the frozen wilderness of "Permafrost" concludes, we're left with a deeper appreciation for the innovative spirit and collaborative efforts of Paweł Brągoszewski and the team at Space Rocket Games. "Permafrost" is shaping up to be a standout title in the survival genre, and I anticipate it will become one of the go-to games for survival enthusiasts in 2025. From its unique apocalyptic vision to the intricate survival mechanics, this game promises to deliver a thrilling adventure in an unforgiving world. We eagerly look forward to the game's release and the evolution of its icy landscape, which promises to challenge and captivate players in new and exciting ways. Stay tuned to our platform for future updates and exclusive content.
Thank you for joining us on this insightful expedition, and don't forget to follow "Permafrost" as it carves a path through the gaming landscape. Whether braving the cold alone or with allies, the adventure that awaits is as limitless as the winter sky.
By Ronny Fiksdahl
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