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Iron Meat Interview: Ivan Suvorov on Run-and-Gun Brutality—Showcase Special

Posted on September 27, 2024August 31, 2025 By Ronny Fiksdahl

Retro run-and-gun brutality returns — a quick Q&A with creator Ivan Suvorov

Developed by the creative Ivan Valeryevich Suvorov and presented by Retroware, Iron Meat is a visceral, action-packed 2D platformer that revives the spirit of classic run-and-gun games with a modern twist. Set against a backdrop of relentless horror and mutation caused by The Meat, the game challenges players with brutal boss battles, cooperative gameplay, and extensive character customization.

As we gear up for its release on September 26, 2024, and celebrate its inclusion in our Fix Indie Games Showcase, join us as we delve into an exclusive interview with Ivan Suvorov to uncover the inspirations and innovations driving this thrilling game.

Iron Meat draws inspiration from iconic titles like Contra and Metal Slug, but also introduces unique elements that set it apart. Players can look forward to navigating through nine intense levels, each offering a complex array of enemies and obstacles. The game’s multi-phase boss fights demand strategy and quick reflexes, promising a challenging yet rewarding experience for veterans and newcomers alike.

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Iron Meat

Release: September 26, 2024

Genre: Run-and-Gun, 2D Platformer, Action

Developer: Ivan Valeryevich Suvorov · Publisher: Retroware ·
Official Site

Platforms: PC (Steam) · PlayStation · Xbox · Nintendo Switch

Iron Meat screenshot — grotesque bio-mech environment with player in combat

Image courtesy of Retroware

Now, let’s hear directly from Ivan Suvorov as he discusses the development journey of Iron Meat, the challenges of designing memorable gameplay experiences, and what players can expect from this eagerly anticipated title.

Interview with Ivan Suvorov

Q: What inspired the concept of Iron Meat? Were there specific games or movies that influenced its brutal, fast-paced style?

Ivan: The genre inspiration definitely comes from classics like Contra and Metal Slug, but it was Super Cyborg that really pushed me to create my own run-and-gun game. The artistic style, especially our first meat monster, was inspired by Boris Groh’s artwork. From there, the theme expanded as more meat monsters joined the fray. Movies like “Virus” and “Aliens” and games like Dead Space also played a role, providing a rich tapestry of horror and sci-fi elements that shaped the game’s atmosphere.

Q: How has player feedback influenced the development of ‘Iron Meat’?

Ivan: Player feedback has been instrumental since our first demo in 2018. It’s helped us identify and correct numerous design flaws and incorporate community ideas. This early input was crucial in refining the gameplay and enhancing the game’s overall quality, particularly during the initial stages.

Q: Your game features intense multi-phase boss battles. Can you share your process for designing these encounters?

Ivan: Designing boss battles is a complex blend of inspiration and technical creativity. I often find myself looking at various artworks and game mechanics to piece together something fresh and engaging. Transforming a simple mechanic into a multifaceted boss fight involves reimagining it visually and functionally to keep the gameplay diverse and exciting.

Q: With the resurgence of retro-inspired games, what drew you to adopt this style for Iron Meat?

Ivan: I chose the retro pixel-art style because it’s something a small team or even an individual can manage, and personally, I just love pixel art and the run-and-gun genre. When I began development, it wasn’t about following trends but about making something I’m passionate about. It turns out there’s a growing appetite for retro games, which worked out well for us.

Q: What future content can players look forward to? Are there plans for expansions or sequels?

Ivan: The future of Iron Meat really depends on its performance at launch. However, given the positive response so far, I’m hopeful for a sequel. Our plan is to expand the universe of Iron Meat if the community continues to enjoy and support our vision.

Quick Fire Round with Ivan

Favorite Weapon: “The ‘E’ from Iron Meat would be my pick—it can punch through walls without causing damage, which is perfect for some harmless fun with the neighbors!”

Surviving the Meat Apocalypse: “If the Meat invasion hit today, my chances would be slim. But if I had forewarning, I’d find a secluded spot, stock up on supplies, and arm myself for survival.”

Dinner Party Guest: “I’d invite the barrel on legs. It’s not a boss but eats gasoline, which would make for an unusual but amusing dinner guest!”

There’s always room for great retro action — especially for those of us who grew up at the arcade and on 16-bit classics. We’ll continue to follow Ivan’s progress on Iron Meat; this won’t be our last update. A gameplay video was planned for this feature, but recent connectivity issues pushed it slightly — keep an eye on our channels as the Fix Indie Games Showcase rolls on.

Related:
Iron Rebellion VR launches December 12


Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.

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Developers, Indie, Interviews Tags:Black Beach Studio, Fix Gaming Channel Showcase, game development, Indie, Indie Games, indie showcase, Iron Rebellion, Ivan Suvorov, mech combat, VR launch

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