Developer Blue Manchu is set to release the upcoming roguelike game Wild Bastards sometime in 2024. Similar to the studio’s last game, 2019’s Void Bastards, Wild Bastards is a procedural first-person roguelike that blends elements of first-person shooter gameplay along with some unconventional genre inspirations. Where Void Bastards was notorious for its tight corridors, dry wit, and emphasis on survival and stealth mechanics, Wild Bastards dramatically switches up the formula by injecting a healthy dose of strategy into what’s otherwise a first-person shooter roguelike.
Game Rant recently had the chance to sit down with Wild Bastards‘ design director Jonathan Chey, who also worked on Void Bastards. Though Wild Bastards is a spiritual successor to Void Bastards and both titles fit squarely into the roguelike genre, Wild Bastards‘ introduction of 13 distinct playable Outlaws transforms the game into something more akin to a hero shooter like Overwatch in terms of each character playing differently and bringing something unique to the table. Thanks to the introduction of specific playable characters, Wild Bastards‘ meta progression and roguelike elements are shaping up to be quite different from Blue Manchu’s previous efforts. The following transcript has been edited for brevity and clarity.
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Wild Bastards’ Outlaws
Q: Can you walk us through some of the character archetypes across Wild Bastards’ different Outlaws?
Chey: Each of the Outlaws is designed to play very differently and to respond to the situations they’re placed into differently. While some of them invoke Western tropes (the gambler with a shotgun, the hot-headed kid looking to prove himself), we always mix these with something weird or something alien.
So, Doc Casino is a gambling robot, who used to deal cards but now plays them. His shotgun grants him a special bonus in each showdown that is randomly rolled each time. Many of his abilities invoke his gambling nature, like his stunt that explodes a randomly chosen enemy when used. Similarly, Billy is a fresh-faced gunfighter, but he’s also a squid who loads his gun with his mouth tentacles. Using these tentacles, he can rapidly fan-fire his guns to get out of difficult situations. His abilities invoke his need to prove himself, like the bonuses he can obtain when fighting assassins (some of the deadliest enemies in the game).
Q: What were some of the challenges inherent in balancing Wild Bastards’ roguelike progression with the inclusion of distinct characters/classes?
Chey: With Wild Bastards, we’re continuing to mix up the roguelike formula. Because the Outlaws are the main focus of the game, we don’t reset those each time you start a new run. The main axis of persistent progression in the game is your gang: any Outlaws you have added remain in the gang each time you reset your progress. And any “aces” you’ve found for those characters (that provide improved or new abilities) also remain across runs. But in a roguelike, you need to lose some progress – and we support that via your progression through each “sector” of the galaxy and through loss of transient resources like mods (items that boost Outlaws), tonics, beans and cramm (money).
Q: With each of the Outlaws having their own character development tree, does the meta progression have less of an impact on players’ power curve?
Chey: This was a hard balance to get right. In a typical single-player campaign, you’re advancing one character, which means you need to have a lot of small, incremental advances as they level up. But in Wild Bastards, you end up with 13 Outlaws in the gang, so it would be a headache to have to deal with very frequent small upgrades to all of them. Instead, we hand out “aces” which are substantive new powers or upgrades to existing ones. Each Outlaw can obtain up to 6 new aces over the course of the game (and there are some other progression aces too).
When you get a new ace for an outlaw, you get to make a choice between one of three possibilities, allowing you to steer your Outlaw’s development in the direction you choose (more damage, more health, more armor, faster reloads, special abilities and so on). Aces are not super frequent and also don’t get reset between runs. So, even if you fail a run, you typically have made some forward progress by leveling up one or more of the Outlaws.
Wild Bastards’ Gameplay
Q: What considerations do players need to make as they progress through Wild Bastards’ board game-like map? Do logistics come into play in a similar way as Void Bastards (fuel, oxygen, etc.)?
Chey: Wild Bastards isn’t a survival game like Void Bastards. There’s less of a focus on desperately trying to stay alive and more on advancing your power. That said, resources are always in short supply. You need tonics to heal injured outlaws, beacons to allow you to escape from bad situations on planets, cramm to purchase things, mods to power up your outlaws, and beans to smooth over hurt feelings in the gang, just to name a few. When moving through a sector, you can see (to a limited extent) which of these resources are available on each planet and use this to decide
on a route. Of course, previewing which enemies you might encounter and what kinds of planets you will need to pass by will affect your strategy too.
Q: Does the strategy component of Wild Bastards extend to moment-to-moment gameplay or is it primarily present in the planning, routing, and character selection components?
Chey: Wild Bastards is primarily an action game surrounded by a strategy game – or, to be accurate, two strategy games. At the sector level, you plot your progress through the galaxy, while on planets you allocate your Outlaws into bunches that you move around gathering resources, entering showdowns, and visiting planetary locations. In a showdown itself (the first-person combat mode), your focus is on eliminating the enemies at that location. These are tense, tactical battles that can involve stealth, cover, flanking, and clever use of terrain. But they don’t feature the same amount of in-level strategy that Void Bastards did (there’s no map of the level, for example).
Q: Other than the unique Outlaws that add some hero shooter flair to Wild Bastards, how does the title’s FPS gameplay compare to that of Void Bastards?
Chey: Wild Bastards’ combat is a lot deeper and more involved than Void Bastards. Enemies feature a much wider variety of behaviors and fight more intelligently. They’ll use cover, duck and dodge, flank, and try to fake you out. They’ll shoot at noises they hear even if they can’t see the target, and they’ll run away when caught in the open or threatened by a stick of dynamite. Player weapons also have a lot more variety, from a sniper rifle to a lasso and a flamethrower. As we do per-pixel hit detection on the enemies, we can allow zooming and more accuracy to our weapons.
Overall, the combat is a bit slower and more tactical than in Void Bastards. We’re trying to recreate the tense back and forth of a small Western gunfight. Of course, sometimes it just devolves into furious action!
Q: Maneuvering around corners and making good use of space/positioning was critical in Void Bastards. Do Wild Bastards’ more open, arena-like levels negate the need for stealth mechanics, or are tactical players still rewarded for that playstyle?
Chey: Terrain considerations are more important in Wild Bastards than Void Bastards. Elevation, destructible cover, line of sight blocking, and movement hindrances (snowbanks, water) are all important. And enemies have a proper sensory system so they can be surprised by stealthy movement. Sneaking up on them can be very important, particularly for some Outlaws. For example, Hopalong, a snake-man with a lasso, moves silently by slithering. This makes him hard to spot, which is important because his range is very limited. If caught in the open, he can be in big trouble. That said, Wild Bastards isn’t a “stealth” game, just like Void Bastards wasn’t. It’s a shooter in which stealth mechanics work and can play a role – if you wish.
Q: One of the highlights of Void Bastards was its sense of humor. Can players expect a similar tonality in Wild Bastards?
Chey: Our games always seem to feature humor, but it’s tonally different this time. Void Bastards was very dark at heart, as it told a story about the futility of trying to deal with corporate and governmental bureaucracy. Wild Bastards is a much more optimistic game, though it still features humor as a central component. Our humor is always “in-universe” though – we don’t like to make jokes at the character’s expense or meta-jokes about memes or contemporary culture. I guess the fact that Jerry Holkins is the writer should tell you a lot about the game’s tone.
Q: Roguelikes tend to see great success on handheld PCs and the Nintendo Switch thanks to bite-sized chunks of gameplay that still provide meaningful progress. Is the team planning on launching Wild Bastards with Steam Deck verification?
Chey: Yep, the game plays great on Steam Deck, and we fully intend to support that platform.
Q: If Void Bastards could be described as a roguelike take on System Shock, does Wild Bastards have a similar analogue?
Chey: Freedom Force is a comic-book superhero game I worked on many years ago. It’s also about putting together a team of sometimes fractious allies who have to use their unique powers together to achieve a greater goal. Otherwise, I think the game is a lot like what you might imagine if you put a hero shooter (typically a multiplayer game like Overwatch) into a single-player roguelike structure. And then added some strategy for good measure.