
How did having that background help with the development of Spellbreak? Ogles: We’ve been hard at work nailing not only the visceral feel of magic combat while keeping the skill cap high, but still being accessible to all sorts of gamers all while leaving players with plenty of meaty decisions to chew on both in and out of the game.Ĭonsidering the history of the team, there must be a lot of people with Unreal Engine 4 experience. Spells and sorceries can combine with one another in both helpful and harmful ways, such as setting a poison cloud alight with a fireball or shattering an incoming fireball with a boulder of your own. Players can use runes to fly, blink, become invisible, and more to travel quickly and fluidly to gain the upper hand in combat. They face off against other players in a ruined fantasy landscape, level up, and learn new skills and gather artifacts to become even more powerful over the course of a match. Kurlancheek: It definitely is! Spellbreak is a face-paced game where players assume the role of battlemages who wield a wide variety of spells, sorceries, and magic items.

#Spellbreak single player Pc#
Spellbreak isn't the team's first venture into the PC gaming sphere, but is most undoubtedly its most ambitious! Tell us what Spellbreak is all about! I think it fosters a sense of trust from the players and at the same time keeps us accountable to them. We’re trying to be as transparent with our community as possible in ways that previous companies would never allow. We’re often just hanging out in Discord, answering questions on Twitch streams, or posting (very rough) works in progress. The founders had often talked about starting a company over the 15 years that we’ve known each other and worked together and there wasn’t going to be a better time!ĬTO/Co-founder Dan Ogles: We’d all previously worked on games that were meant to be played with your friends as social experiences (including MMOs, Rock Band/Guitar Hero, and local co-op games) and we saw how much value there was in building communities around the game, not just for the players, but for the game and the company as a whole, and we wanted to create around that core idea.Īrt Director/Co-founder Damon Iannuzzelli: Putting players first isn’t just a motto either, we put it into practice daily with how we interact with them. Tell us a little bit about the studio's history and its motto to always put “Players First.”ĭesign Director/Co-founder Jesse Kurlancheek: We started Proletariat a bit more than six years ago after our previous company unceremoniously shut down their Boston office. Proletariat started with just five people and has grown into a team of 30. We took the time to chat with three of the fine folks at this motivated studio as we discussed their desire to do something different, their mission to put players at the forefront of everything they do, and how they’ve leveraged Unreal Engine 4 to create a unique battle royale experience they can be truly proud of. Blending together RPG and roguelike mechanics, Proletariat is working towards an experience that balances skill, strategy, and depth that is fun for all comers.

Following along on the studio’s mission to put “Players First,” Proletariat shakes things up by flying in the face of the usual battle royale conventions and adding a twist that no other battle royale game has done yet. Brought to life with Unreal Engine 4, its cel-shaded aesthetic is already gorgeous even in its early pre-alpha state.

While we’ve seen many games join the excitement over the past year or so, not many have sought to truly break the mold, but Spellbreak is aiming to do just that… with magic.Ĭurrently in development by an experienced team from Proletariat Inc, Spellbreak is a visually stunning escape into a world filled with battlemages, spells, and RPG-style gameplay. Capturing the hearts of gamers worldwide, the frantic action of last-man-standing mayhem has dominated the landscape for several months. By Shawn Petraschuk It’s impossible to deny the explosive growth of battle royale games over the past few years.
