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Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

I first got a look at Last Flag in the summer of 2025. I sat down in a gaming cafe in California at the Last Flag LAN Party with dozens of PCs all ready to go. My first few rounds were…messy…to say the least, but they were certainly fun.

Since then, we have learned quite a bit more about Last Flag, including full preview coverage here at CGM, where writer Jordan Biordi noted, “Last Flag isn’t your standard capture the flag in the same way Halo or earlier FPS games were. The game is fleshed out by a unique cast of characters, each with distinctive designs and functions during each battle.”

We were lucky enough to chat with the team at Night Street Games, Game Director Matthew Berger and co-founder and CEO, Mac Reynolds. Those names might even sound familiar. Berger worked for Blizzard for nearly a decade, with games like Diablo 3 under his belt. Reynolds, on the other hand, used to work in 3D modelling and animation, but has since become the manager of a band you likely know, Imagine Dragons. His brother, lead singer Dan Reynolds, is the other co-founder of Night Street Games, and together, they have brought us Last Flag.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

We talked to the pair about where Last Flag started, where it could be going, and even picked their brains about some of their favourite maps and characters.

Could you let us know who you are and your roles on Last Flag?

Matthew Berger: Hi. My name is Matthew. I’m the game director on Last Flag, and I work a lot on the game design and lots of other stuff.

Mac Reynolds: I’m Mac Reynolds. I’m the co-founder and CEO.

Great. So, what got you both started? How did Last Flag happen?

Mac Reynolds: I’ll start. You know, for me, I grew up playing video games. I have a family with a ton of brothers.

That sounds like too many brothers. I have one.

Mac Reynolds: I have seven brothers, so I wasn’t joking. Seven brothers, one sister. She’s delightful. She’s amazing. She is also a true beauty. And we grew up playing games, you know, raised on, like, Sierra online, LucasArts. And all these studios were super inspiring to us growing up. I used to do 3D modelling/animating as a kid. My brother Dan is a coder, and we talked about making games together for years. My other brother, Patrick, does music; I took his music for a while. You know, he’s in the band. I’ve been managing the band for a while.

What band? Tell me more.

Mac Reynolds: Yeah, they’re called Imagine Dragons.

(Laughs) I’ve never heard of them. My kids aren’t obsessed with them or anything.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

Mac Reynolds: I appreciate that. (Laughs) We talked for years about starting a studio and living out our dream to make—a couple of years ago, we finally got to talking about it and did it. So we put our head down and kind of just quietly been building. We built our first prototype around this game, Last Flag, which is inspired by being Boy Scouts. Like, capture the flag in the woods and trying to recreate that magical experience when you’re a kid, actually hiding and finding the thrill of nature and being all these other things.

We love CTF game modes. We love playing with our friends. Never before did we get that scratch the same itch that you get from playing real capture the flag, where you actually do it. So, fast forward to today. We’re now working with a group of people. We get to work alongside a team we built and worked on some of our favourite teams.

And some Canadians.

Mac Reynolds: We have, actually, we have real Canadians. We love Canadians. But you know, working with the other series, where I like—some of my favourite games of all time. Matt even worked on the Diablo series.

And how do you fit in with Last Flag, Matt? Where’d you come from? Oh, Canada!

Matthew Berger: Well, I was recruited in Canada. I was introduced to Mac, and he showed me his game, showed me his prototype, and I immediately saw something that got me excited. And then Mac himself, just talking with him, hearing his ideas, you know, he’s very infectious. And whenever you work on something creative, like games, a lot of it is, what are you working on and who are you working with? And we really hit it off. I really loved working with him, chatting about the game, and that’s how we started working on Last Flag together.

Now, I’m curious from both of your perspectives, so I guess you jumped in at different points there—how has Last Flag changed from inception to what we’re looking at now, from you at the beginning and you, when you jumped in?

Mac Reynolds: I’ll do the first half. I want to say, like, Matthew and the whole team—I mean, we really believe in the best ideas. Even as we brought people along, we wanted to play very well on the game, and it was good because the game got so much better with the team. The inception of the game, all we knew we wanted was capture the flag. We looked at, like, an isometric view. We looked at, like, fog-of-war things.

We tried a lot of different things before we kind of laid it out. It’s kind of a third-person perspective. And even then, we found fun in hiding and finding, but it was inconsistent and—and I’ll turn it over to Matthew then, because that’s one of the things we had to kind of tackle together as a team: figure out how you keep that freedom and chaos but make it tamed enough for a real game.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

Matthew Berger: So, capture the flag was so central—capture the flag first, shooter second. What we did was we actually stripped out almost all the mechanics of the game. We rebuilt the map from the ground up around this notion of capturing the flag and not having a large area to hide the flag. And then we’re like, okay, now the problem is, it’s great to hide it, but it takes a little bit too long the final time.

So we added these radar towers that split the map in half, and if you control the radar towers, you can respawn there, so your travel time is shorter. But also, every 30 seconds, they tell you, “Oh, the flag is not here,” and so they essentially are clearing certain sections of the map. That makes it easier to kind of find where the flag is, but you still have to kind of find them.

I like the negative information. “I’m not going to tell you where it is. I’m going to tell you where it’s not, though.” Now, what you said just now, “capture the flag first”, a lot of games I’ve played in my history—World of Warcraft, even Fortnite—now they have all the capture the flag versions, but they are something else first, and then they added it in. So why the choice to go the other way in Last Flag? And what do you think you’re doing that changes the game?

Matthew Berger: Well, I said it earlier, this was their idea to go with a capture the flag game, and so that was the core. One of the reasons the game is so fun, the reason it sinks so much, is that we rebuilt the game three times. There was the initial prototype, and we stripped out, like I said, the mechanics that were getting in the way; we refined it and rebuilt the map. Then we ported it from Unity to Unreal. And so every time we did that, we reduced the source and the core mechanic just shined even brighter. It just kept refining itself.

And so we only put in things that make sense for that core mechanic. Hiding and finding—we leaned into that, and anything that got in the way, we just got rid of. And so we think that we’ve built an experience that is, from the ground up, capture-the-flag. The map is built a certain way. The contestants are built a certain way. Their abilities are thought of a certain way. And so it really is a capture the flag experience. By leaning into this, we offer something different.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

So you said that you stripped some things away from previous versions of Last Flag. What things didn’t work out in your mind?

Matthew Berger: We used to have lots of monsters on the map that got in the way. There was fog-of-war that made it harder to find this place. We used to have items, and so you had to manage picking up items. We wanted the game to be faster. We wanted you to have this joy all the time—movement, discovery—and we didn’t want anything that got in the way of that. So we really focused, first and foremost, on the core elements of the game.

That was hard because there were things that were fine in their own right, but didn’t serve that purpose. And to your question about what was different about this: I think a lot of other shooters are either shooter first or something else first. Our game—I like to think of high school and some of the best games, or Gorilla Attack, right? It’s like just tag. It’s something simple that you understand how it is, and this is something that is simple and intuitive.

But also, we have to kind of calibrate, right? Because privacy can be a little bit more like Poker—it’s like, do I just find it, and that’s lucky? And that’s where the tower… like, how do you balance it? It’s objective gameplay, and you’re going to make choices like chess, figuring out the playing field the way you want to play it. That’s where the depth comes in, and that’s why we pulled out the Wendigo monster and turned the map to night. You know, there’s a lot of fun things we can build out.

For people who haven’t played, do we have multiple maps in Last Flag? Do you think that somewhere down the line, there may be more characters, more maps or mechanics?

Matthew Berger: There are two maps here, and we will have four maps at launch. And then there’s about—I think there’s six contestants here. We’re already internally playing our two new contestants and working on the two after, so we’ll have ten at launch.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

Are you worried about people stacking one character or struggling with balancing in Last Flag?

Matthew Berger: We’ve been doing a lot of playtesting internally. I have over a thousand games on the first map, and then we started having internal playtesting. We’re obviously constantly looking at how the contestants feel. One thing that’s important is it’s fun first, competitive second. So we are trying very carefully not to have anybody unbalanced. We want you to feel awesome, and then at other times, the other players do.

So everyone needs to feel all the pain in Last Flag.

Mac Reynolds: Yeah. Matt honestly often talked about recalibrating. I always want to err on the side of caution. That goes to this point: every time you hit a button, you feel like something should happen.

Matthew Berger: Yeah, it’s really important. That’s why, when you look at the contestants on the ground, that’s why their animations have so much personality when you’re using the abilities. That’s why the effects are so big; that’s why the audio is a big deal. That’s why when you lose a match, you have maybe the best song in the game that you lost. Nobody likes losing the dance. I’ve never heard the winning song, but I’m pretty good.

I died real fast.

Matthew Berger: That’s a really important thing we’re always looking for. When you down an enemy, you don’t call their health down to zero; they go down into a dumpster. So now I can come in, but you can finish them off if you do that. They play a really cool animation for help. If you’re the person who just got finished, it’s not great, but you get to see a fun animation instead of just somebody just shooting in the ground.

Now here’s a big one. I don’t know if you’re ready for this question.

Matthew Berger: I’m sitting here, waiting for you.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

We’ve got two maps in Last Flag now, but there are four coming. I don’t know if you can talk about the four. First, you have to tell me your favourite map, even if it’s just the two. But I prefer the four, I’ll be honest.

Matthew Berger: Ah. That’s fair. Okay, so you’re not going to like this answer, but here goes. So, yeah, what I love about the two maps that I’m not going to tell you about is… The third map, our third map, has a different size, and we’ve added a new gameplay mechanic. That changes how you play that. And then what I like about the fourth map is we found a really interesting idea for the visuals and the personality. That, again, makes it feel very different. So, it’s a bit of a tease.

Mac Reynolds: At this point, my favourite map right now is map two. It’s locked in, and the reason being it is totally packed with discoverable areas. Every time I play, I’m like, Holy crap, there’s a whole sauna in, like a cave beach resort that’s hidden in a cave that I didn’t even know about. Like, there are so many.

Matthew Berger: The artists are constantly putting things in! Yeah, like I was watching the video that we have playing in a loop, and I’m like, “When did the two teddy bears, the two snow teddy bears, cuddle each other?” When did that turn up?

Yeah, I think I have no artistic talent, but I feel like that was all I would do—add all this stuff.

Matthew Berger: It’s incredible.

Mac Reynolds: That’s why nothing’s getting done over here. We’re just adding cuddly teddy bears every year. That’s the flag. I’m like, where did this come from? Where did this come from?!

Matthew Berger: Actually, that’s not true. The real truth is, anytime I’m looking for the flag, I’m like, “Oh, this is a great place to hide the flag.” And then every time I’m hiding the flag, I’m like, “Where did that place go!” You can never find it. And then I’ll find a new way.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

We’re discussing our favourite maps in Last Flag, but will there be maps that are specifically geared toward different characters?

Matthew Berger: I will say the reason that probably will never happen is because the whole story is this guy—Victor Baxter, media mogul, Text Enterprise, very mysterious—created this television, and there’s a little bit of a mega market there, and the reporters are like a Stepford Wives kind of shiny surface, something sinister, kind of billowing. You see the advertisements everywhere.

You’re going to know you’re on this television show. It seems great, but these are all about the, I think, Disneyland-like, curated nature in a way. A lot of these are like, yeah, you’re outdoors, but you always know I’m also on a TV show. And so, these people come from all around the world. They have all their own stories and the reasons they’re competing. But these shows are curated by Victor, and there’s a reason for that.

And when you personally play Last Flag—I guess it’s a two-parter—who do you play to win and who do you play because it brings you joy?

Matthew Berger: Yeah, that’s a great question. I love that question. So, it depends on the situation in the match because, depending on what the other team is doing…So I really like playing Camila, who’s our weapons engineer. She comes from Brazil, right? And she can teleport people around. She can put her turrets down. So I really, really like her.

And, you know, other players. I love that character. But sometimes I’m getting, you know, pinged by an archer because they’ve got a little bit more long range. And so sometimes I’m like, you know what? I’m going to pick Soo-Jin, who’s our master thief. She’s stealthy. She comes out of nowhere, and now I’m helping the archer see a little bit what it’s like to be on the other end. So I love those two characters.

Inside Last Flag: Reinventing Capture-the-Flag with Night Street Games

Mac Reynolds: It’s 100% bounty hunter when I’m trying to win. Okay. I love the jail cell combo. We’re throwing the thing at Julius. He’s amazing. For fun, it always has historically been the scout because running around the map is one of my favourite things to do. I would just do that all day. But lately it’s changed for me. It is the Archer, and I’m terrible at it. I’m so bad at her. But short dash is so fun.

Matthew Berger: That’s the other secret is I’m not the best Masako player, but she has so much personality. Masako is wonderful. I love dashing around with her. She has so much stuff.

Last Flag will release on April 14, 2026, for PC and for PlayStation 5 and Xbox Series X|S later this year.

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Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek

Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek.

Starting out as a freelance videogame writer and narrative designer for various indie game studios, Aoife O’Friel found her way into Ubisoft as a scriptwriter on the procedural quest team for Assassin’s Creed Odyssey in 2018 and never looked back. She soon joined Massive Entertainment (an Ubisoft Studio), where she would spend the next seven years working in her chosen field to bring Avatar: Frontiers of Pandora and its story packs, The Sky Breaker and Secrets of the Spires, to life as narrative lead.

Now, as a Narrative Director, O’Friel is in charge of the story for the latest expansion, Avatar: Frontiers of Pandora – From the Ashes, making her the perfect person to talk to about the game’s new protagonist,  So’Lek.

During the preview event early last month at Lightstorm Entertainment HQ in L.A., despite her busy schedule, we briefly managed to sit down with O’Friel to discuss So’lek’s character, his motivations, what obstacles we can expect him to encounter, and who he is ultimately destined to cross paths with.

Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek.

So Aoife, what can you tell us about So’lek? Obviously, we’ve met him as a recurring character in Avatar: Frontiers of Pandora, but it looks like From the Ashes will be the first time that we are actually able to control So’lek as a playable character, right?

Aoife O’Friel:  Absolutely. So you are playing So’Lek in From the Ashes, and as you mentioned, we’ve met him before in Frontiers of Pandora. We understand that he has a lot of tragedy in his past. He’s had this loss of family, loss of Clan, even the loss of his first ikran [a.k.a. banshee, winged mount] in the Battle of the Hallelujah Mountains.  And then in the main game, we saw that vengeful drive he had to hunt down the commanders in that battle, and he took their dog tags. And he wore them around his neck.

But now, playing as So’lek, we really get to focus on, you know, what does that vengeance mean for him, and also, what is it doing to him, internally? Like he suffers from a lot of survivor’s guilt and PTSD, and this vengeance, [the] central path he’s on, where does it lead? He’s not going to find peace that way. He’s not going to get his family back. So getting to experience the western frontier through his perspective and [discovering] what he wants and what he’s looking for…It’s different, for sure.

Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek.

Along those same lines, like, what inspired the decision to turn the focus from The Sarentu to So’lek in Avatar: Frontiers of Pandora – From the Ashes?

Aoife O’Friel: A lot of it was to do with Avatar: Fire and Ash. We had the opportunity to have the Mangkwan, the antagonist clan from the movie, also be the antagonists in From the Ashes. And so we wanted to be able to delve into their backstory and into their motivations. And So’lek ended up being a perfect fit for that, because he has this rich backstory that we haven’t really tapped into.

[In the first Avatar film], we saw, you know, of course, the Battle of the Hallelujah Mountains that I mentioned, and then we see [So’lek’s] journey in the comic book series, but then he has so much in his past that is still unexplored. And we realized, you know, this is an opportunity to have the Ash Clan be part of So’lek’s past too, and [tie] these things together, especially as the Ash Clan are driven by darkness. So’lek, to a different extent, is also driven by darkness. So it [allowed] us to compare and contrast by choosing So’lek to be the protagonist.

Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek.

Speaking of the new characters, what can you tell us about the new clans in Avatar: Frontiers of Pandora – From the Ashes? That was something that kind of surprised me. I was expecting that there was going to be at least one, as we saw in the trailer, but in fact, there are actually two.

Aoife O’Friel: Yeah, so we have our lovely Wind Traders who come a little earlier [to the Aranahe] than expected… because they have this warning that they have seen a darkness that is coming to the western frontier. And so they are different Wind Traders than [those] in the movie. They are a different clan of the Tlalim, but they are just as exuberant and are kind of a party people. They love to travel and trade and have gossip, and so they’re very fun-loving. And then it’s really interesting to see them be concerned.

They come to the Aranahe Hometree, and they warn the Aranahe and So’Lek that “something’s coming. Our journey here wasn’t easy. These are bad times.” So it was really fun to, like, have this, look at these, these really exuberant party people, and then have that be this nice beginning, I guess, before everything turns dark for the rest of the story, because the Mangkwan show up.

Yeah, building out those personalities with Lightstorm was really fun because we had a lot of questions for them on like, what do the Mangkwan Clan care about? How come they’re so different to other Na’vi, you know, what kind of relationships make sense for them, like Wukula and Zari, the brother and sister? Does it make sense for them to have a rivalry, you know, with Rakx and her ikran,  and how hard she drives ikran and that she doesn’t take time to mourn [their deaths]? Does that make sense for how they feel about wildlife?  So it was really great to explore this whole new culture and bring it into the game.

Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek.

Getting back to Sol’ek, he seems even angrier nowadays, despite having suffered the loss of his clan several years ago, right? Obviously, he’s gone on quite some adventures [and] misadventures in the comic book series as well, so there are other factors, but would you be able to elaborate a little more on that?

Aoife O’Friel: Yeah, I agree with you, [if anything] he has gotten angrier, but it’s because of everything that’s happened before, right? He has suffered so much loss before, and he hasn’t fully come to terms with it, and now everything that he’s finally managed to grasp for himself, his new family, it’s all under threat again, and so he’s been here before, right? He’s lost people before, and he is so afraid of losing more people. He’s suffering from that survivor’s guilt we talked about, the PTSD, and he’s just, he can’t go through it again. And so I think that’s really what drives so much of his anger in From the Ashes because he knows what’s at stake.

Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek.

So as we all know, a new third-person mode will be coming as a free update to Avatar: Frontiers of Pandora on December 5th and will also be a part of the upcoming From the Ashes paid DLC expansion when it launches on December 19th, right alongside the theatrical release of Avatar: Fire and Ash. The base game and its previous story packs, The Sky Breaker and Secrets of the Spires, both supported co-op. Will there be a co-op mode for From the Ashes?

Aoife O’Friel: In From the Ashes, no, there is no co-op, but perhaps you’re thinking of the Sarentu character returning as a companion?

Oh, yes, my mistake, confusing those two things. Actually, regarding the Sarentu, in the previous game, the Sarentu were referred to and addressed as They/Them and had three voice options (male, female and androgynous) portraying them. Will the Sarentu still be voiced by the same actors in their new supporting role?

Aoife O’Friel: Yes. The Sarentu character… some players have spent hundreds of hours with that character, as we’ve talked about, and they built that character to be who they want them to be, choosing voice, choosing appearance, choosing gear, and that’s the character then that you will see, as the Sarentu companion in From the Ashes.  It’s the one that you have created yourself.

Avatar: Frontiers of Pandora (Series X) Review
Avatar: Frontiers of Pandora

That’s great to hear, as I’ve grown quite attached to my Sarentu! Moving on really quickly, is it necessary for players to have played through The Sky Breaker or  Secret of the Spires DLC  to get the most out of this new expansion?

Aoife O’Friel: I mean, of course I would recommend it (laughs jokingly). But no, you don’t even have to have played the main game. If you want to jump straight into From the Ashes, you absolutely can. We’re going to have a little video at the beginning, like a “Previously on Pandora” type video that will set up the main characters and the main events.

So if you want to jump right into From the Ashes, you absolutely can, and you can understand what’s come before. But yeah, I mean, I think to get the full experience, of course, play [them]! I hope the players will want to. Maybe they start From the Ashes, and they’re like, “Oh, I really want to know more about this person,” and they’ll want to jump into the rest of them.

We’re almost out of time, but  how excited are you about this new DLC addition and the fact that it’s being connected to the movies in such a direct way [as opposed to the non-canon Avatar games of the past, like 2009’s Avatar: The Game]?

Aoife O’Friel: It’s true, I mean, we’ve always had the connection. I mean, everything that we do is canon, which is an incredible privilege to be part of this universe and to know that everything that we made is actually contributing to the entire history of the franchise. But, yeah, especially now with From the Ashes being very closely tied to Avatar: Fire and Ash because of the Mongkwan and the RDA alliance and that they want to spread their fire across Pandora, we get more of that tie-in. But yeah, I’m beyond excited. I’m embarrassingly excited. Yeah, I can’t wait for people to experience it and just to see how this universe keeps evolving.

Avatar: Frontiers of Pandora – From the Ashes’ Narrative Director Dishes On The New Protagonist, So’lek.
Avatar: Fire and Ash

Final question: What’s it like working with James Cameron? Like having him sign off on all your [work], making it “officially canon?”

Aoife O’Friel: It’s so cool to know that. I mean, I’ve never had the privilege of speaking to him, but it is so cool to know that he, of course, is incredibly invested in this universe. He created this universe, and he has [signed off] on everything that we do, and makes sure that it all fits into the canon, and that it feels cohesive and it feels real. So it’s incredible to know that he likes this, and he’s, you know, giving it the seal of approval. Yeah, it’s really fun.

Aoife, it’s been lovely meeting you. Thank you so much for taking the time to meet with me and allowing me to ask you some questions. I personally look forward to playing Avatar: Frontiers of Pandora – From the Ashes once it’s finally in the public’s hands.

Aoife O’Friel: Nice to meet you, and oh, thank you!

The DLC expansion for Avatar: Frontiers of Pandora – From the Ashes will release on digital storefronts for PC and current-gen consoles (PS5, Xbox Series, PC, Steam, Amazon Luna)  on December 19th, 2025.

Read more in our full preview of From the Ashes here.

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Bounce Castle Interview – Robot Monkey Brain’s Chris Stevens Talks Inspiration, Balance, and Unity Development

Precision, physics, and bouncing a-plenty await players in Robot Monkey Brain’s turn-based strategy game Bounce Castle.

With their Steam Spooky Graveyard Playtest now underway, we met with Robot Monkey Brain’s Chris Stevens to chat all things Bounce Castle – learn more with our interview.

Bounce Castle Interview – Robot Monkey Brain’s Chris Stevens Talks Inspiration, Balance, and Unity Development


Graveyard Playtest is staying up for another few weeks! Try out Bounce Castle and give us your feedback! #pcgaming #indiegame #playtest #Steam #strategygame pic.twitter.com/zd5M0tA5ET

— Bounce Castle (@RoboMonkeyBrain) November 24, 2025

Gamers Heroes 

I really appreciate the time today!

Checking out the recent Steam Graveyard Playtest, I was told by our PR rep David to play defensively – and it worked! 

I didn’t heed that advice at first. When I first started, I told myself I’d just go for it…

It did not end well. 

What I liked is there’s a method to the madness – it’s certainly unique!

I’ve noticed elements like Kirby’s Dream Course for the Super Nintendo – what other games inspired Bounce Castle?

Chris Stevens

Into the Breach was a major inspiration for its elegant strategy! 

I think they nailed things by having players move units around to defend, all while granting very limited resources. You have to think about how to really defend objectives and just survive. 

It’s not a necessarily a kill everything type of game. 

Board games were also an inspiration. There are dexterity board games like Catacombs or Flick ’em Up! – and even the little paper football game you may have played back in grade school.

I also heard about the early development of Hearthstone; they asked:

“What could we do in a digital environment that we can’t do in a physical environment with a card game?”

I tried to do the same thing with Bounce Castle. 

What can I do with a kind of billiards or a mini golf-style of gameplay, but something that you couldn’t do in real life? 

That’s where things like explosions and pits that you can throw things into come into play. 

I tried to kind of combine all of these things and bring it together with the art style of games like Card Hunter from back in the day, or Paper Mario.

That’s where a lot of the inspiration came from! 

Gamers Heroes 

Absolutely!

So I know the Steam Playtest has been going on for a little while, and that it’s going to be extended.

Have you noticed any insights from players?

I mentioned my aggressive approach that didn’t end well, but were there any instances on the opposite end? 

Any MVP plays or things you never thought of doing that basically broke the game?

Chris Stevens

I do really appreciate when people get in there and try to break the game!

Being a game that uses physics, there’s an avenue for that. 

While we try to protect against most of it, it is one of those things where one can find a way to really mix things up – that’s how you know you’re doing a good job. 

One of the interesting things I noticed from Playtests is that there’s really two types of players… 

There are the players that really want to go in for precision, and then there are the players that are okay with being chaotic. 

It’s interesting the way that they view the Wizard character in particular right now during the Playtest. 

If you’re a precision character, the Wizard is useless to you – but if you’re someone who can embrace the chaos, the Wizard character is the best.

What I found was that some players would do a lot of their precision plays first, then using the Wizard to clean up.

However, other players would look at the board and be like, 

“This is not a good state. I’m just going to gust everything with the Wizard and then clean up from there.” 

It was interesting to watch these two different play styles! 

When I saw that you could really go at it with two different play styles and find success, I thought this was like an idea worth really pursuing.

Gamers Heroes 

On that same note, I saw that you were at PAX East back in 2023 and that you’ve got a Discord

What’s it been like interacting with the community?

I always say “strength in community” – your fans are your advocates! I’m sure there are a lot of great insights, great memes, things like that.

Demoing Bounce Castle @pax East! Look for the sign and come try it out! Physics/Strategy game! Hand drawn art! #PAXEast #PAX #indiegame #handdrawn #strategy pic.twitter.com/GC22jHYzsu

— Bounce Castle (@RoboMonkeyBrain) March 23, 2023

Chris Stevens

It was really cool doing PAX East!

At the time, I was still just starting out. I didn’t have a booth; I just had my laptop and a sign.

From there, I just set up my laptop and just said:

“Come play my game!” 

And it worked!

I was really eager to do this kind of off-booth thing, something you didn’t have to wait in line for hours to do. 

This was another case of where I learned a lot about what needed to be said in a tutorial or shown – and what didn’t. 

There was a lot of trying to figure out how I say the least and still get the idea across of what you’re supposed to do. 

I found a lot of places where players picked that up and that it was working. I also found places where it wasn’t so.

I was basically trying to help engineer the game in such a way that you can just get in there and start playing, getting it after a run or two.

That came from just watching players, along with their feedback on Discord

That’s been very helpful!

Gamers Heroes 

I also saw that Bounce Castle is powered by Unity

I previously interviewed Allan Smith, who did Soulstone Survivors, and he mentioned how Unity allows them to rarely have bugs and that they really need to rework systems. 

It just works,” as Todd Howard says!

What has been your experience using this tool?

Chris Stevens

Unity has been great!

The best thing I learned to do with Unity is embracing its way of doing things. 

Coming from a software engineering background, I had my kind of preconceived notions as to how to work with the code.

When it came to working with the engine’s components like prefab, scriptable objects, and other tools, delegates, and whatnot that Unity provides…

Once I really embraced that, it became very smooth sailing. 

The physics have been great to work with. 

There are certainly some quirks…

One of the things I like to note – for any other developers interested – Bounce Castle is a 3D game that uses 2D physics.

The game itself is designed more like up on a wall. 

I like to say that it’s not like a board game on a table; it’s more like a board game on a wall because it’s using “X” and “Y.”

Anyway, Unity has been really great, and I couldn’t do without it.

Gamers Heroes 

I saw on the Bounce Castle splash screen that you credited two voice actors! 

I love voice actors – they bring so much life to games. 

There’s a lot still under wraps, but what’s it been like working with Ian and Katarina?

Chris Stevens

They’ve been great!

So Ian is a close friend of mine who has a great voice for Viking-like characters – I had him come in and do some of those.

And Katarina – I just happened to find her as I was hanging out in a game dev Discord. I just instantly heard her voice, and said:

“You would be perfect for these characters!” 

She does the Goblins, the Archer, the Wizard, and soon we’ll reveal that she’s the Queen and Bishop. She’s been great.

It’s been really fun letting them be creative; I tried to be as hands off as possible. It’s kind of like nudging the flow of a river, as opposed to a straight direction. 

That’s been fun!

Gamers Heroes 

I’ve heard that a lot as well!

Interviewing previous voice actors, they say some of their best lines come from stuff that’s off the cuff, that’s improv. 

Are there any particular lines or moments you’re especially proud of?

Chris Stevens

We don’t have actual words – a lot is more guttural-like!

Once it got to the point of being integrated into the game, and you saw the characters responding – that was the moment things started to click.

When showing it to them, they were like:

“Oh, let me make a couple tweaks to this one, or do a little different take over here.” 

That’s when it was the most fun! 

When we recorded Ian’s parts, he just came over and used my setup here. 

That was fun, just because we could go back and forth doing Keanu Reeves impressions for the night!

We’re like:

“It’s got to be more surfer dude.”

Just having fun! 

Gamers Heroes 

I see you’ve got a killer setup too! 

Since they’re on the call, what’s it been working with Violet Moon – and Scarlet Moon for that matter?

Violet Moon [David Bruno]

You don’t have to answer that! [laughs]

Gamers Heroes 

You can be diplomatic! [laughs]

Chris Stevens

Seriously, they’ve been true.

It’s funny, because where I’ve struggled the most has changed as the project progresses. 

What I keep butting up against with this project is:

“Oh wow, I’m not as prepared for this part as I thought I might be.” 

But then I have this attitude of:

“Well, if I’m not good enough, I’m going to find somebody who is!” 

And I was lucky enough that [Violet Moon’s] David Bruno found me, and then we started from there. 

I had been in need of marketing and community outreach help for a while.

I tend to be off social media in general myself, so it was an avenue. It was an area I was not very prepared for, but he’s put a structure around it that is understandable. 

It put a lot of structure to the just kind of nebulous space I was in.

I felt like I was just dropped into an ocean before, and David has let me know where to go from here. 

Gamers Heroes 

I totally understand! You’re safe in loving hands.

Violet Moon [David Bruno]

Going back to the voices, I absolutely love the Archer. I want a sound test – it’s just the cutest little sound.

I am definitely one of those people that does the Force Push with the Wizard and cleans up after!

Gamers Heroes 

That was my strategy too! I thought to myself, “Okay, I see how this is going!” 

Violet Moon [David Bruno]

I immediately leveled up with the Wizard and then tried to expand that skill set first.

Chris Stevens 

Yeah!

I get the feedback that the Wizard needs a buff, that they can’t do enough with it.

And then some people that say: “The Warrior is useless; I just all Wizard all the way.”

I’m glad it can fit both!

Violet Moon [David Bruno]

It’s fun once you start learning how to use them to combo off one another! 

Chris Stevens

There’s going to be more of that too!

There are a lot more abilities coming out that are going to have synergies between them, as well as teams that have passive abilities that suggest a particular play style. 

One of the teams we have art of on our Instagram is the Viking team, which consists of one big Viking King and then two Shield Maidens. 

Bounce Castle Interview – Robot Monkey Brain’s Chris Stevens Talks Inspiration, Balance, and Unity Development - Viking - Gamers Heroes

The Viking King himself can’t move on his own but has attacks, whereas the Shield Maidens can move, but don’t have attacks on their own. 

So the idea is that it’s kind of like a cue ball; you’re kind of nudging him into positions so that he can do these big AoE attacks, all while using the Maidens to push him alongside the other units.

Gamers Heroes 

You just segued to my last question!

I know we’ve got the Steam Playtest, but I saw there’s going to be new regions and chambers, enemies and challenges, and characters and abilities.

You’ve already talked about a little bit about them, but what else are you looking to add between now and release that you can talk about right now?

Chris Stevens

We’re looking at like the next demo, and then Early Access followed by its full release.

The playtests will continue after the Graveyard Playtest is over, with us doing Playtests for both the Castle and Forest Regions. 

This will be closely aligned with what the demo is going to look like, but, but there’s going to be more content and more abilities in the demo.

What I’m hoping to have ready for the demo – which I guess this is going to become a promise! – is to have the Viking team playable for one region. 

For those things, we’re really making an example of what the full game is going to have to offer. This includes multiple teams beyond the two that will be seen in the demo and four regions, along with a final region that will be the final boss fight. 

Basically, expect a lot more content in both the regions and the teams – and a lot of unlockable stuff!

Gamers Heroes 

I look forward to experiencing it!

I know this is a super, super busy season – thank you for giving me these heartfelt responses, and just letting me do a deep dive with you!

Chris Stevens

Thanks Casey! 

Thankful for family, friends and Bounce Castle being a part of the Turn-Based Carnival on Steam! Wishlist and join the Playtest! #turnbasedthursday #turnbasedcarnival #indiegame #PCgame pic.twitter.com/3u8vukIpxd

— Bounce Castle (@RoboMonkeyBrain) November 27, 2025

Bounce Castle’s Spooky Graveyard Playtest can be checked out as of this writing – for free! – via its official Steam page.

Be sure to wishlist the title while there!

Feeling social? Be sure to follow the official Robot Monkey Brain Instagram, Bluesky, and Discord social media channels!

Thank you to PR for arranging this interview, and Chris Stevens for his time!

Hot off the heels of its new Steam demo, Gamers Heroes recently asked Cult of Blood’s development team at Dusty Box questions around its survival horror roots, its modernized classic gameplay, and even the team’s favorite scary movie – learn more with our interview.

Continue Reading Cult of Blood Interview – Dusty Box Talks Inspiration, Modernized Classic Gameplay, and Favorite Scary Movie

The post Bounce Castle Interview – Robot Monkey Brain’s Chris Stevens Talks Inspiration, Balance, and Unity Development appeared first on GamersHeroes.

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