BurtPrint #1



We’re months away from sending off a baby into the wild to survive and prove its worth.

Looking back — five and a half million steps along this zigzagging road full of curveballs — it’s still surreal that we’re weeks away from actually putting our own title out.

It was just about a year ago when the idea came to me.

I was looking for some space shooters and just couldn't find one that had the right combination of great tactile control and fast-paced gameplay.



Early stages of development


So, I started building a prototype.

Putting pen to pad, I narrowed down the key things I needed this project to be. Top of mind, it had to have intuitive controls, fast-paced gameplay, and acceleration-based movement. There was a specific feel I was gunning for, although I wasn’t entirely sure how it would turn out.

I also wanted to have an upgrade system in which you can customize your gameplay based on your style. If you want to keep a distance and shoot from afar, you can do that. Or if you want to be really up close and personal, just pick the right upgrades, and off you go staring enemies right in the eye before you blast them away. It needs to accommodate and encourage a broad range of evolution and expertise.

I knew it would be really cool if it were a rogue-like system. Each run would be different and you can experiment all you like.

But each run had to be immersive. It had to have story-driven missions and a whole universe you get to explore through the eyes of its inhabitants. On that note, I came up with this wacky sci-fi world as a façade, a dangerous universe characterized by greed and insanity.


Boom Company is the result of that. 
We’ll be looking back at the journey so far and counting down to the big day. 


Thanks for hopping aboard. /B

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