Codename: Ocean Keeper team talks roguelikes, oceans, and why it went for Early Access

A look at the early access of a new roguelike.

Combat in Codename: Ocean Keeper

RetroStyle Games is making waves with its latest project, Codename: Ocean Keeper, an underwater roguelike currently making a splash in Early Access. In this undersea adventure, players plunge into the mysterious depths of a sprawling ocean, facing off against alien creatures and scavenging for crucial resources. With its procedurally generated environments, customizable submarines, and a host of formidable adversaries, the game promises a heart-pounding blend of exploration, survival, and high-stakes combat.

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Posed with the opportunity to inquire about the development of this title, we sent some questions to Lead Game Designer Eldar Kalinin, SEO Manager Mykola Vyhohradov, and CEO Pavel Konstantinov. Their responses shed light on the challenges they’ve faced, the unique features that distinguish Codename: Ocean Keeper, and what lies ahead for this undersea escapade.

Codename: Ocean Keeper Concept Art
Image via RestroStyle Games

Codename: Ocean Keeper has a little bit of everything; roguelike, shooter, RPG, exploration. What do you feel best defines your gameplay identity, and how have you tried to bring that through in the action itself?

Eldar Kalinin: To answer briefly, the game itself is a roguelike survival with elements of tower defense in underwater settings. Our gameplay is better defined by a combination of three things: intense roguelike mechanics (exploration, combat), strategic exploration (moving across the map between waves, finding artifacts), and resource management. To bring this identity through in the action, we focused on a few key aspects such as procedural generation, dynamic combat, and resource management.

A significant part of the game involves gathering and managing resources to upgrade your mech and improve your chances of survival. I guess this aspect adds a layer of strategic depth, as players must decide how to allocate their resources effectively. Balancing immediate needs with long-term upgrades is crucial to success.

Were there any tough decisions regarding features or content that had to be delayed until after Early Access?

Kalinin: Absolutely. One of the most difficult decisions we faced was delaying the delivery of full story content and some advanced customization features. We originally had ambitious plans to create a rich storyline with many branching paths and extensive character backstories. However, as development progressed, it became clear that polishing the core mechanics and providing a seamless gameplay experience had to come to the forefront. We wanted to make sure that fundamental aspects of the game such as combat mechanics, mining, and resource management were fine-tuned and engaging for players.

Adding complex story elements and advanced customization options could have upset this balance if not properly integrated from the start. This decision wasn’t easy for us because we know that a compelling story and deep customization can significantly increase player engagement and replayability. Moreover, some features, such as multiplayer co-op and more complex mech upgrades, were originally part of our Early Access roadmap. So, due to the need for thorough testing and balancing, we decided to introduce these features gradually.

Codename: Ocean Keeper gameplay
Image via RestroStyle Games

Codename: Ocean Keeper is set entirely in a vast underwater environment. How does this focus on an oceanic setting shape the game’s design, and what unique opportunities or challenges does it present?

Kalinin: The ocean environment of Codename: Ocean Keeper fundamentally shapes the game’s design, providing unique opportunities and serious challenges. The underwater setting allows us to create a special atmosphere of mystery and danger that is an essential part of the player experience. For example, we can create deep sea caves, sunken ruins, and vibrant coral reefs, each offering a unique gaming experience. These environments are full of hidden treasures and resources that encourage exploration and discovery. Procedural generation of these levels ensures that no two dives are the same, making gameplay fresh and exciting.

At the same time, designing combat in an underwater environment presents special challenges. We had to make sure that the mechanics of movement and combat were intuitive in an environment where physics behaves differently. Buoyancy and water resistance affect how both mechs and enemies move and interact. This required us to develop unique attack patterns and behaviors for sea creatures to make battles both challenging and realistic.

What are your main objectives for releasing the game in Early Access, and which specific aspects are you most eager to receive feedback on?

Myola Vyhohradov: So far it looks like we need more information about the balance in the game (how it feels to different players), optimization on different devices, and player experience with different game mechanics. We want to know how players feel about the combat system, including the responsiveness of controls, the variety of weapons, and the overall challenge level.

Feedback on enemy behavior and combat dynamics will help us refine these elements to make them fun but not too hardcore for fans of the rogue-lite genre. There will be NO donation in our game (hello F2P projects with skins, lol), so to be honest the support from the community will also allow us to develop the project more confidently.

Codename Ocean Keeper Official Roadmap
Image via RestroStyle Games

What content and features will be available at the launch of Early Access? How does this differ from the planned full release?

Pavel Konstantinov: At the start of Early Access, players can expect a powerful experience that includes such foundational roguelike elements as a dynamic combat system, two different bosses, and a HUB menu with extensive customization options for mechs, miners, and weapons

What are the key goals you hope to achieve by the end of the Early Access phase, and how do they align with your long-term vision?

Konstantinov: Our main goal is to create a well-balanced, content-rich, and replayable roguelike game that will resonate with players. We plan to introduce a wealth of new content throughout the EA phase such as additional biomes, each with unique challenges and resources, as well as new enemies and bosses. For example, we’re looking forward to introducing a bug boss that can attack from both the ground and the air, which adds a new level of challenge to the gameplay. These additions will keep the game fresh and give players a new experience, ensuring long-term engagement. As part of our optimization efforts, we try to improve performance for both PC and SteamDeck.

Engaging with our community is at the heart of our approach to early access. We plan to actively gather and incorporate player feedback to guide the development process. This collaborative approach will help us determine what works well and what needs improvement to ensure that the final product meets the expectations and desires of our players. By the way, if you like our project, don’t forget to join our Discord channel to stay up to date with all the events around the game (we are also looking for beta testers for the PC and mobile versions of Ocean Keeper.

Codename: Ocean Keeper Goals Page
Image via RestroStyle Games

How do you envision the game evolving between now and its full release?

Konstantinov: First of all, we plan to expand Ocean Keeper to iOS and Android platforms. This will allow players to take their underwater adventures on the go, battling sea creatures and exploring mysterious depths from their smartphones. We aim for the mobile versions to provide the same rich experience as the PC versions, with optimized controls and performance. In response to numerous requests from our loyal players, we are optimizing Ocean Keeper for macOS. This will allow Mac users to join the exciting underwater adventure, expanding the player base and making the game accessible to more users.

We are already working on significant visual updates to the main characters, mechs, and diggers. These improvements will include improved textures, dynamic lighting, and more detailed animations, providing a more appealing visual experience. We will introduce three new monsters to the game, each with unique abilities and challenges to make battles fresh. These additions will require players to adapt their strategies and utilize new tactics to defeat these formidable foes.

We are developing a rich storyline that will engage players in an underwater adventure. As the story progresses, players will learn more about the circumstances of their survival and the impending danger they must unravel. This storyline will be augmented by the appearance of story bosses that players will encounter as they progress through the game.

Codename: Ocean Keeper WIP art
Image via RestroStyle Games

How do you plan to ensure that the gameplay remains fresh and engaging for both new and returning players throughout the Early Access period?

Konstantinov: We’ll be introducing new content frequently, including additional biomes, weapons, and customization options. You can check out Ocean Keeper news on Steam to see that this is an ongoing process. Expanding the customization options for mechs and introducing new upgrade paths will keep the gameplay dynamic. Players will be able to personalize their experience more deeply, tailoring their mechs to their preferred playstyle. This includes adding new visual customizations, unique abilities, and intricate upgrade systems that offer meaningful progression.

Engaging with our player community and integrating their feedback is crucial. We plan to actively solicit feedback through forums, social media, and in-game surveys. This feedback will guide our development priorities and help us address any issues promptly. By making players feel heard and valued, we can build a loyal community that is invested in the game’s success (at least I hope so).

About The Author
Darrus Myles
Darrus, a seasoned guide writer and indie developer with nearly a decade under his belt, plunges into the gaming realm like a knight charging into battle (albeit with a trusty keyboard instead of a sword). With RPGs as his domain, he fearlessly slays industry challenges, turning every obstacle into XP for his quest to game domination.
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