May 14, 2025
  • Home
  • Default
  • Solutions and experimentation: the foundations of Ghostrunner 2
Solutions and experimentation: the foundations of Ghostrunner 2

Solutions and experimentation: the foundations of Ghostrunner 2

By on March 16, 2025 0 19 Views

All visuals credited to One Extra Level/505 Games

One Extra Level has been a prominent entity in the gaming industry for over ten years. Throughout this period, we have developed numerous games of diverse sizes, yet only one has received a full-scale sequel. We’re referring to Ghostrunner, the first-person perspective slasher that launched in 2020, which revolutionized our trajectory, enabling us to venture into broader horizons.

The year 2020 proved to be a pivotal time for the gaming sector. On one side, it brought delays in development due to the adjustment to remote work, while on the opposite side, it increased the demand for video games because of social isolation. There’s no denying that we gained from this while finalizing the first edition of Ghostrunner. For us as developers, it was a refreshing break from the seriousness of the pandemic, allowing us to transition the game from concept to launch in a remarkable 1.5 years. Gamers embraced our endeavor, and in October 2020, they immersed themselves in the post-apocalyptic cyberpunk world we crafted.

Insights and experimentation—the foundations of Ghostrunner 2

Following the success of the original Ghostrunner, we promptly received a proposal from our publisher and current IP owner, 505 Games, to create a sequel. During this time, we also released a series of additional content supporting the original game, including a major expansion, Project_Hel, which allowed us to explore new gameplay mechanics. These concepts guided the design choices made during the development phase of Ghostrunner 2. For instance, I can highlight the inclusion of more opportunities to utilize the protagonist’s unique abilities and a complete focus on extending the player’s time in various arenas.

In preparation for the sequel’s production, we extensively sought player feedback on platforms such as forums, Reddit, and our Discord. Thankfully, we gathered a wealth of responses, but, as often occurs with feedback from a large community of players, numerous suggestions began to conflict with each other. Some players wanted even faster, more intense, and aggressive gameplay, while others sought a more structured and slower experience. We chose to prioritize feedback from those who spent significant time in the game, while also considering the common concerns of more casual gamers, who were quickly distancing themselves from our game due to its perceived complexity.

Gamers expressed a desire for us to enhance the core combat and movement mechanics, which we took into account. We designed more intricate level layouts, introduced new adversaries with unique abilities, and tweaked elements that did not seamlessly fit the gameplay, such as the Wardens—enemies armed with katanas. The best strategy to conquer them was to wait for their attack and counter it. We replaced them with Shinobi, who could be outmaneuvered and dispatched with a well-placed blow or disarmed using one of the special abilities. Simultaneously, they are extremely agile and can traverse walls.

Concerning the pace of gameplay, we aimed to maintain a rhythm for players who preferred to speed through levels like experts, while also accommodating those who voiced concerns regarding the frantic tempo of the original game. We achieved a balance by introducing two essential mechanics – blocking and stamina – that enable less experienced players to pause, catch their breath, assess the situation, and proceed. This mechanism is not obligatory for highly skilled players, who can continue to play the sequel just as they sped through the first installment of the game.

From fanbase to broader audience—the genuine challenge of shaping a sequel

It is clear that Ghostrunner is not a game for everyone, nor was it ever meant to be. Nevertheless, recognizing the potential benefits of widening our audience, we aimed to incorporate new elements that could make the game more approachable without straying too far from the core gameplay mechanics. After all, it’s these mechanics that earned the game the admiration of a loyal fanbase.

We quickly realized that, as a team, we found ourselves in a completely new situation. We were developing a sequel and for the first time we needed to satisfy the expectations of not just a few hundred or a couple of thousand players, but millions of individuals from across the globe. Ultimately, each of these players had their own vision of what their ideal Ghostrunner 2 would be. I wasn’t prepared for the pressure this would place on us and, to some extent, it even disrupted the creative aspects of game development. Every new feature had to undergo a process of double validation—our internal review followed by a clash with player expectations.

As an interesting behind-the-scenes note, I can share that we tested an idea for a sword-throwing mechanic but quickly abandoned the concept in favor of faster and more practical shurikens. We also had ideas that never made it to execution, like a survival mechanic that could appear during the exploration of the wastelands outside the tower. This concept was centered around the idea that the player would be unable to stay in the sunlight for too long and needed to seek shade, but we discarded it due to concerns that it would significantly slow the gameplay, as it didn’t enhance our core mechanics. Some changes were clear and necessary improvements, such as fixing the save system to allow saving during missions, which didn’t always function correctly in the first Ghostrunner and often frustrated players. However, these minor yet impactful modifications were few and far between.

Delivering players more of what they’re seeking

What transpired became…

To create a more inviting environment, we envisioned incorporating a motorcycle. The idea was straightforward, though it may have initially seemed outlandish—our game is already incredibly fast-paced, so let’s provide Jack (the protagonist of Ghostrunner) with a vehicle that allows him to move even more swiftly. The objective was to transfer the rhythm that characterizes Ghostrunner onto a motorcycle. After months of fine-tuning the balance and controls (which we ultimately made quite arcade-like) and gathering extensive feedback from testing, we succeeded in delivering a gameplay experience brimming with excitement, grounded in the quick-paced, trial-and-error mechanics that perfectly align with Ghostrunner’s essence. It’s important to mention that not everything related to the motorcycle was perfect. With a vehicle and an expansive post-apocalyptic setting, we felt compelled to explore areas much higher than the segments surrounding the tower. In hindsight, I must admit it wasn’t the best idea, and while there may be a segment of fans who appreciated this sandbox-style experience more, the majority of players did not view this aspect as a valuable addition. Fortunately, it amounted to just two levels, after which we returned to the faster, more linear, and succinct gameplay paths.

By the end of development, we made an effort to achieve what was previously thought to be impossible, given our budget and the team size we had at the time. Gradually, feature by feature, the scope and complexity of the game grew closer to the AAA level. We incorporated elements such as a hub with NPCs, dialogue options, cutscenes integrated into the story, and a distinct roguelike game mode known as Roguerunner.exe.

To create this unique and complex mode, we leveraged the insights gained from Arena Mode in the original game. As an additional feature, Roguerunner.exe offered players a lot: unique, dedicated levels (300 types of combat arenas and 80 parkour challenges), bizarre (and occasionally wildly fun) upgrades to the protagonist’s abilities, and a completely different emotional experience due to the limited choices available for each run. We also included some abilities that didn’t make it into the main game, such as H.O.T., inspired by the influential Polish indie game Superhot, where time only progresses when the player moves.

The perilous trap of aiming too high

With all these new and enhanced features, along with a separate game mode ready for launch day, the entire project became a massive undertaking for our talented, yet still under 50-person development team.

We were aware that, despite our efforts to reach a wider audience, we were still crafting a hardcore game, which inevitably restricts the player demographic. We introduced a variety of modifications to balance the gameplay, making it more approachable for newcomers, such as the aforementioned ability to block attacks, shorter ability cooldowns, key special abilities, and a simplified…

Read More

  Default
Leave a comment

Your email address will not be published. Required fields are marked *