Interview

Rhombico Games is a successful indie studio that is currently developing interesting title Break, Enter, Repeat!

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We had the opportunity to speak with Federico Casares, the founder of Rhombico Games, who in 2016 independently launched his first project with the aim of learning how to develop games using the Unity Engine. The first game they released was Winds of Trade in February 2017, and since then the studio had many ups and downs, from changing name to attracting the attention of big-name publishers. They are currently working on an interesting game called Break, Enter, Repeat! which is in the early stages of development and will combine many other genres.

Every now and then they reveal something new about their game on Twitter, where they post short video clips to show us exactly what they are up to. In addition to developing games, they develop VR and AR applications, and help with game design and development. You can learn more about it on their official website. Rhombico Games is known as a studio with a passion for strategy and management games, and Break, Enter, Repeat! will be a new challenge for such a successful indie studio.

Could you please introduce Rhombico Games?

Of course. Rhombico Games is a small indie games studio based in the charming city of Vejle, Denmark. We used to be called Hermes Interactive but changed our name almost a year ago now. We have released three games so far: Winds of Trade in 2017, Automachef in 2019 and Power to the People in 2022.

Why did you decide to change your name from Hermes Interactive to Rhombico Games?

Let's just say we were pressured to change our name by a big multinational company that has way more lawyers than we do. But I still think it was a perfect opportunity to find a better name (and one that is better aligned with the kind of games we are passionate about), and a more coherent and well-planned visual identity. So, in the end, it paid off, and I'm thrilled with the result.

Break, Enter, Repeat! is the game you're currently developing and it's your fourth game in total. Do you feel experienced now after being in the game industry since 2017 and are you satisfied with how the sales of other games went?

I think it has been a wonderful learning experience during these 6 years since Winds of Trade came out. The learning never stops, and after every release I feel I have a whole array of new knowledge and tools to use to make even better and bigger games. The previous games sold well enough and allowed me to keep doing what I love doing the most.

What are some unique aspects of your games?

We like to put the focus on games that have unique game mechanics and that have some level of technical complexity in them. One good example of this are the programmable computers in Automachef, where players can write code (in an Assembly-like language) in the game to control their kitchen machines. Power to the People is also quite technical, as it deals with some of the complex aspects that power grids face in real life, such as transmission losses in power lines.

What kind of game is Break, Enter, Repeat!? Could you briefly introduce it to us?

To be perfectly honest, that is still an ongoing process, so, in a way, we are still figuring out what kind of game it is. But the essence of it is the following: it's a game about heists, but with a strong focus on resource management and strategy, instead of fast-paced action. Choosing your team, buying the correct gear, appraising items effectively, and doing surveillance of your target will be the core elements of the game, instead of timing your jumps to avoid lasers or pressing button sequences to climb walls.

What's the idea behind the graphics of the game? It looks minimalistic but it's really appealing.

By now it seems that this minimalistic, colorful and low-poly aesthetic is one of the signature moves of our studio, as you can see in Automachef and Power to the People. So, we are sticking to what we know, and we love!

There is a level editor in the game, is this something you've created and how will the players be able to use it?

The level editor is currently being developed, and we actually decided to start there instead of coding the actual game. It's a great way to get all the basics in place, so then developing a prototype of the game itself will be easier. And yes, we fully plan to allow players to create their own levels and then share them with the community, for example through the Steam Workshop.

Which game engine is running behind the Break, Enter, Repeat!?

It's Unity, which is the same engine we've used for all our previous titles.

Did you get inspired by other titles? Tell us which one and why? In our view, we can see some resemblance with The Sims.

We are definitely drawing some inspiration from The Sims, at least when it comes to the perspective that players will use to interact with the world. Other sources of inspiration include a German game from the 90s called Der Clou! (gameplay about burglaries), Sid Meier's Pirates! (main game loop) and Sea Rogue (some of the game mechanics).

Will there be a Steam store page soon for Break, Enter, Repeat!?

It might take a couple of months, but it will get there once we have a few more things to show and the game's identity settles a bit more. At this point we're not even sure of what the game's setting is going to be!

 How long have you been developing the game and where does it currently stand?

Right now, the game is in a very early stage. We've only started prototyping a thing or two in Unity around a month ago, even if the design process has been ongoing for probably an entire year now.

What are some of the key gameplay mechanics that players can expect to encounter in your game, and how do they work together to create a compelling experience?

We cannot give too much away at the moment... But I will mention a few to give you and your readers a more accurate idea of what to expect:

• A unique appraisal game mechanic that adds an extra layer of depth: players will need to hone their character's skills to accurately price items before they sell them (is this just an old hat or is it Abraham Lincoln's hat?!).

• No defeat condition: players can keep going until they retire. However, going to prison or laying low will cost valuable time.

• The game loop comprises selecting a target, gathering intelligence, planning the heist, executing it, and finally appraising and fencing the goods.

You're mainly using Twitter to show us some sneak peeks about your game, how important is it for small indie studios to use social media?

I think that nowadays, social media is definitely the most powerful tool that indie developers have in order to make an impact and get themselves noticed. With enough high-quality content and posting frequently, it's perfectly possible to get attention and a fan base without spending a single dollar on ads. However, it can be very time-consuming to do so, so it's still important to find a balance, so as not to delay development indefinitely. The current trend seems to point in the direction of short format video being the most important channel such as Instagram Reels, TikTok, YouTube Shorts, and so on.

We would like to thank Federico for his time and for giving us more information about his upcoming game. Best of luck!