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Rebots by FlatPonies launches after 6 years “We’re ready for more ambitious projects”

FlatPonies, a Copenhagen-based game development studio, is finally launching Rebots, a first-person automation game that invites players to explore a universe full of quirky robots and expansive worlds. With over six years of development behind them, Lead Producer Regő Porkoláb has learned some valuable lessons. “Don’t make a game for six years!”

“Rebots came from a simple concept. Jake Rasmussen, the game’s director, wanted to create a game about building and programming robots,” says Porkoláb. But this idea quickly evolved into something more complex and engaging. Unlike traditional games where AI characters often serve as enemies, Rebots makes them companions, collaborating with players to achieve common goals. This decision, as Porkoláb highlights, reflects the team’s aim to create a non-violent game that teaches players the basics of programming while offering an enjoyable yet challenging experience.

At its core, Rebots places players in the shoes of a new hire at the Rebots Corporation, a company that specializes in terraforming asteroids for various alien species. With the help of intelligent (but occasionally flawed) robots, players gather resources, craft tools and terraform planets, all in the name of intergalactic capitalism. “Rebots blends the automation and adventure genres,” Porkoláb explains. “It brings together resource gathering, crafting, building and working with robots, while also telling stories through the game’s alien characters.”

Crashed spaceship

The heart of the game lies in its Spaceport, a hub that serves as the player’s base and central narrative focus. “I think that’s the best feature in the game,” says Porkoláb. “It’s where the player crashes their spaceship at the start of the game and from there, it’s their job to restore the Spaceport and help the local aliens.” While the asteroids players explore are procedurally generated, the Spaceport itself is meticulously handcrafted by Level Designer Alice Persson, evolving as players progress through the game. “It’s a focused effort that ties the whole game’s progression together and it’s a joy to explore.”

The quirky graphical style of Rebots adds much to the overall mood of the game. “Our visual style is thanks to our amazing Art Director Simon Post,” says Porkoláb. “His style matches perfectly with the vision of a game that is relaxing and enjoyable while pleasing to the eye.” The game’s design contributes to the laid-back yet immersive atmosphere that sets Rebots apart from other games in the automation genre.

Team collaboration

However, the journey to bring Rebots to life has not been without its challenges. For Porkoláb, the hardest part of development has been maintaining a consistent vision while avoiding costly pivots. “It’s been crucial to hold fast to a strong and clear vision of the game,” he says. “If you need to pivot, be very, very careful because it can lead to large and long reworks, which can delay the project significantly.”

One of the most important lessons FlatPonies has learned during the six-year development process is the importance of team collaboration and planning. “We’ve gotten much better at the practical stuff of making things, prototyping, implementing and polishing,” Porkoláb notes. “We’ve also improved at planning, looking ahead and marketing the game.” 

“Our creative process has also changed immensely in that time,” he continues. “We have a very flat hierarchy, as is common in Denmark and that means that everyone’s voice needs to be heard. We facilitate an environment where happy people can make awesome games and that ties into everyone’s health and motivation. In the beginning of the project, there were a lot more spread out responsibilities, but as we became a larger team, we’ve also started to have people specialize into their roles.”

Financing the game

Financing a long-term development project like Rebots is no small feat. “Financing has been a combination of state grants by the Danish Game Scheme, working with partners like Unity to help develop their internal tools and investment through convertible loans,” he explains. This multi-pronged approach allowed the team to continue working on the game without compromising their creative vision.

Marketing Rebots was another area where FlatPonies had to learn and adapt. “We’ve tried a lot of things, a lot of which didn’t work,” Porkoláb admits. “We entered Steam Festivals, ran regular playtests and used social media.” Eventually, the team realized they needed additional support to bring the game to market, which led them to pitch the game to potential publishers. Their efforts paid off when they secured a deal with Astra Logical, a publisher that has helped support the game’s final stages of development and marketing.

Looking back, Porkoláb offers a candid takeaway: “Don’t make a game for six years!” he says with a laugh. “But in all seriousness, there’s a lot of lessons, both in how to make games and how to work together as a team.” As Rebots is launching, FlatPonies is not only celebrating the culmination of years of hard work but also looking forward to the future. “We’ve built a fantastic team over the last six years that’s ready to take on even more ambitious projects.”

Rebots is out now on Steam.

Eric Bartelson
Eric Bartelson
Editor-in-Chief of PreMortem.Games. Veteran game journalist for over 20 years. Started out in 1999 for game magazines (yes the ones made of paper) such as PC Zone Benelux, PlayNation and GameQuest, before co-founding Dutch industry paper Control Magazine.
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