If you were one of the lucky ones who read my first feature about Footgun: Underground, then you’ll know that I used to be rather partial to a game about the beautiful game. In recent years, however, I’ve struggled to get into these sorts of games, but that has changed since Footgun came into my life.
Following up on my time with the demo, I’ve recently returned to the underground caverns of this novel game about a baller and his bionic leg who uses rogue-infused balls to blast monsters. Phew. That’s because Footgun: Underground is about to launch on PC Steam, with the goal being to release the game on April 30th.
With launch looming and with Footgun playing like a dream on my Steam Deck, I dived on the chance to interview Turtle Knight Games’ Eduard Dobermann and put a few questions to him about the game. Here’s the interview, in full and largely unedited. Check it out and stay tuned for more coverage on or around April 30th!

Footgun is made up of some very different ideas and themes – how did they all come together?
The concept for Footgun: Underground stemmed from a desire to innovate within the rogue-like and platformer genres. I was inspired by other rogue-likes that employed alternative fighting mechanics, which opened my eyes to the potential for innovation in combat systems.
The unique idea of using a ball as the primary weapon emerged from a fusion of sports mechanics—specifically soccer and pool—which require precision and strategy. This ball mechanic, along with the atmospheric underground settings, was a perfect fit for the fast-paced and challenging nature of rogue-like games.
This integration of distinct themes and ideas was a result of creative experimentation, aiming to offer a fresh and engaging gameplay experience that felt new yet familiar to fans of the genre.
Tell me about the physics and how you’ve perfected that side of things because I’m guessing that getting that right must have been a challenge!
The physics are a critical aspect of the gameplay, and we handle most of this through the Unity Engine. The challenge was not just using Unity’s physics but ensuring they enhanced the game without causing disruptions. We had to be selective about the functions we used, avoiding those that could conflict with the system.
Perfecting the physics involved a lot of testing and tweaking to ensure the ball movements and interactions felt realistic yet still matched the fast-paced and strategic gameplay we wanted. This careful adjustment helped us create a seamless and engaging experience.

What has been the most challenging aspect when building roguish mechanics into a game like this?
Integrating rogue-like mechanics into Footgun: Underground presented several unique challenges, particularly when it came to managing items in the game’s database system and ensuring a good inventory experience across different input devices. These aspects were unexpectedly challenging, largely due to our initial lack of experience with such systems.
You recently had a demo out for Steam Next Fest. What is the most important lesson you’ve learned from your audience and what – if any – changes did their feedback prompt?
During the demo release at Steam Next Fest, one of the most enlightening lessons we learned from our audience concerned the game’s difficulty level. Player feedback on this aspect varied widely, with some finding it too challenging and others considering it too easy. This broad range of experiences prompted us to focus more on balancing the game to better cater to different types of players.
The overall feedback from the Steam Next Fest demo for Footgun: Underground was very positive. Players primarily suggested only minor changes, focusing on refining the behaviour of specific items. These adjustments have helped us fine-tune the gameplay, ensuring a more intuitive and enjoyable experience for all players.

What other roguelike games have inspired you and had an impact on Footgun?
Several roguelike games have inspired Footgun: Underground and influenced its development. Games like Backpack Heroes and Peglin were particularly impactful for their innovative and alternative combat mechanics. These games demonstrated how to creatively diverge from traditional combat systems, which guided our approach to integrating the unique ball-based combat.
Additionally, Brotato was where we got the idea of the merge mechanic for the item upgrade system.
Finally, what are your plans for the game after launch? Do you expect to add new content via updates, that sort of thing?
After the launch of Footgun: Underground, our plans for the game will largely depend on the community’s reception and the size of the playerbase we attract. If the game is well-received and gains a solid following, we are fully open to the idea of adding more content through updates. This could include new levels, mechanics, or a hole new biotope.
We are also considering a port to Nintendo Switch. Given that Footgun: Underground already performs excellently on the Steam Deck, we are optimistic about its potential on this platform.
Once more for posterity. Footgun: Underground is heading to PC Steam on April 30th. Wishlist it here.




