The part of Serious Sam that could not change
Shatterverse lets you play alone or with four other Sams, lose a run, unlock new options and try again. That is a big change for a series built around mowing down huge hordes without letting up. We covered the game's co-op roguelite reveal when it was announced. Now game director Nic Duchesne of Behaviour Interactive tells us what the team refused to lose.
Answers have been lightly edited for clarity. The game is out now on PC, PS5 and Xbox Series X|S.
INSERT FUTURE: What was the one thing you could not afford to lose when bringing Serious Sam to a roguelite structure?
Nic Duchesne: We wanted players to face large groups of enemies that die quickly. Shooting through those crowds and watching them burst apart had to remain satisfying, even as the structure changed.

What a failed run gives back
The unlocks are the roguelite side of Shatterverse: your next attempt can begin with new options even if the last one ended in defeat.
INSERT FUTURE: Dying and starting over can become a grind. What does a player take away from a failed run?
Duchesne: We designed our progression loop to be generous. After each run, you can unlock weapons, upgrade Intel (one of the game's progression systems), and equip or rank up Trinkets, the accessories that let you adjust your loadout. If a loadout proves ineffective, you can swap Trinkets and try a different approach next time.
From one Sam to five
INSERT FUTURE: How much does the experience change as more friends join?
Duchesne: The game is balanced for one to five players. Solo, you are a one-Sam army and everything rests on you. Add more Sams, and you can tackle hordes and objectives more tactically. With four or five players, strategy often gives way to frantic, glorious chaos. Players can choose the style they prefer.
In a separate Xbox Wire article, Duchesne explains that Shatterverse has offline solo play and peer-to-peer co-op, rather than relying on dedicated servers.
INSERT FUTURE: The multiverse brings different Sams together. What can you do with it that a more traditional entry could not?
Duchesne: It gives us creative freedom to explore new territory while drawing on the franchise's history. There is a huge range of familiar weapons, enemies and worlds we can bring into Shatterverse.
Croteam, the final boss and what might come next
INSERT FUTURE: Behaviour made the game, but Croteam created Serious Sam. What did that collaboration look like?
Duchesne: Croteam has been crucial in developing Shatterverse and a guiding hand. We were free to take the game in the direction we wanted, while Croteam provided feedback and explained why certain decisions had been made in earlier titles.
INSERT FUTURE: Without spoiling it, is there an encounter you are especially proud of?
Duchesne: The final boss is a crescendo of mayhem and chaos that takes you on a wild ride.
INSERT FUTURE: There are plenty of roguelites competing for players' time. Who should give Shatterverse a try?
Duchesne: Shatterverse is an accessible introduction to roguelites and boomer shooters. It is easy to pick up with friends, welcoming to newcomers to both the franchise and the genres, and deep enough to reward mastery.
INSERT FUTURE: What would you like to add after launch?
Duchesne: There are many worlds, enemies, weapons, bosses, Intels, Sams and other things we would like to visit or revisit. We are not short of ideas and hope to bring some of them to Shatterverse.

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