Genopanic, a new pixel platformer, has been under development for over two years. It’s close to being released but was recently pushed back from its initially targeted October 23 date. Still,Genopanicwill be a continuation ofSpace Expeditionand looks to fill in the gap that it left in some players over 10 years ago. Players will take on their next space adventure where they make their way through a research station thatcreates genetically modified monsters.

Despite the short gameplay forSpace Expedition, the prequel toGenopanic, fans raved about its classic atmospheric pixel art design. In a recent interview with Game Rant, producer Anton Surkov shared thatGenopanicwill have a “new” aesthetic, but it will still appeal to players who played the first installment. For some fans, the atmosphere and artwork may tug on nostalgic heartstrings, as Surkov revealed how the team drew inspiration from many classic platformers.

genopanic gameplay

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The Classics

Weapons, mutants, and puzzles are what players are going to get out ofGenopanic. Behind all of that, Surkov said he pulled “only some” elements from some beloved predecessors. This includes, but is not limited to, the eerie feeling inMetroid Prime Hunters, Mega Man 2orMega Man 11-style gameplay, andthe characters ofHollow Knight.

InGenopanic, players have four different endings, which all depend on actions and decisions. Players can also go through the levels in a non-restrictive order.

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As always, our main inspirations remain classic platformers! We tried to collect only some elements from them. For example Metroid with its wonderful atmosphere, especially the Metroid Fusion series. Beautiful locations - we love it. Good old Mega Man - simple controls and wonderful platforming. And we tried to transfer the cuteness of characters and monsters from our favorite Hollow Knight. We didn’t forget about Half-life with its intricate corridors and amazing weapons like the Grav-gun!

An Immersive Experience

According to Surkov, music and sounds are “literally half of the game.” It may have been recognizable to players inSpace Expedition, which seemed to have a heavy emphasis on establishing the player as alone astronautin a faraway place, exploring unchartered territories. Footsteps would linger while blaster noises would echo with a combination of music that made it clear that the place was not of Earth. This seems to be mimicked in the upcomingGenopanic.

Players will hear crumbling compartments, creaking and rustling, and splashing water, but two of the biggest additions will be the protagonist’s assistant, LAIK, and the rivaling VOLGA, both of whom will speak to the player.Motifs that were followed for the second installmentare an “open, large, denied, abandoned planet with confined and pressurized walled rooms with traps and monsters inside the station,” which Surkov said makes all the difference in the immersion. Sound designer Evgeny Balaev additionally told Game Rant his strategy for what was initially challenging.

Since the game is drawn in pixel art, I decided to play on nostalgia too and write music for the game using old-school sounding synthesizers. The mood I chose was melancholic and aloof, probably like how a cosmonaut on a distant planetoid would feel. In addition to the music, a constant element in the game is a layer of background noise, which becomes more noticeable if the player turns off the music in the menu. In this layer there are various mysterious and scary samples… To make the characters sound cute, we often personally participate in their voicing and put not only our soul, but also our voice into the game.

Genopanicwill likely win the hearts of veteran platformer gamers and avid fans of adventure games, but for now, fans should keep their ears to the ground for additional information.