With Luna Abyss, developer Kwalee Labs wants to present players with an interesting twist on the bullet hell genre by focusing on its narrative and platforming alongside the combat. This, as you might expect, has led us to ask many questions. Thankfully, studio co-founder, CEO and production director Hollie Emery, co-founder, creative director and consultant Benni Hill, and technical director and CTO John Reynolds were kind enough to give us more details.
Luna Abyss occupies a unique space as a narrative focused bullet hell shooter. What inspired this pairing of genres?
Benni Hill: We have always been inspired by high-octane action games that tell stories – such as Nier: Automata – and wanted to take that inspiration into thematic areas that we as a team were interested in. A lot of Manga and Anime inspired how we approached our storytelling and action – with a focus on escalation and high-stakes.
Hollie Emery: We were also a bit obsessed with shmups and classic cave shooters, and exploring high density bullet hell patterns. We wanted to overcome the challenge of rendering lots of bullets on screen in a 3D space, as we felt it would create a unique gameplay experience for a first person shooter.
"Our visual style was heavily inspired by the infinite structures from the manga BLAME!"
What were the biggest inspirations behind Luna Abyss in terms of story, gameplay, and visual style?
Benni Hill: Our visual style was heavily inspired by the infinite structures from the manga BLAME! As well as soviet constructivist brutalism. The almost alien feel of concrete allowed us to conceptualise the Abyss, and from there we let our imaginations run wild – bringing in Victorian and diesel punk elements to build out the world.
For gameplay, we really drew on our love of action-adventure games – the feeling of exploring an alien environment and using the gun to interact via shooting was inspired by Metroid Prime, whereas the bullet-hell action was inspired by Nier: Automata. We envisioned a game where aiming was not the goal, but evasion of awesome bullet patterns, and high-threat attacks.
Narratively our inspiration comes from many different areas – but our love for manga and anime such as Neon Genesis Evangelion – as well as strange fiction – drove our creativity to develop what we feel is a unique and engaging world and story.
How did the idea for the game’s main setting, a strange megastructure inside an artificial moon, come together?
Benni Hill: Harry, Hollie and myself had gone through a long process of concept exploration, and found that we kept coming back to one core concept – what if a new moon suddenly showed up in Earth’s orbit? What would people do? Would it spark a new type of space-race? What would they find on it? These questions were exciting, and the more we dug into them the more we found. The questions drove the mystery, and we wanted to share that mystery with players.
Hollie Emery: Harry was reading the manga BLAME! and wanted to explore megastructures in a game setting too. We hadn’t really encountered that style in a game before, so we were really excited to explore it. Creepypastas were also inspirational, such as the backrooms: weird, uncanny valley discomfort, and playing with scale to make the player feel like a small cog in a large machine.
Given that Luna Abyss takes place inside a derelict structure, how has the team avoided making its environments feel repetitive?
Benni Hill: Without giving too much away, the Abyss is not always as it seems. The structure is very liminal – what is up may be down – spaces that feel that they should be outside are inside. There is human architecture within the Abyss as well – these are mysteries that we want players to uncover as they play – but the flexibility of the world’s mystery has allowed us to create a suite of unique and interesting environments to explore!
"Without giving too much away, the Abyss is not always as it seems."
How varied will the arsenal be in Luna Abyss?
Benni Hill: Every weapon in Luna Abyss has a specific reason to exist to counter the enemies that you will face as you explore. We have four firearms, each with specific roles in combat – from a standard rifle (The Scout Rifle), to a cybernetic shotgun (The Shieldbreaker). The four weapons cover everything from sharpshooting to heavy artillery. To top that off we also have two execution skills to help regain health and clear multiple enemies.
Will certain weapons be more effective against specific enemy types or encounter designs?
Benni Hill: Each weapon has a specific reason to exist, and enemies will have varying states that require specific weapons to be used to overcome them. An example of this is that some enemies will have a blue shield that requires the Shield Breaker to shatter it. The Shield Breaker can be used as a standard weapon too, but has a longer cooldown than the Scout Rifle, so overusing it isn’t a wise choice. We aim for players to be fluidly moving between their arsenal in flow as they carve their way through the combat encounters – combining their firearms skills with their traversal skills.
What approach is Luna Abyss taking to storytelling?
Benni Hill: Our narrative team is passionate about building a world through the eyes of the characters that exist within it – including the inconsistencies of personal perspectives. There is a traditional narrative to follow at the heart of Luna Abyss that flows through to a conclusion for the protagonists, but the periphery of this world – and the strange characters you meet along the way – is for the player to discover, rather than for it to be forced on them. Interpretation is important to us, so instilling this idea in the story has always been key from the start.
Hollie Emery: We worked with loads of awesome voice actors to bring the story to life too, such as Safiyya Ingar, Nina Yndis, David Menkin, Amelia Tyler, Patrick Moy, Dianne Pilkington, Bethan Dixon Bate and more.
"Our narrative team is passionate about building a world through the eyes of the characters that exist within it – including the inconsistencies of personal perspectives."
Replayability is often an important part of the genre. How does Luna Abyss encourage multiple playthroughs?
Benni Hill: Luna Abyss has varying difficulty modes, including a hard mode, where players can challenge themselves to beat the game’s toughest bosses. There are also a lot of discoverable collectables, such as codex lore entries, that build out the story in unique ways. We have a level select to allow players to jump into missions to search for missing content and try to fill out the codex to hit 100%.
From a developer perspective, what are your thoughts on the PS5 Pro, and how does the added GPU power change your approach compared to the base PS5?
John Reynolds: Any increase in GPU power allows the developer to share the game world in more detail and give the player a more immersive experience.
What are your thoughts on PSSR 2.0, and what opportunities does it open up for your game?
John Reynolds: PSSR 2.0 allows games to target higher resolutions or framerates, which can show off the environments in all the detail, or get the smooth 60, 90, or 120 frames per second that make the experience feel great.
What resolutions and frame rates are you targeting on PS5, Xbox Series S, Xbox Series X and PS5 Pro?
John Reynolds: Luna Abyss targets 1920×1080 for all platforms. With the Series S and Steam Deck, we’re using some upscaling to keep the 60 framerate that makes the bullet hell work so well. The game is also Steam Deck verified.