Simogo is maybe a darling amongst indie recreation lovers. Most generally identified for titles like Sayonara Wild Hearts and 2024’s Lorelei and the Laser Eyes, every one in every of their video games is wildly totally different from the final. Typically revolving round a single gameplay mechanic explored to its fullest. The studio is celebrating its fifteenth anniversary this 12 months, with the discharge of Simogo Legacy Assortment, of which you’ll be able to learn our preview right here, but in addition a e-book revealed by Misplaced in Cult: “Heartbeats, Goals and Laser Eyes: 15 Years of Simogo”. We reached out to Simon Flesser, co-founder of Simogo and needed to talk about their celebration, the upcoming Legacy Assortment and keep progressive as an indie studio in an ever altering video games trade.
Willem Hilhorst (WH): Earlier than we get began I would like to know extra concerning the present state of Simogo. Are you able to inform us just a little bit about how large the studio is and what your guideline is for initiatives?
Simogo is maybe a darling amongst indie recreation lovers. Most generally identified for titles like Sayonara Wild Hearts and 2024’s Lorelei and the Laser Eyes, every one in every of their video games is wildly totally different from the final. Typically revolving round a single gameplay mechanic explored to its fullest. The studio is celebrating its fifteenth anniversary this 12 months, with the discharge of Simogo Legacy Assortment, of which you’ll be able to learn our preview right here, but in addition a e-book revealed by Misplaced in Cult: “Heartbeats, Goals and Laser Eyes: 15 Years of Simogo”. We reached out to Simon Flesser, co-founder of Simogo and needed to talk about their celebration, the upcoming Legacy Assortment and keep progressive as an indie studio in an ever altering video games trade.
Willem Hilhorst (WH): Earlier than we get began I would like to know extra concerning the present state of Simogo. Are you able to inform us just a little bit about how large the studio is and what your guideline is for initiatives?
Simon Flesser (SF): Formally Simogo is simply me and Magnus “Gordon” Gardebäck. However we’ve got numerous folks we’ve got labored with for a few years, together with our full time programmer Magnus Jensen, who labored on this assortment. Freelancers who’ve labored on this and numerous our different initiatives are composer and audio skilled Daniel Olsén and graphic designer Åsa Wallander. And on the person video games there are in fact extra collaborators. You may examine our website www.simogo.com for everybody that we work with. We additionally share their challenge tales on the location, so have a look!
WH: In 15 years I am fairly positive that you have seen the trade change loads. Beginning Simogo through the peak of the cell video games market and slowly transitioning to extra elaborate video games for PC and Console. In your opinion, what has helped you run Simogo as a steady studio?
SF: Stubbornness and a will to maintain on making an attempt new issues on a regular basis.
WH: When you have been to ask me, Simogo’s video games are outlined by specializing in ideas which have a single gameplay thought and increasing on that with totally different situations. From the restricted interactions with puzzles in Lorelei and the Laser Eyes to Beat Sneak Bandit’s Rhythm gameplay. Does that interpretation replicate the working course of for Simogo when creating video games?
SF: Possibly! It’s tough to inform from the within. Ultimately, we simply make the video games and initiatives we really feel like making.
WH: You’ve got introduced the Simogo Legacy Assortment final month as a part of the fifteenth anniversary. How lengthy has this assortment been within the works?
SF: We’ve talked for perhaps ten years or so about making this assortment, however there has by no means been time or there have at all times been different initiatives that have been calling for our consideration. We lastly began work on the gathering in January this 12 months.
WH: I presume that the primary purpose was to protect and preserve the video games from Simogo related with the Legacy Assortment, however I am nonetheless extremely curious as to what was the driving pressure behind this assortment on your group?
SF: As you say, the primary thought was to protect the video games. As we grow old, you begin to consider your legacy extra, I suppose, and we predict that is one of the best factor we may accomplish that that after we are ultimately gone, perhaps folks will know that there was as soon as a small studio within the south of Sweden known as Simogo.
WH: How laborious was it to open up these initiatives once more and get them engaged on a Nintendo Change? Have been there any shocking when making an attempt to entry these (outdated) information, initiatives or plugins?
SF: It’s harder than I believe most individuals would guess. With out getting too technical, a part of the issue is that numerous these video games have been “based mostly” on one another. We developed and used the identical tech and when you acquire these video games facet by facet, they’ll get confused by one another as they’re calling on the identical features.
One other large problem was to have the ability to swap between resolutions and facet ratios on the fly. The video games have been solely ever designed to begin of their most well-liked decision after which by no means change. So there was numerous guide labour and checks that wanted to be mounted to attain this!
Then in fact there have been numerous design points that wanted to be solved, associated to with the ability to play the video games and not using a touchscreen.
WH:Was there an emotional response to re-experiencing these video games after ten, maybe fifteen years? How does it really feel as a creator to be reunited together with your work?
SF: Each good and dangerous! It’s loads like images of your self whenever you have been younger, which you’ll be able to think about will not be at all times optimistic! It’s simple to really feel embarrassed, however you additionally really feel happy with what you have been capable of obtain.
WH:What was the response from group members that weren’t a part of Simogo when these video games have been initially launched?
SF: Most of them are previous pals and are acquainted with the video games, however attending to know them technically and reexamine them from the within should have been attention-grabbing. As a facet word. Daniel might be among the best SPL-T gamers on this planet, with over 600 splits!
WH: I like the presentation and magnificence you’ve got chosen for this assortment, resembling a cell storefront, however with simple details about the controls and context of the sport’s creation. Was that interface one thing that got here naturally with this challenge? Or was it one thing you stumbled upon alongside the best way?
SF: Thanks! First we had imagined it being one thing nearer to the menus of the NES and SNES mini with large icons, however as we set to work on the totally different show modes with a visual pill body, the concept of an “OS” shortly naturally reworked into its present state.
WH: Translating the interactions with a cell gadget to a console takes numerous work. Each the in the best way controls play a component, equivalent to gadget rotation, contact interfaces and different options of a cell gadget, however maybe additionally in the best way we use telephones and tablets in another way from recreation methods. What was key for you in making the controls work? And have been there issues that you just weren’t capable of get working correctly on Change (2)?
SF: Our discussions over time had at all times been centered round making an attempt to remake or “consolify” these video games. However as we determined to truly begin making the gathering, we knew that the intention must be to maintain the expertise as shut as doable to the originals. With this in thoughts, we got here up with a cursor as the primary approach to work together with the video games, both by way of sticks, movement or mouse. An early resolution was to not make customized options for every video games particular person interactions, which led us to each with the ability to let gamers rotate the screens manually to change between portrait and panorama (and in addition mimic gyro when not out there), and the inclusion of a second cursor, so we might be capable to mimic multi-touch.
WH: Do you and Gordon have a favourite recreation on this assortment?
SF: My favorite is and has at all times been SPL-T. It’s a recreation I can carry on taking part in perpetually, and be fascinated on my own. Gordon’s favorite is DEVICE 6, as a result of he feels that it challenges what video games are, and will be.
WH: You went a step past and even launched playable prototypes for among the included video games and even unreleased titles. I adored the Mysterious December Machine. That is nonetheless fairly unparalleled within the bigger video games trade. What was your pondering behind this transfer and the way difficult was it to get these prototypes working?
SF:To be sincere probably the most tough factor was to seek out the early prototypes! We merely needed the gathering to color the fullest doable image of Simogo, and be capable to collect all additional materials in a single place for long-time followers of the studio.
WH: You’ve got chosen to publish this assortment yourselves, regardless that Annapurna Interactive was a part of the publishing for Sayonara Wild Hearts and Lorelei and the Laser Eyes. Was this since you needed to maintain this challenge below your management? Or was there no publishing curiosity to (re)launch your older work?
SF: It felt like probably the most pure factor, because the originals have been additionally self-published. We by no means thought of pitching it to any writer.
WH: There are such a lot of builders that acquired their begin making video games for cell, Adobe Flash and different software program codecs which have made these video games inaccessible for many years. What’s the worth for Simogo as a studio to return to those works and preserve them out there for the long run?
SF: The largest values are that individuals who weren’t capable of play them prior to now can, and that they’re much less prone to disappear when they’re on new platforms.
WH: Did you are taking inspiration from cultural establishments, equivalent to archives, museums or reveals? Particularly in how the video games are contextualized throughout the broader historical past of Simogo as a studio?
SF: Including dates to every thing, to place them in an historic context was essential to us, however I’m not positive I might say that we have been immediately impressed by museums or archives.
WH: Do you will have any recommendation or encouragement for different studios what you are making an attempt to attain with Simogo Legacy Assortment and could also be contemplating one thing related on their very own?
SF: Attempt to withstand the temptation to repair any blemishes or polish up the video games, and concentrate on making probably the most true to the unique expertise!
WH: Lastly, any phrase on what we’d be capable to count on within the subsequent fifteen years from Simogo? Do you wish to develop the studio? Or return to a different of your sequence now that individuals are extra acquainted with them?
SF: No, we don’t wish to develop! If I knew what the following 15 years held, it wouldn’t be enjoyable.
The enjoyment is to see the place the journey would possibly take us.
Simon Flesser (SF): Formally Simogo is simply me and Magnus “Gordon” Gardebäck. However we’ve got numerous folks we’ve got labored with for a few years, together with our full time programmer Magnus Jensen, who labored on this assortment. Freelancers who’ve labored on this and numerous our different initiatives are composer and audio skilled Daniel Olsén and graphic designer Åsa Wallander. And on the person video games there are in fact extra collaborators. You may examine our website www.simogo.com for everybody that we work with. We additionally share their challenge tales on the location, so have a look!
WH: In 15 years I am fairly positive that you have seen the trade change loads. Beginning Simogo through the peak of the cell video games market and slowly transitioning to extra elaborate video games for PC and Console. In your opinion, what has helped you run Simogo as a steady studio?
SF: Stubbornness and a will to maintain on making an attempt new issues on a regular basis.
WH: When you have been to ask me, Simogo’s video games are outlined by specializing in ideas which have a single gameplay thought and increasing on that with totally different situations. From the restricted interactions with puzzles in Lorelei and the Laser Eyes to Beat Sneak Bandit’s Rhythm gameplay. Does that interpretation replicate the working course of for Simogo when creating video games?
SF: Possibly! It’s tough to inform from the within. Ultimately, we simply make the video games and initiatives we really feel like making.
WH: You’ve got introduced the Simogo Legacy Assortment final month as a part of the fifteenth anniversary. How lengthy has this assortment been within the works?
SF: We’ve talked for perhaps ten years or so about making this assortment, however there has by no means been time or there have at all times been different initiatives that have been calling for our consideration. We lastly began work on the gathering in January this 12 months.
WH: I presume that the primary purpose was to protect and preserve the video games from Simogo related with the Legacy Assortment, however I am nonetheless extremely curious as to what was the driving pressure behind this assortment on your group?
SF: As you say, the primary thought was to protect the video games. As we grow old, you begin to consider your legacy extra, I suppose, and we predict that is one of the best factor we may accomplish that that after we are ultimately gone, perhaps folks will know that there was as soon as a small studio within the south of Sweden known as Simogo.
WH: How laborious was it to open up these initiatives once more and get them engaged on a Nintendo Change? Have been there any shocking when making an attempt to entry these (outdated) information, initiatives or plugins?
SF: It’s harder than I believe most individuals would guess. With out getting too technical, a part of the issue is that numerous these video games have been “based mostly” on one another. We developed and used the identical tech and when you acquire these video games facet by facet, they’ll get confused by one another as they’re calling on the identical features.
One other large problem was to have the ability to swap between resolutions and facet ratios on the fly. The video games have been solely ever designed to begin of their most well-liked decision after which by no means change. So there was numerous guide labour and checks that wanted to be mounted to attain this!
Then in fact there have been numerous design points that wanted to be solved, associated to with the ability to play the video games and not using a touchscreen.
WH:Was there an emotional response to re-experiencing these video games after ten, maybe fifteen years? How does it really feel as a creator to be reunited together with your work?
SF: Each good and dangerous! It’s loads like images of your self whenever you have been younger, which you’ll be able to think about will not be at all times optimistic! It’s simple to really feel embarrassed, however you additionally really feel happy with what you have been capable of obtain.
WH:What was the response from group members that weren’t a part of Simogo when these video games have been initially launched?
SF: Most of them are previous pals and are acquainted with the video games, however attending to know them technically and reexamine them from the within should have been attention-grabbing. As a facet word. Daniel might be among the best SPL-T gamers on this planet, with over 600 splits!
WH: I like the presentation and magnificence you’ve got chosen for this assortment, resembling a cell storefront, however with simple details about the controls and context of the sport’s creation. Was that interface one thing that got here naturally with this challenge? Or was it one thing you stumbled upon alongside the best way?
SF: Thanks! First we had imagined it being one thing nearer to the menus of the NES and SNES mini with large icons, however as we set to work on the totally different show modes with a visual pill body, the concept of an “OS” shortly naturally reworked into its present state.
WH: Translating the interactions with a cell gadget to a console takes numerous work. Each the in the best way controls play a component, equivalent to gadget rotation, contact interfaces and different options of a cell gadget, however maybe additionally in the best way we use telephones and tablets in another way from recreation methods. What was key for you in making the controls work? And have been there issues that you just weren’t capable of get working correctly on Change (2)?
SF: Our discussions over time had at all times been centered round making an attempt to remake or “consolify” these video games. However as we determined to truly begin making the gathering, we knew that the intention must be to maintain the expertise as shut as doable to the originals. With this in thoughts, we got here up with a cursor as the primary approach to work together with the video games, both by way of sticks, movement or mouse. An early resolution was to not make customized options for every video games particular person interactions, which led us to each with the ability to let gamers rotate the screens manually to change between portrait and panorama (and in addition mimic gyro when not out there), and the inclusion of a second cursor, so we might be capable to mimic multi-touch.
WH: Do you and Gordon have a favourite recreation on this assortment?
SF: My favorite is and has at all times been SPL-T. It’s a recreation I can carry on taking part in perpetually, and be fascinated on my own. Gordon’s favorite is DEVICE 6, as a result of he feels that it challenges what video games are, and will be.
WH: You went a step past and even launched playable prototypes for among the included video games and even unreleased titles. I adored the Mysterious December Machine. That is nonetheless fairly unparalleled within the bigger video games trade. What was your pondering behind this transfer and the way difficult was it to get these prototypes working?
SF:To be sincere probably the most tough factor was to seek out the early prototypes! We merely needed the gathering to color the fullest doable image of Simogo, and be capable to collect all additional materials in a single place for long-time followers of the studio.
WH: You’ve got chosen to publish this assortment yourselves, regardless that Annapurna Interactive was a part of the publishing for Sayonara Wild Hearts and Lorelei and the Laser Eyes. Was this since you needed to maintain this challenge below your management? Or was there no publishing curiosity to (re)launch your older work?
SF: It felt like probably the most pure factor, because the originals have been additionally self-published. We by no means thought of pitching it to any writer.
WH: There are such a lot of builders that acquired their begin making video games for cell, Adobe Flash and different software program codecs which have made these video games inaccessible for many years. What’s the worth for Simogo as a studio to return to those works and preserve them out there for the long run?
SF: The largest values are that individuals who weren’t capable of play them prior to now can, and that they’re much less prone to disappear when they’re on new platforms.
WH: Did you are taking inspiration from cultural establishments, equivalent to archives, museums or reveals? Particularly in how the video games are contextualized throughout the broader historical past of Simogo as a studio?
SF: Including dates to every thing, to place them in an historic context was essential to us, however I’m not positive I might say that we have been immediately impressed by museums or archives.
WH: Do you will have any recommendation or encouragement for different studios what you are making an attempt to attain with Simogo Legacy Assortment and could also be contemplating one thing related on their very own?
SF: Attempt to withstand the temptation to repair any blemishes or polish up the video games, and concentrate on making probably the most true to the unique expertise!
WH: Lastly, any phrase on what we’d be capable to count on within the subsequent fifteen years from Simogo? Do you wish to develop the studio? Or return to a different of your sequence now that individuals are extra acquainted with them?
SF: No, we don’t wish to develop! If I knew what the following 15 years held, it wouldn’t be enjoyable.
The enjoyment is to see the place the journey would possibly take us.


