Sydless

Sydless : How Sydless Came To Be

How Sydless Came To Be

Hello everyone!

As the year starts and the development progresses, we wanted to take a moment to talk about why Sydless exists, and what we are building beyond the surface-level chaos.

Right from the start, the goal wasn’t to make another traditional shooter. We were more interested in making players feel something: constant pressure. This also ties in neatly with the lore of the game (but more on that another time). Anyhow, we wanted to make sure the standing still never felt like the right answer, both in terms of what you need to do, and what you want to do.

That’s why movement is at the core of everything in Sydless. Sliding, jumping, bouncing off walls – all of it feeds momentum, which the game rewards through its combo system. In short, combat and movement aren’t separate systems: they’re deeply interwoven with one another.

When thinking about weaponry, we wanted to go beyond classic shooters’ weapons. Don’t get us wrong, we, like you, love a good gun design – but since we wanted the player to experience chaos, stress, and anxiety, we thought that a bouncing ball was the most appropriate weapon. Think about it: the last time you tried catching one – how did it feel?

And in the same spirit of “what evokes pressure?”, some of us fondly looked back at their years working in retail and what a rush-hour shift felt like, and we settled on a diner for the environment.

And just like that, you have the three core components of our movement shooter: movement, ball, and diner.

Obviously, this is an oversimplification of our creative vision, but please excuse this gist-ification – we have a game to finish!

If you’re interested in learning more about all this, let us know and we’ll get in greater details. And if you want to tag along – we’re pretty active on our socials:

TikTok

Twitter

Insta

See you soon!