Luna Abyss Interview – Inspirations, Gameplay, Narrative, Console Performance, and More

I’ve been checking out Luna Abyss, and it looks like Kwalee Labs is trying something really cool with the bullet hell genre. It’s not just about dodging tons of stuff – they’re building in a story and platforming elements too, which is pretty unique. Naturally, I had a bunch of questions, but luckily, I got to chat with Hollie Emery (co-founder, CEO, and production director), Benni Hill (co-founder, creative director, and consultant), and John Reynolds (technical director and CTO) to get the inside scoop.

Luna Abyss is a really interesting game that combines storytelling with the fast-paced action of bullet hell shooters. What led to the decision to blend these two different types of games?

We were inspired by story-driven, action-packed games like Nier: Automata, and wanted to bring that same feel to a world based on themes we’re passionate about. Our storytelling and action sequences, particularly the way they build and become more intense, were heavily influenced by Manga and Anime.

We really loved shoot ’em ups and classic arcade games with complex bullet patterns. We wanted to see if we could create a new kind of first-person shooter by figuring out how to display a huge number of bullets on screen in a 3D environment, and we thought it would be a really interesting challenge.

“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?

We drew a lot of inspiration for the game’s look from the endlessly sprawling structures in the manga BLAME!, as well as the stark, imposing style of Soviet Constructivist Brutalism. The cold, almost otherworldly feel of concrete helped us imagine the Abyss, and from that starting point, we blended in Victorian and dieselpunk influences to create a rich and detailed world.

We designed the gameplay based on our favorite action-adventure games. Exploring the alien world and shooting felt like playing Metroid Prime, while the intense, fast-paced combat was inspired by Nier: Automata. We wanted a game where dodging incredible bullet patterns and surviving powerful attacks was more important than aiming.

We drew inspiration from a wide range of sources, but our passion for manga and anime like Neon Genesis Evangelion, along with weird fiction, really fueled our vision for a distinctive and captivating world and story.

Where did the concept for the game’s primary location—a massive structure built within an artificial moon—originate?

We – Harry, Hollie, and I – spent a lot of time brainstorming ideas, and we kept returning to the same exciting concept: what if a new moon unexpectedly appeared in Earth’s orbit? We were fascinated by the possibilities – how would people react? Would it trigger a new wave of space exploration? And what secrets might the moon hold? These questions formed the heart of the mystery we wanted players to experience.

I remember Hollie Emery talking about how it all started with Harry being really into the manga BLAME!. He loved the idea of these massive, sprawling structures, and wanted to see something similar in a game. Honestly, we hadn’t really seen that done before, so we were super excited to try it. We also took a lot of inspiration from creepypastas, especially stuff like the Backrooms. That feeling of unease, that ‘uncanny valley’ vibe, and making the player feel tiny and insignificant within this huge, complex world – that was something we really wanted to capture.

Since Luna Abyss is set within a single, abandoned location, how did the developers prevent the different areas from feeling too similar to each other?

According to Benni Hill, the Abyss isn’t what it appears to be at first glance. Its structure is disorienting – things aren’t always as they seem, and spaces feel strangely connected. Surprisingly, you’ll find human-built structures within the Abyss, and uncovering their secrets is part of the game. This flexibility in the world’s design has allowed the team to create a variety of unique and captivating environments for players to explore!

“Without giving too much away, the Abyss is not always as it seems.”

How varied will the arsenal be in Luna Abyss?

In Luna Abyss, every weapon serves a purpose, designed to help you overcome the challenges you’ll encounter. We’ve included four different firearms, each with a unique role in combat – ranging from a versatile rifle (The Scout Rifle) to a powerful cybernetic shotgun (The Shieldbreaker). These weapons cover all combat styles, from precision shooting to dealing massive damage. Plus, you’ll have two special execution skills to help you recover health and eliminate groups of enemies.

Will certain weapons be more effective against specific enemy types or encounter designs?

In Benni Hill, every weapon serves a unique purpose, and enemies react differently, meaning you’ll need to switch weapons to defeat them effectively. For instance, some enemies have blue shields that can only be broken by the Shield Breaker weapon. While the Shield Breaker can be used all the time, it recharges slower than the Scout Rifle, so it’s best used strategically. We want players to seamlessly combine their shooting skills with movement, constantly switching between weapons to overcome challenges in combat.

What approach is Luna Abyss taking to storytelling?

We at the narrative team for Luna Abyss are dedicated to crafting a world experienced through the unique viewpoints of its characters – flaws and all. While there’s a central storyline with a clear ending for the main characters, the surrounding world and the unusual people you encounter are meant to be discovered organically, not simply explained. We believe interpretation is crucial, and we’ve focused on building that sense of discovery into the story from the beginning.

We collaborated with a fantastic group of voice actors – including Safiyya Ingar, Nina Yndis, David Menkin, Amelia Tyler, Patrick Moy, Dianne Pilkington, and Bethan Dixon Bate – to really make the story come alive.

We love crafting stories by showing the world through our characters’ unique viewpoints – and acknowledging that everyone sees things differently.

Many games benefit from being played more than once. What features in Luna Abyss make players want to return and play again?

In Luna Abyss, players can choose from different difficulty levels, including a challenging hard mode with tough bosses. The game also features many collectibles, like lore entries, that expand the story in interesting ways. A level select feature lets players revisit missions to find everything and complete the in-game codex.

As a game developer, what are your impressions of the PS5 Pro? Specifically, how does its more powerful graphics processing unit (GPU) affect how you create games compared to developing for the original PS5?

John Reynolds explained that more powerful GPUs let game developers create richer, more detailed game worlds, leading to a more immersive experience for players.

What are your thoughts on PSSR 2.0, and what opportunities does it open up for your game?

As a gamer, I’m really excited about PSSR 2.0. It basically lets game developers push for way better graphics – either super detailed environments with higher resolutions, or incredibly smooth gameplay at 60, 90, or even 120 frames per second. Honestly, that smooth framerate makes a huge difference in how immersive a game feels!

What resolution and frame rates are we aiming for on PlayStation 5, Xbox Series S, Xbox Series X, and the upcoming PlayStation 5 Pro?

John Reynolds says that Luna Abyss is designed to run at 1920×1080 resolution on all platforms. To maintain a smooth 60 frames per second – which is important for the fast-paced action – they’re using upscaling techniques on the Xbox Series S and Steam Deck. The game has also been officially verified to work well on the Steam Deck.

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2026-05-19 16:43