Bloomberg reporter Jason Schreier’s 2017 bookBlood, Sweat, and Pixelsopens talking about how it’s a miracle that any video game manages to get made, and this is a sentiment echoed by Cuddle Monster Games founder Hannes Rahm. “Making any game is hard,” Rahm said, and he primarily worked alone on his latest release,Lone Ruin. As CEO of Cuddle Monster, Rahm was the programmer, designer, and artist on thisindie game; his brother Alfred is responsible for sound design and music.

Solo work can be rewarding. The Swedish action-roguelike is dripping with the kind of visual aesthetics, soundscape, and general “juiciness” that Hannes loves from prior work and myriad inspirations. However, that vision doesn’t always land with audiences.Lone Ruinhas a"Mixed" reception on Steamas of this writing, with nearly 100 reviews that offer a lot of “fair criticism.” Game Rant spoke to Hannes about howLone Ruincame to be, and what kind of post-launch changes are being considered.

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The House that Built Lone Ruin

Lone Ruinis not Cuddle Monster Games' first venture. The studio’s commercial debut wasHell is Other Demons, a 2D bullet-hell shooter with a focus on arcade action released for PC and Switch in 2019 with the help of Kongregate (which advertised it as a part of the Kartridge storefront). Hannes worked alone on design, but had music created by Remi “The Algorithm” Gallego and sound design byVVVVVVcomposer Magnus Palsson.

This latest project began about two years ago as a one-week challenge set by Hannes when he was itching to create something before a planned vacation. The limited time commitment led Hannes down the path of a twin-stick shooter, a fresh perspective given his usual leaning toward platformers. Originally titled “Robes,” this experiment took inspiration from “gems” likeVlambeer’sNuclear Throne, Devolver Digital-publishedDownwell, and a327ex’sSNKRX.

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Outside observers may also draw comparisons toHades, which Hannes said is “hard to escape” - especially following theannouncement ofHades 2at The Game Awards 2022. WhileLone Ruin’s “pick your exit” map design does pull fromHades, he also said he’d be surprised if visual inspiration did not seep in given his admiration of Supergiant Games art director Jen Zee. However, Heart Machine’sHyper Light Drifterwas a more concrete inspiration, as its use of strong colors “left a huge mark” on Hannes.

“Cyans, pinks, and purples are definitely recurring colors in my work. They usually stand out in a crowd of desaturated thumbnails. I generally want my games to lift you up, rather than bring you down.”

In terms of music, Hannes and Alfred “didn’t want to do any of theregular orchestral fantasy stuff.” Instead, they began with a Neuropunk/Neurofunk sound inspired by artists like Gydra and Magnetude that Alfred “morphed” into something which fit “like a glove.” Working with his brother has been one of Hannes' favorite things aboutLone Ruin. “Being his first game soundtrack and in a genre he’s not worked a lot in before, I’m amazed how smooth the process and how good the outcome was.”

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What’s Next for Lone Ruin, Cuddle Monster Games

It has been “a roller coaster” of emotions since launchingLone Ruinon January 12, according to Hannes. While he feels a lot of love onsocial media like Twitter and Discord, criticisms on Steam have also driven quick changes.

“I care a lot about how the players feel, and seeing unsatisfied players breaks my heart.”

Hannes saidLone Ruinwas designed with short play sessions in mind, including no meta-progression. “Your first run has the same potential as your last, and no content is locked away behind some grindable in-game currency.” He points to2022’s break-out indie hitVampire Survivorsas an antithesis to his design philosophy, but recognizes that without the same tangible rewards, it can make a game feel too short. This is the main feedback Hannes has received.

Some ideas to encourage replayability are being toyed with, such as adding a checklist for which starting spells were used to reach the center of the ruins or a difficulty-boosting system akin toSlay the Spire’s AscensionorHades' Heat. Hannes is also hopeful cut ideas can arrive in future patches, from extra perks to rerolling shop items, and even a “blood orbs” spell that was so powerful it cost health to use.

Prototyping is also being done for Hannes and Alfred’s next project, though it’s too early to say what this might be. All Hannes knows is it will take lessons fromHell is Other DemonsandLone Ruininto account. One of the biggest lessons he imparts is that “post-release blues is real” regardless of how successful a project turns out. “Having next steps planned can really help keep your spirits up.”

Lone Ruinis available now on PC and Switch.

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