Developed by PlaySide Studios, World Boss is a first-person shooter that sees 16 players battle it out online in an arena-like environment, with only one to be crowned the “world boss”.
It’s being compared to the likes of Fortnite, but its creators say World Boss adds its “own character” to the table.
Bringing in popular Aussie gamers LazarBeam and Fresh, PlaySide Studios is hoping their expertise will feed exciting new ideas into the game.
Steven Yeakey, general manager for PC and console at PlaySide, has worked on the game since day one, he says their partnership with the pair has helped to steer the game in the right direction.
“They’ve been instrumental in helping provide feedback, connecting us with the right people to playtest the game early, and really helping us validate our ideas,” Yeakey told 9news.com.au.
Yeakey said Fresh helped knuckle down the weapon balance for the game, while LazarBeam helped guide the PlaySide Studios team by implementing fun perks and other gameplay elements.
“We have a very specific kind of feel to the game and he was instrumental in making sure that that was not just feeling good for the player, but also balanced and fair,” Yeaky said, also highlighting the collaborative efforts between the team.
Bobby Lever is a senior producer for World Boss, he says that while LazarBeam and Fresh have established large audiences from playing Fortnite, they don’t want it to feel like a copy.
“Obviously, we didn’t want to do something that was a carbon copy of what already existed, so at the outset, we wanted to put a unique spin on the shooter and do something a little bit different,” he said.
World Boss was officially released to the public last month, with an early access version available on Steam.
Yeakey says the goal is to build the rest of the game from player feedback.
“This is one of the core tenets of our development process,” he said.
Early access allows developers to gather feedback, make changes and understand players’ needs effectively, Yeakey explained.
“We see this as the very early stages of the beginning of something pretty awesome and we’re committed to taking it to where the community wants it to go,” he said.
Natasha Roberts, a producer at Playside Studios, says the game is all about generating “great moments” for gamers.
“Our core mode is an endless game mode where you get in, you level up, gain abilities, weapons, equipment, and you try to find the right build to take your opponents out,” she said.
Roberts describes World Boss as a “lightweight, social experience”, that draws inspiration from roguelites and IO games.
Every match will be a unique and randomised experience for the player, Lever said.
“The key to World Boss is that there might be a lot of similarities and familiarity with individual mechanics, but how we’ve decided to deliver them to the player, and how we let them utilise it, I think is quite unique,” he said.
Lever said the development team wants to make World Boss as quick and easy to jump into as possible.
“We have servers that are running almost all the time, so you’ll just drop into a free slot in a match that likely already has players in it,” he said.
“The state of the game could be different at any point in time, but it gives you the ability to pick up at any point, play for as long as you like, and leave whenever you need to.”
Yeakey says that players may find a sense of familiarity between World Boss and other games but at a core level it comes down to enjoyment.
“(World Boss) is much quicker to get into, much easier to exit. Because of that, I think that that’s probably one of the unique things that will draw people in early,” he said.
“You don’t have to go and invest hundreds of hours to feel like you are able to gain an advantage or be effective. It takes minutes.”
The first update for the game was released last week, adding new region select, further gameplay balancing, and a range of bug fixes and stability improvements.