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SPINE Q&A: Ep. 2

Hello, Tensor Citizens!


The pulse of our city beats with the rhythm of open dialogue, so keep that energy alive!

It’s been an incredible month for SPINE! From the jaw-dropping reveal of our new Gameplay Trailer at the Future Games Show to our thrilling adventures at Gamescom—where we showcased our latest build to industry peers and journalists.
There’s a lot to unpack. That’s why we’ve reached out to our incredible community once again!

This time, we just tried something fresh—a Live Q&A in the SPINE Discord on September 10, and it was epic! Our Game Director, Dmitry Pimenov, spent an hour answering questions from advance submissions and live chat. If you missed it, don’t worry—we’ve got a quick recap to catch you up!
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Why was SPINE made in the first place?

The idea for SPINE came from our experience with previous games, which focused a lot on martial arts and melee combat. We really wanted to dive into something that involved guns this time. At the same time, we were looking for new ways to highlight animation since that’s a big part of what we do. That’s when we thought about working more with dynamic camerawork.
Combining those two ideas—guns and a strong emphasis on the camera—naturally led us to the Gun Fu genre in movies. And that’s how the concept of a Gun Fu game was born!
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Who or what was the main inspiration behind Redline's design and character?

It started with a simple idea—we wanted to work on a cool female protagonist who acts first and thinks later. From there, we worked on her appearance.
Honestly, the look really came from the character team. They had a lot of their own internal references, but the vibe is mainly inspired by action movies and heroes we all grew up with. Think of '90s and early 2000s films, like Charlie's Angels, and even more recent stuff like John Wick.
Redline isn’t based on any specific character but more of a mix of various badass icons.


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Did you have any series or albums on repeat during production? Did your choices change in different phases of the project?

The good thing about our production is that we aren’t stuck on a single album or movie during production. With SPINE, we want to create an almanac of action movies, pulling inspiration from all over. Of course, a lot of influence came from modern Gun Fu films like John Wick, but we pulled ideas from everywhere—games we played as kids, classic films, and even newer releases.
At times, something like The Good, the Bad, and the Ugly sparked inspiration. So it’s really been a mix from start to finish.
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Will the entire story be included in the gameplay, or will we have to read the comics and other things to understand the lore?

When we create something, we want to make sure everyone can follow along. The game will be self-contained, so you won’t need any extra materials to enjoy or understand the story. However, if you want to dive deeper into what happened before SPINE, check out the SPINE: Bullet Dancers webtoon. But really, just playing the game will give you everything you need.
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Will SPINE be available on mobile?

Currently, we don’t have any plans to release SPINE on mobile. The game is quite demanding in terms of technology, and it's designed for modern consoles with features like ray tracing and advanced audio. We don't want to compromise the art direction or the overall experience, so we’re sticking to platforms that can fully support that vision.
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Which platform is the hardest to develop for?

Honestly, the answer is kind of out there already—when you're developing for consoles, you’re working with a specific device to optimize for, which makes it more predictable. But with PCs, there are so many different configurations that it’s hard to know what the end player's setup will be. So, in terms of optimization, PCs are definitely the toughest.
That said, consoles come with their own set of challenges, especially when it comes to rules and restrictions. For example, it’s pretty easy to develop and release a game on Steam, but with consoles, you’ve got to follow a lot of guidelines—like making sure the game pauses when the controller disconnects etc.
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How good is the Photo Mode compared to other games? Will it get proper attention?

We’re committed to making a suitable photo mode because we want the game to look beautiful. We’re also thinking about adding a video-editing mode of sorts because it’s not just about still shots—it’s about action sequences. We’re playing around with ideas like a VHS filter if you remember those old devices that played movies. So yes, we’re investing time into it, and it’s already implemented in the game—we use it to create screenshots right now.
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Will the game have DLC, or will it be a finished product at launch?

We have lots of stories to tell in the world of SPINE, so yeah, we definitely have ideas for DLCs. But it really depends on how well the game does at launch. Hopefully, it gets enough hype! As for Redline, her story doesn’t end with the main game—we want her to become a brand in her own right. That’s why we’ve partnered with Story Kitchen to explore a TV adaptation of SPINE. We’ll see where it goes.
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Will there be any Shadow Fight Easter eggs?

Absolutely! Since we created our previous franchises, some Easter eggs are already hidden in the game, though I don’t think we’ve revealed any in the trailers yet.


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Will there be character customization for Redline?
Will it go beyond just skins? Are there any more in-depth options?


Yes, Redline will have character customization.
We've hinted at this on social media and will share more details soon. At first, we didn’t focus much on it, but so many people asked for it that we decided to make it happen. Plus, we’ve gained a lot of experience with customization from our past games.

However, for now, the focus is on establishing Redline's brand, so she’ll always be seen wearing her signature red coat. This will stay the same for at least a few more months. We're also considering adding some gun customization. We haven't finalized these designs yet, so more details will come later.


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Will we explore Redline's backstory throughout the game?

Yes, the entire game is about Redline, her evolution as a character, and how she deals with her past. By the end of the game, players will know almost everything about her, much like how you learn about the Witcher in The Witcher series.
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How many boss fights will be in the game?

The game will feature both bosses and mini-bosses. While I don’t remember the exact number, there are approximately 20 such encounters. Some missions may include a mini-boss, a boss, both of them, or neither, depending on the gameplay. But I don’t want to spoil the details right now.


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Are dialogues with NPCs linear, or are there choices?

SPINE is a linear game focused on the feel of an action movie. While there may be occasional dialogue choices, the interactions, especially with secondary NPCs, are linear.
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How does graffiti work in SPINE?

Graffiti is a cool part of both the environment and combat in SPINE. Redline can actually use spray paint during fights to pull off combos, adding a unique twist to the combat system. There are also hidden spots where you can tag graffiti as part of a collectible system.
For now, all graffiti is created by our in-house team, but we are looking for collaboration with graffiti artists in the future.
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How deep is parkour?

While parkour is not our main gameplay mechanic, it adds variety to the game. It’s more of a secondary feature, where players must press buttons in a certain order and timing to perform parkour moves and tricks. The focus remains primarily on combat.


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What gameplay feature are you most excited about as the Game Director?
I’m most excited about the free-flow combat we’re creating, but with guns as primary weapons. I think what stands out about SPINE is that it’s a beat 'em-up game with guns, and that’s its core mechanic. It feels unique, and I hope it will be as fun to play as it sounds. Some journalists have already checked out the gameplay build at the latest Gamescom—be sure to read their previews:

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Can you explain the cinematic camera system in SPINE?

Our cinematic camera system is one of our most innovative features. It includes four components: traditional cutscenes, finishing moves and abilities with specifically animated camera movement, special fixed and top-down cameras, and what we call an 'intellectual camera system'.
This system automatically selects the best angles for the action happening on screen, but players can override it at any time. We're working with real-life cinematographers to make it feel as realistic as possible.
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Will there be support for modding?

We won’t block modding, and we're big fans of mods ourselves. However, I believe we won’t be able to provide any special tools for it on release.
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What is the release date of the game?

We’re not revealing the release date until next year. Please be patient and stay tuned!
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Can we expect a new trailer or preview before the end of the year?

Yes, we’ve got something planned for later this year. We don’t want long periods of silence, so stay tuned for more information.
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As we said in the beginning, it was a fantastic experience for us, so we’ll do it once again!
Subscribe on SPINE socials to make sure you don't miss any announcements.

Until next time, Stay Gun Fu!
SPINE Team