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Spine release date window, trailers, gameplay, and latest news

When is the Spine release date? If you're a fan of John Woo films that mix kung fu with pistols, then it's likely that Spine is on your wishlist. In the cyberpunk dystopian streets, the Tensor AI has taken over the city and is behind the authority's power via drones to suppress rebellions. Spine puts us in the role of Redline, who has a vendetta against the AI and its ruling elite and will stop at nothing to make them pay.


Gun Fu fans will likely have to wait a long time to play Spine, which is a shame since it has an appealing cyberpunk game aesthetic. This story-based action-adventure game promises a tense "movie-like experience," that takes advantage of choreography and camera techniques. With that in mind, here's everything we know about the Spine release date window, trailers, and more.


Read the rest of the story...


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SPINE Development Blog: Bosses

[h2]Hello, Tensor citizens! [/h2]

Today, we want to discuss one of our game's most important aspects: Bosses. What makes them special, how do we design them, and why do they stand out? The answer is a unique approach to their development. Still, we don't want to spoil all the fun, so we promise not to tell too much and keep the element of surprise.

So, we talked to our senior game designer, Dmitry Oshchepkov, who outlined the principles and foundations of our special approach to developing every nuance of exciting boss fights in SPINE.

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[h3]What Makes a Great Boss?[/h3]

Before we started developing boss fights, the team and I agreed that they would stick to the SPINE’s core gameplay pillars: Freeflow Gun Fu combat, cinematic presentation, responsive controls, and that all-important feeling of being the action movie hero. But bosses need something extra to stand apart. So we set a few points that have to make them feel unique:
  • A Sense of Spectacle
    A boss fight should make an impact, whether through its choreography, stakes, or sheer intensity.
  • Memorability
    They need to leave a mark—whether it’s through their personality/visual design, combat mechanics, or unique instances.
  • Original Combat Design
    Every boss introduces something new to the fight, making each encounter feel fresh.
  • Competence
    A boss should feel like a skilled adversary, not just an enemy with a bigger health bar.
  • Fair but Tough Challenge
    The fight should be demanding but rewarding, pushing players to improve and adapt.

There are many things to consider here and to be sure we’re keeping the balance, we’re working with iteration. So we decided to hold weekly studio-wide playtests, gathering feedback and making adjustments. Some bosses evolve dramatically through this process, shifting from their initial concept to the climax of a short action movie feeling we’re aiming for.
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[h3]From Concept to Combat[/h3]

Every boss starts with a strong identity created by our talented narrative team. Writers flesh out their backstory, personality, and motivations, laying the foundation for their visual design and combat behavior. But to keep this vision consistent across teams, we define bosses through three layers:
  • Outer Layer
    What players immediately see: their silhouette, combat style, voice, and presence. This determines whether they exude brute force, precision, or unpredictability.
  • Middle Layer
    Personality traits that influence their fighting style, like arrogance, relentless aggression, or a tendency to toy with the player.
  • Inner Layer
    The more profound, often unspoken characteristics—regrets, ambitions, or hidden vulnerabilities—reflected in cutscenes, animations, or environmental storytelling.

Once this groundwork is in place, artists and designers refine the character’s look and movement while our game design team experiments with mechanics matching their persona. If a boss is meant to feel relentless, their attacks should occur rapidly. If they’re a master marksman, their accuracy should be unmatched.
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[h3]Shaping the Fight[/h3]
In SPINE, every mission plays out like a short action movie, often with a victory over the villain at the end. That means each boss fight must push both Redline and the player to their limits—a real test of movement, timing, and reaction. So, we always start with rough prototypes—using placeholder animations and effects—to experiment with attack patterns and pacing. Then, through iteration, we refine animations, AI behavior, and visual cues.

A significant part of this process is balancing power and agility. Each boss falls somewhere on a spectrum:
  • Strength vs. Speed
    Do they crush opponents with raw force or rely on lightning-fast precision?
  • Gun Fu vs. Traditional Combat
    Do they mix ranged and melee combat seamlessly, or do they favor one?
  • Human vs. Enhanced
    Are they grounded in realism, or do they have unique abilities that set them apart?

Every move needs to be readable. A boss should challenge the player but never feel unfair. Carefully designed telegraphs—subtle shifts in stance, animation anticipation, and sound cues—help players react and improve with each attempt.
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[h3]Martial Art of Animation[/h3]
SPINE’s combat is all about fluid, stylish movement, and boss fights demand our best work. We closely collaborate with our animators, ensuring that every motion feels deliberate and weighty, whether an attack, dodge, or moment of hesitation.

We start by defining the boss’s combat identity, categorizing them on multiple scales with different questions that we have to answer:
  • Novice vs. Professional
    Do they fight with a seasoned assassin's precision or a brawler's unpredictability?
  • Minimal vs. Maximal Gun Fu
    Do they lean heavily into stylish gunplay or keep things grounded?
  • Comical vs. Menacing
    How exaggerated or serious is their animation style?

Once we have a clear direction, we perform multiple animation passes, fine-tuning every detail. Motion capture provides a realistic base, but we exaggerate key movements to make attacks feel weighty and satisfying, using Cascadeur software. We test these animations in real gameplay fights, adjusting timing and impact until everything clicks.


[hr][/hr]
[h3]Gun Fu Challenges and Freeflow Solutions[/h3]

Even with a well-structured approach, challenges always arise. One of the biggest is making them visually distinct—a boss should be instantly recognizable, with a clear silhouette and striking design. Ensuring clarity in combat is another crucial factor. Players need to quickly read enemy movements, even in high-speed battles. We achieve this through carefully designed attack animations and clear visual cues.

Balancing realism with gameplay is also key. SPINE is grounded in reality, but sometimes we bend realism slightly to maintain fluidity and fun. Ranged combat, in particular, presents challenges—Gun Fu fights need careful pacing to keep ranged attacks engaging rather than passive. We solve these issues through constant iteration, joint playtests, and department collaboration. Every minor tweak—whether to an animation, attack pattern, or visual cue—brings us closer to a truly exhilarating fight.


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[h3]Looking Ahead[/h3]
A boss battle in SPINE isn’t just about difficulty—it’s about spectacle, skill, and a distinctive cinematic feel. We crafted every detail, from the first concept sketch to the final polished fight, to create something that sticks with players.
As we refine each encounter, we’re excited to share more of the world, the characters, and the gameplay that defines SPINE. There are plenty of details to reveal, and we can’t wait for you to take on these battles yourself.
Stay tuned—some of the toughest, most cinematic fights in the game are still ahead.

To stay immersed in the world of Tensor City and SPINE development, check out our:

Q&As: Development Blogs:

https://store.steampowered.com/app/1731290/SPINE__This_is_Gun_Fu/

SPINE Q&A: Ep. 3

[h2]Hello, Tensor Citizens! [/h2]

Throughout 2024, we have been committed to the principles of open dialog that our beautiful city was built on. We were incredibly hyped to host two Live Q&As with SPINE's Game Director Dmitry Pimenov during this time not only to answer your most burning questions but also just to chat.
And there were a lot of them. You can check out previous recaps for yourself.

SPINE Q&A: Ep. 1 SPINE Q&A: Ep. 2

But oh baby, a triple! We just couldn't pass up the opportunity to chat with you live one last time this year. That's why on Firday Dec 13th we're pulled Dmitry out live on SPINE Discord Server again. We spent a whole hour chatting and answering your most tricky questions and overall had a great time.
For those who missed this landmark event, we provide a recap of the most interesting questions.

[hr][/hr]

Q: What's the main focus of SPINE going into 2025?

A: Our main focus next year is scaling up. We've spent this year gathering our core audience—fans of beat'em up games, animation lovers, and so on. Next year, we aim to reach a broader audience and tell much more about the game (story, narrative, atmosphere, gameplay features), fully focusing on our path toward release.


Q: What's been the most enjoyable part of developing SPINE's gameplay mechanics so far?

A: The most interesting part for me is creating melee combat with guns. This unique combination is very rarely found in other games. It poses challenges because people expect guns to be ranged weapons, but the coolest parts of Gun Fu are all about close combat with firearms. The free-flow combat system works well with this mechanic, and solving these design problems with our team is very exciting.


Q: How hard was it doing the camera work shown in the newest trailer?
A: Since all of the scenes in our latest trailer featured a gameplay camera, we can dive deeper into the camera work of the game itself. To put it simply, creating the camera system for SPINE is a very complex task. Our camera system is unique because we want to create something new and outstanding, inspired by cinematic action scenes from games like Uncharted and Sifu. Because of such ambitions during development, systems sometimes collide, causing issues like the camera getting stuck inside walls etc. So, fine-tuning this complex system is our main challenge right now. We're still working on it and will continue refining it right up until the release date.


Q: Are the Spine implants unique and have their own features?
A: Yes, every Spine implant in our game is unique and custom-made for a specific person. This rarity and uniqueness help us add depth to each character's identity and enhance the personalized aspect of their abilities. For instance, the Tensor created Redline’s Spine, but it was not intended for her. How does that affect their interaction? You'll have to play the game to uncover the answers.


Q: Will Spine regularly talk to Redline or seldomly? Will it have character traits?

A: Yes, Spine will regularly talk to Redline, much like in a buddy movie style. We know some players prefer less dialogue. So we're careful to avoid making this annoying by working with voice actors to perfect this interaction. Spine will have quirks, and its personality will evolve throughout the story, reflecting its significant role in the game, which is why it’s called SPINE.


Q: Does Redline have any fears or weaknesses?

A: Absolutely. While Redline appears virtually invulnerable in the trailers, she has her weaknesses. Her main flaw is rushing headfirst into action without thinking things through. This impulsive behavior is her real lore-based weakness. We have various ways to showcase that In terms of gameplay. It's not that all bullets miss her. The game will reveal more of her nuanced character, including her moments of vulnerability.



Q: Do acrobatic moves work as skills? Is there a skill tree, or do you learn gradually from teachers in the game world?

A: The central theme of SPINE is the human/AI intersection, so the idea of acquiring skills via in-game NPC trainers doesn’t work for us. Instead, we came up with the idea of a skill tree based on your relationship with your augmented AI implant, Spine. As Redline and Spine's relationship develops, you gain ability points to unlock and upgrade various skills.



Q: Will the fighting system in SPINE be more like Oni from Bungie Studio or like recent games with one-button, no-brain combos?

A: Good beat'em up games are like playing a piano, requiring both skill and strategy. Our fighting system is closer to the Batman series rather than a one-button combo style. While Oni is a great game, it’s quite old. It’s definitely one of our references, but regarding mechanics, the players expect much more nowadays.


Q: How does the combat actually work in practice? Especially when it comes to the finishers/takedowns. Do you unlock different takedowns as you progress, or does it all depend on the enemy type, their weapon, etc?

A: Finishers are a basic part of the gameplay, so they will mostly be available from the start. Instead, the mechanics you unlock include how you use weapons, what moves you can perform, and how you interact with the environment.



Q: How does the spray paint mechanic work, and what are its advantages?

A: The spray paint mechanic was inspired by Redline as a street artist, adding a unique layer to the gameplay. She’s using it for various purposes in the game, from cutscenes to combat.
One of the key features is crowd control. For instance, an early ability allows Redline to spray paint around her, causing enemies to cough giving her a brief respite. This mechanic fits the character's street artist persona and adds strategic depth to the gameplay.
Additionally, other cool mechanics related to spray paint will surprise players. They enhance the gameplay experience, making it more dynamic and engaging. In essence, the spray paint mechanic is a versatile tool that players can use creatively for various purposes.



Q: How important will exploration be in the game? Can you find secrets, areas, items, money, shortcuts, or easter eggs in less accessible or side areas?

A: Exploration is one of the core features of SPINE. We're very proud of our level design and strive to ensure each mission has unique surroundings and assets. Although the missions are usually linear, you'll explore different areas, find detours, and discover items. While I can't reveal all the details now, rest assured that exploration is significant, and you can look forward to finding secrets and easter eggs throughout the game.


Q: Will there be any mini-games in the game's hub areas?

A: Yes, we are currently designing the hub and thinking about adding mini-games to it. Initially, we considered including Vector, one of our previous games, but it's challenging due to the different game engines. Yet you still can expect some mini-games within the hub areas. We're working on incorporating fun and engaging elements to enhance the overall experience.


Q: Will there be a first-person mode in the game?

A: While the idea of a first-person perspective for exploring the world is intriguing, it's not something we're focused on right now. The third-person view is crucial for the gameplay because Spine, the augmented AI implant, constantly interacts with Redline as a secondary protagonist of the game. This camera view also highlights the cool stances and movements, allowing you to see more of your environment during battles. These moments make the 3rd-person camera integral.


Q: Did you take inspiration from the anime Ghost in the Shell?

A: For sure. Ghost in the Shell is a cult classic, and its incredible design has greatly inspired us. While it's not a Gun Fu anime, its influence on the cyberpunk genre is undeniable. We love playing with ideas like this, and you'll notice certain scenes that remind you of Ghost in the Shell in some ways.
However, SPINE isn’t entirely about these homages. We aim to blend familiar elements with fresh, unique content. We use these inspirations to pay tribute and add depth to our game.



Q: Is there going to be a SPINE 2?

A: If things go well, we plan for sequels and DLCs. We love developing franchises like our Shadow Fight series. We've also signed a partnership for a potential TV adaptation of SPINE with Story Kitchen company. Also, we already have a prequel Webtoon series called SPINE: Bullet Dancers, which you can read right now.


Q: Do you anticipate SPINE as a viable candidate for crossover IP?
What are your marketing plans for growth?


A: Incorporating crossovers into a lore-focused, story-driven game can be challenging, especially while maintaining the overall tone. Therefore, we don't plan to integrate characters from other franchises, like John Wick or Ghostrunner, into our main story. However, we're open to collaborations outside the core game, like community events or optional customization items.

Customization, like weapons of alternative outfits, could involve collaborations with other IPs, as long as we reach the necessary agreements. Since it’s optional, it won’t impact the main storyline, preserving the game’s serious tone. We aim to balance maintaining our narrative’s integrity with engaging promo strategies.


Q: When can we expect a trailer with gameplay showing the game interface?

A: We actually already showcased gameplay HUD on some screenshots we’ve posted on our socials. It’s pretty straightforward, including a health bar, ammo count, and equipped abilities.
We plan to release a video with extended gameplay and the interface shown in the future. For now, we focus on showcasing the gameplay without UI to convey the action movie concept more effectively. So, stay tuned for more updates!



Q: Will there be a demo or public beta before the release?

A: While a demo format could work well with SPINE, and demos are becoming more popular again, it's too early to discuss. We've shown SPINE gameplay builds to journalists at the Gamescom Business Zone this year, and you can check out some gameplay previews from outlets like Games Radar and PC Gamer.

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That's all for this year of SPINE. It was hell of a ride! But we need to tighten those belts, 'cause 2025 is about to get even more insane! Merry Christmas and happy new year, Tensor Citizens! Stay Gun Fu!

SPINE Team

SPINE Gameplay Trailer | Spray Paint & Camerawork

[h3]Check out the latest trailer for the Gun Fu action game SPINE, showcasing dynamic camerawork and new gameplay scenes.

The trailer also features the spray paint mechanic, where enemies get a blast of color right in the eyes, along with intense boss battle moments.[/h3]

[previewyoutube][/previewyoutube]

SPINE x Ghostrunner 2 DIscord Art Event is LIVE

We are thrilled to announce a collaboration art event with Ghostrunner 2
The Prize Pool includes:
🏆 SPINE (our 1st-ever giveaway)
Winners who choose SPINE as their prize will receive their prize when the game launches.
🏆 Ghostrunner 2
...and many more awesome games 🔥

Important Details:
  • The overall theme is "Spine x Ghostrunner 2" - You must include elements from both games in your art submissions.
  • Please make your submissions in our Discord Server street-art channel and include "Spine x Ghostrunner 2 Art Contest submission" in the message.
  • If you submit your entry on X, Instagram, or Facebook, then include the #SpinexGhostrunnerArt hashtag along with your submission post.
  • Voting will then begin December 13 and ends December 20.
  • Winners will be announced on December 21 or 22.
  • There will be 10 winners for the event, and they will be given the choice of games from our prize pool.
Full list of prizes:
SPINE (PC, PlayStation 5, Xbox Series)
Steam:
Ghostrunner - Complete Edition
Ghostrunner 2 - Brutal Edition
Crime Boss
Abzu
Brothers: A Tale of Two Sons
Ember
Horace
How to Survive 2
Last Day of June
Memories of Mars
Objects in Space
Quarantine
The Guest
Virginia
Drawn to Life
Indivisible
Re-Legend
Total Tank Simulator
Bloodstained
Assetto Corsa Competizione
Rogue Spirit
Red Solstice 2
Open Country
Drift 21
Control
Stray Blade
Eiyuden Chronicle: Rising
Eiyuden Chronicle: Hundred Heroes
Death Stranding

RULES:
  • Art will be defined as anything that's a creative medium.
  • Each attendee can have one submission max.
  • NSFW is not allowed, but minor gore is fine.
  • No slurs, hate-speech, bigotry
  • Art must follow the theme of both games
  • No AI art permitted

[h3]Best of luck, everyone![/h3]