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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.

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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]

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.
[hr][/hr]
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.


[hr][/hr]
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.
[hr][/hr]
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:

[hr][/hr]
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.
[hr][/hr]
What is the release date of the game?

We’re not revealing the release date until next year. Please be patient and stay tuned!
[hr][/hr]
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


🎙 SPINE Discord AMA Live Session 🎙 📅 Sep 10, 2 p.m. UTC

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

New trailer? Dropped. Gameplay previews? Out. It’s been a while since our last chat, and you’ve got questions. Our Game Director, Dmitry Pimenov is ready to answer them on our Discord Live Stage!

🗓Sep 10, 2 p.m. UTC

JOIN OUR DISCORD
Be there or miss out 🤘