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BUCKSHOT ROULETTE — Community Highlights for May '24

[h2]Greetings, High Rollers![/h2]

Today we’re bringing you another Community Spotlight of our most beloved fan arts of Buckshot (and Dealer in particular). Once again we’ve been blown away by your incredible talents and passion. Thank you from the bottom of our hearts for the continued show of support. It really does mean everything to both Mike and us at CR Channel.

If you want your art to get showcased next time, you know the drill: tweet at us using the #BuckshotRoulette hashtag or submit your art in the #fan-creations channel on our Discord server.

[h2]And now, let’s get to it![/h2]

[h3]Starting off with an incredibly atmospheric Dealer-Thug[/h3](via artymon99 on Twitter)



[h3]I asked for this fan art in particular and I couldn’t be more happy that it exists[/h3](via smoresiedoll on Twitter)



[h3]Speaking of riffing on memes, here’s another one based on Mike’s 1000 live rounds shitpost[/h3](via GhostReaper08 on Twitter)




[h3]The love for Dealer (and his decimation) transcends images and goes straight to video format[/h3](via VibaPop on Twitter)




[h3]The drill is indeed being known[/h3](via FatSurvival on Twitter)




[h3]This one wins our internal ‘Dealer of the Month’ award, just phenomenal work!![/h3](via EFS3_ on Twitter)




[h3]This here isn't even a fan art, it's straight up from Mike's Twitter, we just wanted to share it with y'all[/h3](full video at Mike's Twitter)



[h3]And moving on to the good old ‘Your Dealer Is Now Anime’ kind of fan arts[/h3](via kinako_is_best on Twitter)




[h3]And another one! Holy shit this one’s dynamic, I’m not sure what media this crossover even with, but it looks awesome![/h3](via Cousskr on Twitter)



[h3]Let’s top it all off with an unlikely combo of the Dealer and Miku[/h3] (sent to us over via mx_crowe on Discord)



[h3]P.S. I don’t know if this can be really considered fan art, but these bootleg Dealer plushies from Aliexpress are hilarious (please buy our official merch tho)[/h3]



That’s all we have for today. We’ll return with more news quite, quite soon, but for now remember to chase the big wins and feed the machine.

Keep hitting it big, High Rollers.
Mike Klubnika, CR Channel & V̶̺̋————————————————————


BUCKSHOT ROULETTE — Q&A Session with Mike Klubnika

[h2]Greetings, High Rollers![/h2]

We were truly astounded by the amount of questions we received for you, so it took us a 🤏 longer than expected to go through them all to get our final list, but here we are today — at the first ever BUCKSHOT ROULETTE: A Q&A Session by Mike Klubnika. We kindly asked Mike to answer your questions and we’ll be presenting the answers with their wording and punctuation intact!

[h3]And we're kicking things off with the most frequent questions we received these past couple of weeks. Take it away, Mike:[/h3]



  • Will there be a mobile or console release of Buckshot Roulette? VR?
    Currently there aren't any plans for mobile or VR, but Buckshot will be dropping on current-gen consoles later this year.

  • Will multiplayer have any new items exclusive to it? Maybe some insights about it?
    A lot is subject to change at the moment, but there are plans to have exclusive items as well as other additional mechanics for multiplayer. The new items aim to make the game more strategic for PVP, and other mechanics may or may not include the ability to place bets from your total winnings. Go big or go home.

  • Who is “God”? What was his reason for playing the Dealer? Is he dead?
    God is just your average 'creator of the universe' type of guy. Made a bet with the Dealer and all hell broke loose. Literally. Yea he's super dead.

  • Can you tell us some insights about the game’s development? Did you encounter any bizarre or funny bugs?
    I had one bug where the dealer proclaimed "0 LIVE ROUNDS. 0 BLANKS.", picked up the shotgun, did nothing, and placed it on the table. I knew it was all going to break but it still got a chuckle out of me when the game crashed as soon as I shot myself. There was also this one time when I added the deformed dealer mesh that he swaps to when he gets shot for the first time. I tested it once and totally forgot about it, so later that night when I was expecting a :) dealer and got a >:( dealer instead, it actually spooked me quite a bit.

    Mike shared his logs of that happening just for giggles, enjoy!

  • Will new items/mechanics/weapon types be added to the base game?
    Currently the main priority is multiplayer, but it is possible that the base game will receive some updates. The synthesizer would be pretty neat, and a daily run that is the same for all players, but which you can only try once, is also something I have considered.

  • Does the game take place in the same universe as previous games?
    Yes.

  • Is the player still alive in the game? Or already in a form of purgatory or hell?
    The player is alive. Hell comes later.

  • Who is Doctor? Is he an entity or a human being?
    Doc is a 'normal human'. Just one of the people responsible for keeping the game going. He spends most of his time outside though, just to protect his hearing.

  • Would you ever consider adding "modifiers" to the game? I.e. switching around the odds of the preset shell loads, double damage always active, no items, etc.
    It would be neat. I imagine multiplayer would especially benefit from modifiers and similar mechanics, and if it'll be a feature either on launch or later down the line, then it'll most likely be on both the base game as well as multiplayer.


[h3]Of course, we couldn't help but notice a certain fascination with the Dealer in our community, so the next batch of answers is dedicated to our beloved affable sharp-toothed meatball.
[/h3]

  • Does the Dealer have a body? Or is he just a floating head with hands?
    Nah. Dealer just floats around like that.

  • What kind of music does Dealer like? Maybe some genre?
    Sorting algorithm 'audibilizations' is by far the Dealer's most liked genre. Radix sort is his favorite.

  • Is there gonna be a vid about the Dealer backstory? Or maybe a little bit of a lore of why we are in this situation with the Dealer?
    There will be some updates down the line that will flesh out the story more.

  • How many times has the dealer gone to a dentist? How many teeth does he even have, both showing and hidden in the void of his mouth?
    Sure he went to the dentist. Was told to quit smoking. Total annihilation after that. 38 teeth.

  • What does the dealer think about all the people simping for him?
    Can't think of anything funny for this one lol

  • Does the dealer prefer non-alcoholic beer or a normal one? Which brand?
    Normal. Digita all the way.




[h3]And the last category for today are the questions addressed personally at Mike, the best opportunity to get some of the insights behind his inspirations and design![/h3]

  • What is your favorite game/book?
    My favorite game of all time is probably Outer Wilds. The DLC is one of the best horror games I've played so far, and I actually liked it more than the base game.

  • What inspired you to make Buckshot Roulette? What was the inspiration for the art style/sound design?
    Overall, the mechanics and their presentation are mainly inspired by Inscryption. Like for example the way the camera pans around to show certain parts of the table. Apart from that the overall atmosphere, sound design and vibe of the game is inspired by all types of media with gritty and industrial aesthetics.

    Pi (1998) was a big influence in just throwing various pieces of random electronics everywhere, and enough cables so that they're a fair tripping hazard. PilotRedSun's animations have that lo-fi look and sound to them that I really liked, and it made me appreciate how cool stretched textures can look. Part of the soundtrack is inspired by the work of Aphex Twin and Boards of Canada, while the nightclub tracks are inspired by various boiler room sets and the Hotline Miami soundtrack.

  • How do you set deadlines for yourself, keep scope creep in check, and know when a game is ready?
    I usually just pick a date and plan stuff out before I start doing anything. I personally don't really vibe with long game design documents that go over every single aspect of the game before development starts, so I just stick to the core mechanics, gameplay loop, story, and just go from there. I spend a lot of development time just polishing, so after a certain point I just look at the thing and go "yeah".

    I usually don't have issues with scope creep, but Buckshot Roulette is one instance where I decided to just fully embrace it. It's one of the reasons the game was actually released a month after the original deadline. I vibed with ideas like the signature machine, smoking dude, and the car sequence with the final score so much that I just decided to add them.




[h2]And that's a wrap! [/h2]

Thank you to our Discord community for submitting all your lovely questions, even the thirsty ones (oh god so many, many thirsty ones)! We'll be sure to host more of these every so often, so if we didn’t answer yours this time don’t worry, there will be other opportunities to submit your burning questions down the line!. In the meantime, please, consider a cold shower or caressing some greenery. 🌱

Now, back to work. See you next time in the Community Highlight devlog... and maybe something else as well?

Remember, it's not a gambling addiction if you keep winning.
Best of luck to you, High Rollers.

Mike Klubnika, CR Channel &
V̴̳̭̗̜̳̟̩̙̍̒̐̈́̇̓͂̌́͘͝͝L̸̢̡̡̡̹̦̭̣͍̩͉̥̣͇̱͕̲͉̬͔͎̩̪͆̑̅̓̒͆̋̆̅̕Ļ̷̨͎̱̙̗̯̙̞͉͕̭̟͙̗̳̈́͌̒͋͑̑̾̋Ţ̴̢̛̹̰̦̳͊̂̍͌̈́͑͊̀̉̇̈́͐̓̈̓͑͌̅̃́̉̎͐͘͠͠ͅĄ̵̡̡̛̝̗̪̫̠̝̼̖͓̳͕̞̜͉͕͕͕̺̹̣̓̉̂͊̌̓̌͜ͅ ̸̡̢̡͕̱̱̝̱̦̫̼͍̫͚̠̜͍̙̙̈́͂̎̽͆̒̋̋̄̃̓S̴̬̟̓S̷̢̯̝̬͚̭͕̖̝̟̤͍̪̤͙͓͎̞͖̖̣̪͉̅̈́̈́̈͑̄̀͊̈́̋̋͆͑̕͜͠Ş̵̧̛̙̳̠̦̠̹͔̞̗̞̗̀͛̿͛S̴̬͍͉̮̱̗̣͍̙͆͐̔͌͆͛́͋̎̔̿̓̽͋̑̓͂̍͂̈́͘͠S̶͕̩̫̱̟͇̝̺̋͐̑͂́̽͆̒̆̓͊T̸͚̼̭͖̥͎̪͈͚̈́͑̈́̉́̌̽͛̿͠ͅR̴̡̨̡͖̘̞̞̦̹̩̼̤̘̭̪͓̪̫̓̎Ḍ̷̡̮̫̙̝̮̣̞̰͉̞̫̘͖͖̤͉̫̈́́͋́͌̇ ̷̧͍̩̬̟̪͆Ḛ̶̢̧̨̭͖̻̥̙̰̜͓̞̱͔̗̱̙͖̣̖͔͚̑͊͐̈́́͗͗͑̓̆͒̕͠͠͝ͅL̵̖̼̖͗͑̓̀̊͊͛̍̀́͂̽̄̆̆̃̋̍̍̚͠C̸̡͔̠̖̈́̊ͅT̶̢͇͇̜͇͎͈̜̭̹̻͇͉̜̣̥̃͊̀̓̍̏̒̑̓̍̈́̽̓̀̐͝ͅR̷̡̰̦͕̠͇̫͕̘̀͒R̷̯͇̼̤͕̗͎̘̗̼̱̱̙͍̮̗̞̙̫͔̤͎̹͉͒̈̓͊͗̈́̈́̾͆̂́̈́͝͝ͅR̴̨̨̡̢̻̲͚͔̟̩̤͔͎̠̼̙̟̗̻̘͓̮̣̿͛̓̑͜͜͝Č̵͕̟͙̻̼̩̬̙̦͖͍̥̮̹̣͚̦͍̜̲̬̳̟̭̟̳̑̑̎̉͊̈̿̕ͅS̸̛͉͊̓̏̏͒͐̊͒̍̓̀͋̅͆͐̇̆̒͠͝

BUCKSHOT ROULETTE — Q&A Session with Mike soon, new Inscryption Bundle and more

[h3]Greetings, High Rollers.[/h3]

Remember that one time we promised to host a Q&A Session with Mike Klubnika? Well, it’s finally happening… next week!

So if you have a burning question of any kind (from Dealer’s favorite snack to the meaning of life) you’d like to know the answer to, this is your cue to leave these in the comments below or on our Discord server in the #q-a-questions channel.

Then we’ll gather the most exciting (or incredibly silly) of these and have Mike answer all of them as truthfully as humanly possible. We’ll post the results later both here on Steam and on our Discord server, so stay tuned for that!

And to answer the most common question in advance: the multiplayer development’s actively in progress and in fact we’ve just seen the latest prototype internally (and it rocks). You’ll have to wait a bit before we can show it publicly though.

What we can share, however, is this photo, presented to you without any context:

One shotgun each.

The next one is very special, as many of you were saying that Buckshot Roulette is basically Inscryption with a shotgun, so we're delivering. Presenting "Literally the same game" bundle — as it's only fair to get both games with a discount if they're so alike!

[previewyoutube][/previewyoutube]

It’s an incredible honor for all of us to team up with Daniel Mullins and Devolver to make this happen and we couldn’t wait to share the news with you all!



Okay, nerding out is over, but before we go, here’s our last quick announcement from CR Channel

[h3]Mouthwashing (a computer game by Wrong Organ, creators of How Fish is Made) is bringing a special Space Horror flavor to the CR Channel family.[/h3]

The five crew members of The Tulpar are stranded in the empty reaches of space, shrouded in perpetual sunset. God is not watching.

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/2475490/Mouthwashing/

That’s all we have for today, High Rollers. Hope to see you next week on our Q&A Session and wishing you luck to get your questions answered.

99% of gamblers quit before they reach the end of this devlog.

Thank you for sticking around.
Mike Klubnika, CR Channel & V̶̺̋Ǫ̶͒L̴͉̂T̶̺̈À̸̤ ̴̫̉Ś̴̱ţ̵͗ạ̷̄ñ̶͉d̴̋ͅa̶̩͝r̵̯͛d̴͙̓ ̶̖̎E̵͈͆l̵͍̐e̵̺͠c̴̟̄t̶̜̒r̸̪͠o̶͎͘n̶̰̄ị̵͑ç̷̄s̶͝

Buckshot Roulette — Trading Cards out now on Steam and Community Spotlight

[h3]Greetings, High Rollers.[/h3]

We’re happy to announce that BUCKSHOT ROULETTE Trading Cards and Community Items are finally live on Steam, so now you can gamble for these cute trinkets while gambling with your life. Exciting, isn’t it? ːdealerrizzː

We'll also be adding even more Buckshot items to the Steam Points Shop at a later date (including the animated background with falling shells you've been asking for so much), so please stay tuned for that. But for now feel free to brag about your luck with the community items in the comments below while we move to our next important subject for today.

We’ve been absolutely blown away by the creativity and love you guys share for BUCKSHOT ROULETTE (and The Dealer in particular…), so we want to give you all some of that love back — and that’s why we decided to host regular Community Spotlights showcasing some of the fan art that Mike and us loved the most this month.

Oh, and if you want your art to get showcased next time, tweet us using the #BuckshotRoulette hashtag or submit your art in the #fan-creations channel on our Discord server.

[h3]And now, let the Community Spotlight begin![/h3]

[h3]Starting off with ‘A First Impression’ [/h3](via SeanBOI12123 on Twitter)


[h3]From sinister to adorable, up next we have a Plushie Dealer pic [/h3](via NeonPink_1 on Twitter)


[h3]Arguably, this is the hardest The Dealer ever went [/h3](via BillExcluido on Twitter)


[h3]That’s absolutely cheating, but our friends from Finch Bird Studio also made a fan-art for Buckshot’s launch[/h3] (via FreakedFleapit on Twitter)


[h3]We don’t even have the words to describe how much this one rocks, Buckshot Roulette for GBA when?[/h3] (via o5976755 on Twitter)



[h3]Not even VTubers are safe from this deadly game of chance[/h3] (via dohoon416 on Twitter)



[h3]What if Buckshot Roulette was called 𝓕𝓻𝓮𝓪𝓴𝓼𝓱𝓸𝓽 𝓡𝓸𝓾𝓵𝓮𝓽𝓽𝓮[/h3] (via Yanaiba on Twitter)


[h3]Greed from The Binding of Isaac learning new tricks from his colleague[/h3] (via TheBeknighted on Twitter)


[h3]And capping it all off with an anime-fied Dealer[/h3] (via unagi_to_kame on Twitter)



And with that, our first community spotlight is officially over. Once again we’d like to thank you for sticking around with us and we’ll see you quite, quite soon! Now go get those trading cards, High Rollers, the night is still young!

The machine hungers for more, greed everlasting.
Mike Klubnika, CR Channel & V̶̺̋Ǫ̶͒L̴͉̂T̶̺̈À̸̤ ̴̫̉Ś̴̱ţ̵͗ạ̷̄ñ̶͉d̴̋ͅa̶̩͝r̵̯͛d̴͙̓ ̶̖̎E̵͈͆l̵͍̐e̵̺͠c̴̟̄t̶̜̒r̸̪͠o̶͎͘n̶̰̄ị̵͑ç̷̄s̶͝

Buckshot Roulette — A Look Into Cut, Scrapped and Hand-Sawed Ideas

[h3]Greetings, High Rollers.[/h3]

A surprising number of you were wondering about the stuff that almost made it into BUCKSHOT ROULETTE and was scrapped for one reason or another. Some of you even went as far as to datamine and dig through the game files to find out.

Well, today we asked Mike Klubnika to share some of his unused ideas for BUCKSHOT ROULETTE, so you can take a peek behind the development curtain and see what could have been. Maybe some of you would even go as far as to mod some of these in. Just kidding, haha. Unless..?



Let’s get started with a fairly known one: BUCKSHOT ROULETTE was called ‘Shotgun Roulette’ up until just days before release. What is lesser known is the fact that this was an homage to swiftor’s Call of Duty video series of the same name which Mike used to watch and love growing up.

BUCKSHOT ROULETTE was also originally planned to be a part of a bigger horror game, where the player would go to various locations in a small bleak town and complete objectives. One of these objectives was to beat an underground arcade owner in a game of shotgun roulette. The player would then use the tickets earned to purchase the grand prize, which was a piece of hardware for a device. Will that bigger horror game ever come to be? Guess, we’ll have to wait and see…

The original room BUCKSHOT ROULETTE took place was wayyy darker in the prototype

Moving on to the game itself. The nightclub was supposed to feature a view of a large crowd dancing below, but this idea was scrapped to save time and besides — isn’t a hollow metal husk of a club with only you, The Dealer, and the Smoking Guy a more suitable place for what’s about to happen?



Speaking of the Smoking Guy, for the initial itch.io release it was planned that he would follow the player into the room, before sitting on the chair and observing the game. Every time the player would die, the smoker dude could be seen sitting down again after reviving the player. However, once the final showdown arrived, the smoker dude would leave. This was also scrapped to save time.

In earlier prototypes The Dealer also had a monologue where he explains the rules of the game. He also mentioned the prize money, and that if the player loses, their corpse will be sold for profit. This monologue was removed so that there was less friction in getting into the game, since the rules of the game could easily be explained through short item descriptions and player interactions. Show, don’t tell, you know.

The Player always getting to go first also wasn’t always the case. The first turn of the game was originally supposed to be decided by The Dealer spinning the shotgun, spin-the-bottle style The starting turn would go to whoever the barrel is pointing at. (Comment below if this is something you want to happen for Multiplayer mode, wink-wink.)

We don’t have the animation for it, so we’ll leave it to your imagination

Speaking of game mechanics, there was one planned where the player could stack hand saws. Meaning they could saw off the barrel once, and then saw off the rest of the shotgun with a different hand saw, leaving only the receiver. This was scrapped mainly due to balance, but also to save time.

And the hand saw itself used to have a much different look and animation. One key part of the first vision for the game was the player struggling to saw off the barrel with a large rusty hacksaw. The hacksaw was replaced with a foldable hand saw later in development so that all items could fit on the same grid. We’ll leave the possible animation for The Dealer to your imagination.

Original items line-up from the older prototype with the old hacksaw model

The idea for heaven in the game was originally much more peaceful and less visceral. The player would have to interact with a person in the booth next to golden gates surrounded by clouds. The person would then ask the player whether or not he wants to try again, or go through the gates. This entire sequence felt very out of place when it came time to actually develop the scene, so it was changed to something that had more shock value and was a better fit to the rest of the game’s subtle lore.

Subtle lore in question

The device that cuts the cables in the final showdown was planned to be a guillotine. The design was later changed though, since a guillotine seemed too simple and predictable.

The ending of the game was originally planned to be an extended cutscene where the player would book it out of the club with the briefcase, enter their car, then look up to the rearview mirror and reveal only a blown-off head with a bit of spine sticking out - before it cut to black.
This was also scrapped mainly to save time.

And let’s top it off with a couple of ideas that were considered for post-itch.io launch but didn’t make it into Buckshot. One of the features that was planned was an unlockable small synthesizer that could be found in the restroom’s trash can. The synthesizer would have something like a 16-step sequencer that the player could program, and the melody would play after a round was won. This ended up not being developed as post-release needed features that were (and still are) more high priority. Please let us know if that’s something you want to see, though.

For the Steam release, initially an actual ‘Double or Nothing unlocked’ cutscene was planned, that would show an engineer working on the disassembled table, with the new items being in a pile ready to be stocked inside the table.

That’s all we have for today. We’re planning to have a Q&A session with Mike sometime in the future, so stay tuned for that, and now… back to the multiplayer grind!

Wishing you the best of luck, High Rollers,
Mike Klubnika, CR Channel & V̶̺̋Ǫ̶͒L̴͉̂T̶̺̈À̸̤ ̴̫̉Ś̴̱ţ̵͗ạ̷̄ñ̶͉d̴̋ͅa̶̩͝r̵̯͛d̴͙̓ ̶̖̎E̵͈͆l̵͍̐e̵̺͠c̴̟̄t̶̜̒r̸̪͠o̶͎͘n̶̰̄ị̵͑ç̷̄s̶̩͝