What Inspired Phantom Squad? | Dev Diary #1
Greetings, Soldiers 🫡
I first announced that I was working on Phantom Squad over a year ago. It’s been a lot of hard work - but with launch now firmly in my sights, I wanted to take a moment to reflect on why I set out on this mission in the first place.
From day one, the objective was clear: build a co-op game that bridges the gap between the high action of Hotline Miami and the tactical planning of Rainbow Six. Coordinated assaults, careful planning, and squad cohesion are central to Phantom Squad - but so is the chaos that unfolds when those plans go sideways, and you're forced to adapt on the fly to keep your team alive.

If you’ve played Rainbow Six, you’ll recognise certain key elements. First and foremost: tactical, team-based gameplay. In Phantom Squad, those who plan, communicate, and move as a unit will survive. Those who charge in headfirst? They’ll be the first to fall.
Another core pillar: gadget-focused strategy. At mission start, intel is minimal - just a building layout accessed through A.C.E. You’ll need to deploy gadgets smartly, coordinating with your squad to scout enemy positions, mark patrol routes, and plan your breach.

Fans of tactical shooters more broadly will appreciate the loadout customisation available in Phantom Squad. Each operative can customise their kit, optimising for the mission ahead while developing their own preferred combat style. Get knocked down? Your squad can pick you back up again a limited number of times - but only if they’re able to get to you. Attempting to get you back on your feet in hostile territory could get your squadmate dropped. No heroics without backup.
And while tactics are at the heart of Phantom Squad, the influence of Hotline Miami is never far away. Players and NPCs alike hit hard, and combat is unforgiving. Quick deaths. Quick retries. Learn fast, regroup, and hit back harder. You will die - frequently - but it’ll always feel fair. Every failure teaches you something. Every reset brings you closer to execution perfection.

So with all that said, I hope you’re as fired up for Phantom Squad as I am. There’s plenty more intel to come over the next few weeks. Until then, wishlist the game and play the demo via the link below 👇
https://store.steampowered.com/app/2841770/Phantom_Squad/
I first announced that I was working on Phantom Squad over a year ago. It’s been a lot of hard work - but with launch now firmly in my sights, I wanted to take a moment to reflect on why I set out on this mission in the first place.
From day one, the objective was clear: build a co-op game that bridges the gap between the high action of Hotline Miami and the tactical planning of Rainbow Six. Coordinated assaults, careful planning, and squad cohesion are central to Phantom Squad - but so is the chaos that unfolds when those plans go sideways, and you're forced to adapt on the fly to keep your team alive.

If you’ve played Rainbow Six, you’ll recognise certain key elements. First and foremost: tactical, team-based gameplay. In Phantom Squad, those who plan, communicate, and move as a unit will survive. Those who charge in headfirst? They’ll be the first to fall.
Another core pillar: gadget-focused strategy. At mission start, intel is minimal - just a building layout accessed through A.C.E. You’ll need to deploy gadgets smartly, coordinating with your squad to scout enemy positions, mark patrol routes, and plan your breach.

Fans of tactical shooters more broadly will appreciate the loadout customisation available in Phantom Squad. Each operative can customise their kit, optimising for the mission ahead while developing their own preferred combat style. Get knocked down? Your squad can pick you back up again a limited number of times - but only if they’re able to get to you. Attempting to get you back on your feet in hostile territory could get your squadmate dropped. No heroics without backup.
And while tactics are at the heart of Phantom Squad, the influence of Hotline Miami is never far away. Players and NPCs alike hit hard, and combat is unforgiving. Quick deaths. Quick retries. Learn fast, regroup, and hit back harder. You will die - frequently - but it’ll always feel fair. Every failure teaches you something. Every reset brings you closer to execution perfection.

So with all that said, I hope you’re as fired up for Phantom Squad as I am. There’s plenty more intel to come over the next few weeks. Until then, wishlist the game and play the demo via the link below 👇
https://store.steampowered.com/app/2841770/Phantom_Squad/