Team Reptile: A Decade of Creative Freedom from Megabyte Punch to Bomb Rush Cyberfunk

Team Reptile's latest release, Bomb Rush Cyberfunk, may seem like a love letter to Sega's Jet Set Radio, but it's also a testament to the studio's 10-year journey of creative and business decisions. In an interview with GamesIndustry.biz, game director Dion Koster and managing director Tim Remmers reveal the story behind their studio's growth and the freedom that comes with self-publishing. The journey began with Megabyte Punch, a 3D fighter for PC, released in 2013. Although it didn't immediately resonate with audiences, the game taught the studio a valuable lesson: to balance ambition with current skills and toolsets. Remmers notes, "When starting out, it's tempting to create the perfect game with all the features, but this rarely works out." Megabyte Punch was self-published, and despite initial struggles, the studio remained committed to self-publishing. Koster explains, "We were able to make games on a shoestring budget, living with our parents, and taking a bet on ourselves. We saw many small teams getting stuck in bad deals with publishers, so we avoided that path." The decision paid off with the release of Lethal League in 2014, a projectile-focused fighting game that became a hit. The studio's follow-up, Lethal League Blaze, served as a precursor to Bomb Rush Cyberfunk, featuring a colorful cast and soundtrack inspired by Koster's passion for street culture. Team Reptile has maintained its independence, declining publishing offers and relying on revenue from previous games to fund new projects. Remmers says, "We value control over our work and have built a solid foundation for the company. No external forces influence our game's direction, and we have no financial stress or obligations to publishers." Before Bomb Rush Cyberfunk, the studio focused on fighting games, but with this new release, they've shifted away from the genre. Remmers explains, "We didn't set out to create fighting games, but it happened organically. With Bomb Rush Cyberfunk, we've moved away from fighting and towards a new direction." Koster had the idea for Bomb Rush Cyberfunk before founding Team Reptile, inspired by his love of hip-hop, b-boying, and skating. He discovered Jet Set Radio Future, which showed him how to channel his life experiences into a game. The studio made a conscious effort to market Bomb Rush Cyberfunk to fans of hip-hop, street culture, and similar interests. Koster notes, "We just put our passion on social media, and it resonated with people. Self-publishing and promoting the game wasn't challenging; it just took time." Developing Bomb Rush Cyberfunk was a three-and-a-half-year process, with a small team of around 12 people working consistently. The studio collaborated with freelancers, designers, dancers, musicians, and graffiti artists to bring the game to life. Koster reflects, "In a reduced form, we could have made a similar game after the first Lethal League, but it would have been different. I like how my vision has evolved over the years, and either path would have led to creating more street adventure games." Team Reptile's journey is a testament to the power of creative freedom and self-publishing. With Bomb Rush Cyberfunk, they've taken a bold step away from their comfort zone, and the result is a game that embodies their passion and dedication to their craft.