Over the last dozen years, the Warsaw‑based studio One More Level has quietly built a reputation for delivering AA‑level experiences that often rival the polish of full‑blown AAA releases. The studio first burst onto the scene with Ghostrunner, a sleek cyber‑punk platformer that debuted in 2020 to glowing reviews and strong sales – Video Game Insights estimates the title moved roughly 5.6 million copies worldwide. A sequel followed in 2023, confirming the studio’s knack for marrying high‑octane action with a distinctive visual style.
Despite these successes, the broader AA market is under pressure. In recent years, investment streams have thinned just as the competition for player attention has intensified. Smaller publishers tend to gravitate toward low‑budget projects under $1 million, while the industry giants pour resources into evergreen, blockbuster‑type franchises. Even games that have demonstrated massive commercial potential, such as Clair Obscur: Expedition 33, still encounter a skeptical funding environment.
"We achieved a huge hit with Clair Obscur: Expedition 33, yet many publishers still view the AA space as risky," explains One More Level’s game director Radek Ratusznik in an interview with GamesIndustry.biz at Gamescom. "We probably need a handful of Expedition 33‑type successes to change that perception. One hit isn’t enough; the industry wants a pattern of reliable returns. There are plenty of studios capable of delivering high‑quality AA titles without spending hundreds of millions." Ratusznik adds that modern development tools have shortened production cycles and lowered costs, but they cannot eliminate the need for a realistic timeline.
"We can make better games faster and perhaps cheaper, but you can’t finish a polished title in a single year without compromising quality. Proper testing and iteration are still essential, and I doubt publishers will allow us to squeeze that much." The journey to bring One More Level’s newest project, Valor Mortis, to market has been anything but smooth.
The title, slated for release on 13 October, initially secured a publishing deal with Private Division, the indie‑focused label under Take‑Two Interactive. However, in 2024 Take‑Two announced a strategic shift toward AAA‑scale hits, prompting parent company head Strauss Zelnick to say, "We’re in the business of making great big hits." As a result, Private Division scaled back its operations, and its catalogue was eventually sold, resurfacing in 2025 as the newly formed Fictions label, now known for titles like Game Freak’s Beast of Reincarnation. When the Private Division partnership collapsed, One More Level briefly entertained self‑publishing Valor Mortis. "We realized that if we wanted to maintain the quality level we envision, we needed a publishing partner," Ratusznik admits.
The solution arrived in the form of Lyrical Games, a publishing venture spun out of the film company Lyrical Media – the same outfit behind the Hugh Jackman feature The Death of Robin Hood. Founded in 2025 by former Private Division executives Blake Rochkind and Roger Kurtz, Lyrical Games positions itself as an oasis for mid‑tier developers seeking a supportive publisher.
"People tell us we’re an oasis in a desert, which is both flattering and a little intimidating," Rochkind told GamesIndustry.biz last year. "When we see a title like Clair Obscur, we know it aligns perfectly with the kind of experience we want to champion. Having a game like that in our catalogue would be a dream." Ratusznik praises the timing of Lyrical Games’ involvement. "Blake and Roger remembered us and were already familiar with the project, which made the transition seamless," he says.
At the time the studio began courting funding for Valor Mortis, it employed roughly 40‑50 staff members. Rather than resort to layoffs during the uncertain period, the team leaned on reserves accumulated from earlier successes. "We had savings from previous projects, which allowed us to ride out the funding gap without cutting jobs.
It was a gamble, but we believed in our people and the game’s potential," Ratusznik recalls. Today the studio has expanded to over 70 employees, though not all are dedicated to Valor Mortis; some are already working on an undisclosed follow‑up title. The company’s growth reflects a broader industry trend where mid‑tier studios often supplement core teams with external contractors for large‑scale tasks.
For instance, Sandfall Interactive, the developer behind Clair Obscur: Expedition 33, maintained a core crew of about 30 but relied heavily on outsourced talent. One More Level, however, prefers to keep production in‑house wherever possible.
Lead designer Łukasz Wabik notes, "We outsource QA and a few marketing assets, but the majority of art, design, and programming is done internally." Looking ahead, Ratusznik says the studio’s future staffing will be tied to Valor Mortis’ performance. "If the game succeeds, we’ll likely scale up, but we don’t want to leap straight into AAA territory. Maintaining control over our creative process is vital," he explains. Valor Mortis itself is a first‑person action RPG that blends familiar mechanics with fresh thematic choices.
Its combat draws inspiration from the punishing boss encounters of Dark Souls, while its plasmid‑style abilities echo the power‑up systems of BioShock. Yet the game’s true differentiator is its historical setting: the Napoleonic Wars of the early 19th century. By situating a horror‑infused narrative within this era, the developers aim to stand out in a crowded market.
Ratusznik describes the creative process behind the setting. "We wanted a period that hadn’t been overused.
Initially we toyed with a more fantastical, Bloodborne‑like vibe, but eventually settled on the Napoleonic era because it felt both recognizable and ripe for reinterpretation," he says. Early narrative pitches even imagined Napoleon himself being possessed by a malevolent force. Over time, the team shifted toward a grounded approach, retaining supernatural elements without turning the story into a demon‑Napoleon spectacle. "It became a horror‑driven war story, focusing on the brutality of conflict rather than outright fantasy," he adds.
The first‑person swordplay, combined with the period‑specific aesthetics and mutated, horror‑laden enemies, forms the core of Valor Mortis’ unique selling points. "Our USP is the blend of a historically grounded backdrop with visceral, modern combat and a hint of the uncanny. Players get a familiar yet fresh experience," Ratusznik says.
He believes that this balance of recognizability and novelty will resonate with gamers looking for something different from the typical fantasy or sci‑fi settings dominating the market. In summary, One More Level’s journey illustrates the challenges and opportunities facing AA developers today.
From navigating shifting publisher priorities to preserving team cohesion during financial turbulence, the studio has managed to secure a partner that shares its vision for mid‑tier excellence. With Valor Mortis poised for launch, the hope is that its success will add another data point proving that AA titles can deliver both critical acclaim and commercial viability, encouraging publishers to place greater faith in this increasingly important segment of the industry.