Home / Business and Politics / Darijan Kosić (Today’s Games): Our goal is to establish ourselves as an indie studio and build a long-term player base

Darijan Kosić (Today’s Games): Our goal is to establish ourselves as an indie studio and build a long-term player base

The last day of January stirred the domestic gaming scene. The Croatian gaming studio Today’s Games launched the game ReSetna. This is a long-awaited game that belongs to the metroidvania genre and has been available on Steam since January 31. What inspired this studio to create ReSetna, what are the reactions from players, and what are the plans moving forward, was revealed to Lider by the CEO of Today’s Games studio Darijan Kosić.

What inspired you for the story and world of the game ReSetna?

– The story and world of the game ReSetna primarily developed under the influence of the main characteristics of the metroidvania genre. However, we did not want our story to be limited by the genre’s default frameworks, so we found inspiration in science fiction and existential themes. We started from a core theme and key motives, based on which we built the visual identity and basic structure of the world. The story developed gradually, with a special emphasis on worldbuilding and environmental storytelling.

What are the biggest challenges you faced during the development of the game?

– One of the challenges we faced at the very beginning was answering the question – how are we different from games that we can define as competition in the market? It was then that the idea for our unique ‘Tetris Chip Upgrade‘ system was born. Players collect chips during the game through exploration or receive them as rewards for successfully completed tasks, thereby upgrading ReSetna’s abilities and weapons during the game, and adapting them depending on the moment and challenge. Redefining a genre is not easy; it requires a lot of thought, experimentation, and balancing to create something that feels both fresh and familiar to players. Therefore, we decided that our primary focus would not necessarily be on redefining the genre, but on providing players with an experience that is fun, challenging, and filled with content that encourages exploration. We paid special attention to the design of the ‘combat‘ system to ensure that every combat encounter is tense and dynamic. Different types of enemies, each with their unique behavior patterns and attacks, force players to constantly adapt their strategy. Boss fights are specifically designed to be intense, tactical, and to leave the impression that each boss is a test of the player’s skill. Additionally, we wanted the world of ReSetna to be diverse due to visually striking biomes (seven game zones) that encourage players to explore and draw them into the post-humanistic world we created. The artistic style of the game is shaped through details, authorially, to create an atmosphere of post-apocalyptic beauty, while the music further enhances the emotional experience and atmosphere of each area.

How satisfied are you with the initial reactions from players and reviews on Steam?

– The initial reactions to the game are positive, which is evident from the Steam reviews and player comments. We received the most praise for the unique art style, challenging combat, and tense boss arena battles. Players find the innovative Tetris Chip Upgrade system very interesting, and there is much praise for the original music that further complements the game’s atmosphere. Of course, like any first game, ReSetna is an opportunity for us to learn a lot about our audience. Although we are all passionate gamers on the team, developing a game for the global market means we cannot be guided by ‘what we like.’ It is important to listen to players, understand their needs, and adapt the game to provide them with the best experience possible. Therefore, monitoring reviews and maintaining direct contact with players after the game is launched is an integral part of our further development. Every compliment and constructive criticism is welcome. We update the game almost daily and strive to be as in touch with our players as possible because that feedback helps us further improve the game. We have received extremely useful feedback on what could be more intuitive, what requires additional improvements, or finer balancing. We are actively working on these aspects and have already addressed many of them, as our goal is for ReSetna not to be a static product, but a game that grows and evolves alongside its audience. We consider this process of learning and adaptation to be an important part of our journey, as well as something that motivates us to elevate the gaming experience with each new update.

There was a lot of talk about ReSetna even before it was released on the market. Do you have any initial numbers after these first few days? How much interest has ReSetna generated among players on Steam?

– We are very pleased with the initial reactions from players and the interest that ReSetna has generated on Steam. We see a strong community response, and as we have already mentioned – feedback is extremely useful for further improving the game. Although it is still early for detailed numbers, we can say that the start is promising and we are happy that the game is finding its audience. It is especially important to us that players have recognized our continuous effort, as we already have many comments on Steam and social media, where players highlight how they appreciate the effort we put in daily, the active support for all their questions, as well as the constant hotfixes and patches in which we address everything we see that players want to see in the game. This motivates us greatly, and we are grateful to them for that. Of course, we are aware that this is just the beginning. ReSetna is not a project we finished with the launch. We plan to continue with regular updates, additional content, and balancing, listening to what matters most to players. Our goal is not only to maintain current interest but also to build a long-term player base and establish ourselves as an indie studio that plans other projects and quality new games.

What would you cite as a specificity that distinguishes ReSetna from the competition? What makes ReSetna special?

– That is precisely what we talked about at the beginning. First and foremost, it is the main theme. Most metroidvania games are set in fantasy worlds, while sci-fi metroidvanias are not as common. Additionally, we have an innovative Tetris chip upgrade system, which players find very interesting and, as they point out, very useful for upgrading ReSetna’s capabilities and abilities.

Who was your main inspiration in creating this game?

– There are several inspirations that influenced the development of ReSetna, including some of the most well-known titles in the metroidvania genre such as Hollow Knight, Blasphemous 2, Metroid Dread, and Prince of Persia: The Lost Crown. These are quality metroidvanias, and each is unique in its own way. Also, a significant inspiration for us was the game Nier: Automata, as members of our team are big fans of this game.

What does it feel like to launch a game on the global market, especially in a genre that has a very passionate audience?

– Launching a game on the global market, especially when it comes to a genre with an extremely passionate audience, is quite an intense experience. On one hand, it is an incredible feeling to see a project that the team has worked on for two full years finally being presented to a global audience. It is a moment of pride and excitement that is hard to describe. We released the game on the night from Thursday to Friday, at midnight on January 31, 2025, and it was truly a special moment. However, after the game’s release, there is no relaxation – support for players follows, technical adjustments, first fixes, and actually everything that every online product goes through once it is released into production. Players in such genres know what they want and have no problem voicing their opinions, so it is important to react quickly and adapt to the market.

What are the plans moving forward? Additional development of ReSetna or another project?

– Our goal is certainly the additional development of ReSetna, presence on other storefronts and consoles. Alongside ReSetna, we aim to release at least two new games in the next five years. We will later decide whether to continue with the same genre or try something new. We are a young studio, which gives us a unique opportunity to explore our market and find the niche that suits us best.

How do you comment on the current gaming market in Croatia? What potentials and opportunities do you have here, and can we compete on the global scene?

– The Croatian gaming industry has been experiencing significant growth year after year. There is enormous creative potential, and we are witnessing several examples where Croatian gaming studios have proven that they can create successful titles that attract attention worldwide. We are particularly proud of the collaborations and friendships we have established in the domestic gaming scene, as well as globally. We would like to highlight that experts from Gamepires, the creators of the mega-success “SCUM,” are one of the proofs that it is indeed possible to create globally successful titles. Gamepires has been a great support to the Today’s Games studio, and we are extremely grateful to them for that. Additionally, the Croatian platform PlayTracker has also been an extremely useful tool for us in tracking interest in ReSetna and understanding the market. Their support has allowed us to accurately analyze gaming trends, player activity, and compare similar titles. It is great to work with a team that understands indie challenges and offers concrete information. Besides domestic support, a significant recognition is the marketing collaboration with the South Korean studio Newcore Games. “The Devil Within: Satgat,” a successful dark metroidvania, has provided support to our studio, helping ReSetna break into new markets like South Korea. This collaboration not only strengthens the visibility of the game but also gives ReSetna the opportunity to reach an even larger number of players and become a recognizable name among genre enthusiasts worldwide.