For the new issue of Edge Magazine, creative director Guillaume Broche revealed that he did not expect such interest in the release, but considers its success logical.
Each team is unique, and we built the process around our composition and talents. The secret is to adapt the game to the team, not the other way around. The main thing is to create a game that you want to play. If it's sincere, players will forgive minor flaws. It should have a strong soul and personality.
For many team members, this was their first experience working on such a project, and early testing with close contacts provided feedback. The limited budget forced them to involve young specialists, which brought fresh ideas.
Broche added:
It's good to have limitations when you're creative. It's the best way to become the best version of yourself. Now we have more funds, and we could scale up, but that doesn't appeal to us. It's more important for us to create games than to manage them. The last five years have been some of the best in my life, and I want to be that happy again.