Vermintide’s developers only realized they were wading into a cursed subgenre after they started making a first-person melee game: ‘I was so scared’

In the realm of video game development, the challenge of creating engaging first-person melee combat has often proven daunting. While titles like Dark Messiah of Might & Magic have set high standards, many games have struggled to replicate that exhilarating experience. This was not a concern for Fatshark when they embarked on their journey with Vermintide a decade ago. The team was so engrossed in perfecting their melee mechanics that they lost track of their surroundings.

Immersed in Melee Mechanics

Anders De Geer, the chief creative officer at Fatshark, recalls the early days of development: “We were focused on hit effects, staggers, and animations, completely absorbed in the melee system.” During a meeting that transitioned into a lunch discussion, the team continued to delve into the intricacies of how combat should feel and how enemies ought to react. “We talked a lot about hitting people in the head with axes and stuff,” De Geer adds. It was during this animated conversation that he noticed the bemused expressions of their colleagues, prompting a realization that their passion might have come off as eccentric.

Martin Wahlund, Fatshark’s CEO, faced his own moment of doubt when discussing their ambitious project with a co-founder from another Swedish studio, 10 Chambers. “He mentioned how brave we were to pursue melee in first-person, sharing his own experiences where such endeavors led to bankruptcy,” Wahlund reflects. This conversation sparked a moment of fear, leading him to suggest to De Geer that perhaps they should consider a more ranged approach.

Ultimately, the team chose to remain steadfast in their vision, trading guns for swords and axes—though a few characters do wield firearms. Vermintide emerged as a game centered on close-quarters combat, where the thrill of engaging enemies up close became the hallmark of its design.

Wahlund reminisces about the early development of their first weapon, a two-handed hammer. “We spent considerable time exploring what it would feel like to wield it. My initial vision was inspired by the early scenes in the Lord of the Rings film, where Sauron’s massive weapon sends foes flying,” he explains. This cinematic inspiration became the driving force behind their melee combat design.

The dedication paid off. Upon playing Vermintide, players often find themselves experimenting with various characters, each offering a unique combat experience. For Wahlund, the focus on perfecting one weapon at a time laid the groundwork for the game’s success. “We worked meticulously on each weapon and enemy, ensuring that every aspect felt just right. It was a lot of hard work,” he concludes, reflecting on the journey that brought Vermintide to life.

AppWizard
Vermintide's developers only realized they were wading into a cursed subgenre after they started making a first-person melee game: 'I was so scared'