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Brigador devs think it's crucial that their abrasive, hardcore mech sims aren't for everyone: 'I think we make boy slop, but that's okay'

When I recently spoke to Stellar Jockeys lead artist Jack Monahan and lead designer Hugh Monahan about Brigador Killers, a big focus for me was approachability versus depth. Most of my favorite games are super-crusty and complex RPGs or immersive sims, and the studios that made them⁠—Troika, Looking Glass, Obsidian, to name a few⁠—often found sustained financial success difficult or impossible.

You need some level of mainstream buy-in to keep the lights on, but something that’s too focus-tested or homogenized won’t please anyone. Stellar Jockeys’ first game, Brigador, is a hardcore mech sim that initially bombed sales-wise, but is now a cult classic, so the Monahans are well-positioned to comment on the subject.

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