A live service game with "no BS" – why the team behind Omega Strikers thinks it can last
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It’s a dangerous world out there for the indie developer looking to make a splash with a new live service game. All games release at risk of failure, but the competitive multiplayer space has proved a no man’s land for many a promising game over the last few years.
Omega Strikers, launching this April to all platforms, is rushing in nonetheless. With its cocktail of sports, fighting game-adjacent action and character-based teamplay, is diving headfirst towards release. I had a chance to play the game during the PC beta late last year, at which point I made note of the solid foundations at the heart of Omega Strikers.
This week, at GDC, I was able to jump in yet again, and chat to the trio of Odyssey Interactive marketing director Ryan Rigby, co-founder Richard Henkel, and fellow co-founder Dax Andrus. The game has come a long way since last year, but I wanted to grill the group on how Omega Strikers would keep people playing in the months post-launch – something that has probed to be a pitfall for many of their peers.
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