

After having so many challenges on Transistor, the group was in a much better place when starting work on Pyre. With two hits under its belt, Supergiant had the urge (and resources) to try something more ambitious. And the team created it in three years, the same time it took to make a much smaller game – Transistor. Pyre was all about not dreaming big and learning new skills, even if it meant having to accept some hard lessons along the way. “Because with Hades, we did come back to certain types of ideas that were more comfortable for us.” “It's a game that pushed us creatively in many ways, like more than any game we've ever made, including Hades,” says creative director Greg Kasavin. Both fascinating and complex, Pyre gave the studio a chance to take its detailed world-building even further, involve the players and their choices in a meaningful way, and most importantly, experiment with a new style of gameplay.

After looking at Supergiant’s debut with Bastion and then its follow-up Transistor, we’re finally moving on to its most distinct and involved project: Pyre.įor its third game, Supergiant felt like it was time to increase the challenge and, in the words of studio director Amir Rao, “go bigger across all dimensions.” What resulted is a game unlike any other. We’re also taking the celebration online, sharing the stories behind each of the indie developer’s fantastic titles. In our latest issue of Game Informer, we have a studio profile devoted to Supergiant Games, but we didn’t want to stop there.
