Nyan Heroes, an upcoming third-person hero shooter from 9 Lives Interactive, has garnered significant anticipation within the hero-shooter genre since its two-week pre-alpha demo in April. The game features a unique blend of competitive, movement-based gameplay with anthropomorphic feline pilots operating mechanized suits. Strikingly,Nyan Heroeshas secured a coveted position among the top five most wish-listed titles on the Epic Games platform. Additionally, recent playtests have also been remarkably successful, propelling the game into the top thirty most-played games on the platform.
GameRant had the opportunity to sit down with Niles Sankey, Design Director, and John Walsh, Development Director ofNyan Heroes, for an in-depth discussion about theindie game’sdevelopment process, Pre-Alpha stage, and lore. In this interview, the developers discuss the feedback from playtests, the lore of New Nekovia, and their future plans for the game.This interview has been edited for brevity and clarity.

The Passionate Journey Behind Nyan Heroes' Development
Q: Can you tell us a bit about your studio, 9 Lives Interactive?
Walsh:The studio is as unique as our game. We operate fully distributed across the globe without a central office, fostering a fantastic team dynamic. With team members from locations such as India, Europe, and the US, we benefit from a diverse range of experiences and backgrounds that provide us with multiple perspectives and approaches. We’ve been keen to make sure the right people fit into the right roles and focus heavily on internal recommendations.

Since we don’t always operate during regular working hours, there’s trust and there’s fearlessness where we aren’t afraid to make mistakes, and that is one of the great things about this studio. Interestingly, you know you’ve struck gold when the team loves playing the game. Every week, we have a studio-wide play session where team members enthusiastically comment and even engage in friendly trash talk.
Q: Considering you talked about potentially making mistakes, has there been anything particularly memorable during the development ofNyan Heroes, including both challenges and successes?

Walsh: Yes, we had to start from scratch. It was our first attempt at an MMR system, and during our initial launch, we didn’t restrict player numbers on the servers. We’ve encountered unexpected challenges, like managing pings for grouped players. Still, we analyze the data closely to identify areas for improvement. Despite this, we’re pleased that we haven’t experienced any failures.We haven’t had any unavailable serversand player queues have remained short, typically less than a minute and a half. However, we’re committed to continuous improvement because good isn’t enough; there’s always room to improve.
Q: AsNyan Heroesis set to be your studio’s debut title, and considering both of your previous experiences with major studios and significant titles, how has the reception to your game been so far?

Walsh:The response has been overwhelmingly positive! Niles, myself, and many team members have extensive experience with major titles from larger publishers. The grassroots following and player numbers fromNyan Heroes' initial early access demo and subsequent playtests have been outstanding. This includes valuable player feedback and positive reactions from streamers. While some games rely on larger corporations to achieve similar numbers, our success has been organic, and we’re incredibly grateful for the support. Truly, reaching the top five most wish-listed games on Epic and entering the top 30 most-played games as a demo has been mind-boggling. This period is crucial, and our fans and players are equally important to us.
Q: Did you set any specific guidelines regarding aspects you wanted to include or avoid in this hero-shooter, such as paying attention to player feedback or rules for one-shot abilities?
Sankey:We’re always mindful of our audience and fans. As our third pre-alpha playtest approaches, everyone is welcome to join us in Discord. Player feedback is incredibly important.
On the design side, the concept of cats piloting mechs is a crucial design pillar for us. We strive to capture their essence and stay true to the world of Nekovia, which is why we’ve implemented mechanics like ejections and cat combat.
Q: Did you conduct additional research on cats and their movement abilities while developing this game?
Walsh:Yes!
Sankey:Absolutely! Ouranimators thoroughly studied videos of cats, both domestic and large, like lions and cheetahs. Yes, you’re piloting a robot’s mech, but it also feels like an extension of the cat. Since they’re built by cats, they should move like a cat would. This allows players to fully immerse themselves in the power fantasy of harnessing cat-like abilities. This approach extends to classes as well. For instance, the bigger and heavier Atlas class draws strong spiritual inspiration from lions, allowing players to deeply connect with that aspect.
Q: How did 9 Lives Interactive conceive the idea of cats piloting mechs in a team-based shooter?
Sankey:That idea, as far as I’m aware, was born via Max Fu, the Chief Executive Officer and Co-Founder ofNyan Heroes. He loves cats and when I first spoke with him two and a half years ago, he had this core idea already in mind that is very accessible.
Q: The $350K donation from 9 Lives Interactive to support cat rescue missions highlights the impact of video games on real-world issues. WillNyan Heroescontinue to support meaningful causes beyond its initial launch?
Walsh:The projected timeline for supporting cats? Endless. In terms of the launch, we have ambitious plans, but we prefer not to commit to specific dates. We believe the studio will know when the timing is right without unnecessary pressure from arbitrary deadlines. Rest assured, there will be continuous updates; we’re committed to staying transparent, and we won’t disappear or go dark.
Nyan Heroes' Distinctive Locomotion System and Mechanics
Q: How isNyan Heroesredefining the hero-shooter genre?
Sankey:From a design perspective, I think what we’re doing here is unique. We’re a team-based hero-shooter, but we have a few exceptional features that I don’t think anybody else is implementing. For one, we have an advanced locomotion system that fits our feline vibe very well. We have wall-running, super jumps, and air dashing, all of which can be used in our level designs. Players can use these to find paths and strategically turn the tide of battle, which is a unique aspect of this world.
Additionally, our augment systemmay be the first of its kind in the hero-shooter genre. When you spawn, you can choose your weapon loadout, but each class also has augment abilities that change the behavior of your weapons. For example, some Medics like Seraph have augments with healing abilities. Depending on the augment you use, it can transform your weapon into a healing tool. For instance, a rocket can be used to heal your teammates. As we introduce new classes, each will have unique augments, expanding your strategic options and enhancing replayability. This should help players find and refine their personal play style.
Lastly, the cat gameplay is quite interesting. When your mech is destroyed in battle, players don’t die; instead, they eject from the mech, and the dynamics shift. While cats aren’t as strong as mechs, they can still assist their team in various ways. This gives players a chance to earn a re-mech and re-engage at full capacity. We are expanding this feature of the game, and while I can’t currently give much information on this, it will offer more unique gameplay for when players can eject from their mechs.
Q: Earlier, you mentioned wall-climbing and wall-running abilities. Does every hero have this ability?
Sankey: Yes, every hero can perform advanced feline locomotion. Once you understand and perfect these mechanics, they apply to all heroes, though each mech and class has its own movement augment ability that works in tandem. Unlikegames likeOverwatch, where only certain classes or heroes have specific locomotive abilities, in this game, everyone can perform these actions.
Q: Do these locomotive abilities greatly influence your map design process?
Sankey: Yes, it’s been a challenge in a good way to build maps where our locomotion systems have a purpose. You’re not just running up walls for the sake of it. We’ve strategically designed the levels so that players can reach better vantage points and potentially turn a battle in their favor by understanding the map and utilizing their movement abilities.
Q: Aside from augments, what distinguishesNyan Heroesfrom other games in the hero-shooter genre?
Walsh:We’re not so much setting ourselves apart, but focusing on what we do and making sure what we do is exceptional. We don’t want to lose track of what makes us fun, what makes our game enjoyable for our users, or get lost in the hullabaloo of competing with others. So what sets us apart? Our players will tell us and, for now, we want to verify we have an engaging experience waiting.
The Lore of New Nekovia and The Battledome
Q: Could you tell us about the game’s lore, especially regarding New Nekovia, and how this future came about?
Sankey: In the not so distant future, cats have evolved into intelligent beings. They initially create robotic Guardians, which later rebel against them, forcing the cats to retreat underground. As they regroup and focus on refining their technology, they develop new mechs with a strong determination to reclaim their place. Meanwhile, they engage in competitive battles within the Battledome, a futuristic training facility that also serves as a reminder of the past and a symbol of hope for the future.
Guardian Battles are the most popular sport in New Nekovia, with extravagant competitions and lavish prizes for winning teams. This is the same place where the multi-player sessions take place. These battles are part of their preparation for a future narrative element that we’re not quite ready to reveal yet but are actively developing.
Q: Are there any plans to expand on the narrative through cinematics, short stories, or comics, either now or in the future?
Sankey:The short answerto in-game loreis yes!
Q: How crucial is the narrative of New Nekovia and the battle between theNyan Heroesand Starlight Corp for understanding the game?
Sankey:If you just want to jump in and team up with your friends, or shoot at your friends, there’s no lower barrier. We hope that the contextualization of world design communicates that lore, but there’s no required reading.
Nyan Heroes Season 3 Pre-Alpha and Ranked Play
Q: IsNyan Heroesdesigned with a focus on casual players, competitive players, or does it provide equal opportunities for both?
Walsh:Equal opportunity for both. you may’t have a high-end esports game without players aspiring to join the elites. You need to have that onboarding system that allows players to progress.
Sankey:Agreed, we’d really like to cater to both. Personally, I’m a casual player.
Q: Are there any additional game modes that your team is working on that you can hint about?
Sankey:Yes, we do have a new game mode coming out. I wish I could say more, but it’s a unique spin on a classic game mode. If you’re familiar with other hero-shooters, you’ll get it immediately, though we are also doing our own thing. We’re playtesting it right now in the studio, and it’s going great! I look forward to fully sharing it with the public.
Q: WillNyan Heroeshave methods to ensure balanced counterplay against more dominant heroes and metas? For instance, will there be frequent patches to maintain balance?
Walsh: It depends, there’s always the long answer that we will continue balancing the game. Some of this may even come from future concepts like unreleased mechs and augments.
Sankey:The gaps between playtests help us with balancing, and we are looking to fill these when the game becomes more complete. Of course, if we feel there’s a balance issue, we are equipping ourselves to have a frequent cadence of updates to ensure it’s as balanced as possible.
Q: Do the feline characteristics of the characters, which emphasize flexibility and nimbleness, affect how difficult it is to aim inNyan Heroes?
Sankey:Moreagile players can be harder to hit. However, the variety of class abilities and weapon options available should greatly assist all players. While we aim to reward agility, we also provide effective engagement options for all player styles.
Q: Is there a timeline players can look to for Season 3 of Pre-Alpha?
Walsh: I can’t say much, but I will say sooner than people think.
Q: Is there anything else you would like to share or mention?
Sankey:The weapon choices are quite interesting. We have different internal names for the guns, but we offer a range of options, including assault-style rifles, plasma rifles, rocket launchers, grenade launchers, shotguns, pistols, and turrets. We’re working on some new weapons as well.
Walsh:For anyone who’s played the game so far, thank you very much for the support! Anyone who’s looking at the game is welcome to download it. We’ll see you in the Battledome, and you can see what all the fuss is about yourselves.
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