23 Apr 2025
After more than two decades at Piranha Bytes, the studio behind cult classics like Gothic and ELEX, four veteran developers suddenly found themselves without a studio. THQ Nordic's closure of Piranha Bytes marked the end of an era - but also sparked the beginning of something new.
Rather than seeking roles at another established studio, the team decided to take their future into their own hands. And so, Brainlag Games was born.
“The industry is in turmoil. A lot of studios are closing. We wanted to shape our own fate and no longer be at the whims of some publisher.”
Like many indie studios, Brainlag’s first major hurdle wasn’t creative - it was financial.
“The first challenge was definitely getting funding.”
Fortunately, Germany offers several government-backed funding programs for startups. Brainlag secured both a one-year funding initiative and a follow-up grant with a stipend, giving the team breathing room - at least until mid-2026.
That funding allowed them to move ahead with their first title: Rootbound. And while development always brings its own set of difficulties, the team points to the studio’s formation as the real trial by fire.
“The challenges during development haven't been as tough compared to the founding process itself.”
Rootbound isn’t just another action-adventure game. It’s an ambitious project that aims to push the boundaries of systemic design and physical interaction. Inspired by titles like Subnautica, Death Stranding, and Tears of the Kingdom, the game seeks to create a truly reactive world where everything follows a set of rules - and nothing breaks them for the player’s convenience.
“Physics in general is really difficult to control—that's why so few games use it meaningfully in gameplay.”
“But we’re aiming to really have a world that follows a fixed ruleset. If something is light enough, you can always equip it as a weapon or throw it around. Doesn’t matter if it’s a sword or an enemy.”
That commitment to consistency goes beyond item physics. For the Brainlag team, it’s about building trust with the player - where everything that looks possible, is possible.
“It’s very important to us to never break the rules of the game. If we were to introduce climbing, we’d make sure the player can climb everywhere - not just on yellow-painted rock corners.”
While many studios are cautiously observing Unity 6’s rollout, Brainlag Games is diving in headfirst. Rootbound isn’t just developed in Unity 6 - it’s practically showing it off. From the dynamic physics-based movement of your plantling character to the vibrant lighting and environment transitions, Unity 6’s tech is being put through its paces.
Keep Calm and waka waka...