Recently, independent game developer Chaos Manufacturing launched its first project, an innovative sci-fi action role-playing game called SOL Shogunate. This title stands out in the genre as it offers a unique narrative twist, described by the creators as a “samurai space opera.”The game’s premise transports players to an alternate future where humanity has colonized the Solar System while inexplicably preserving elements of feudal Japanese culture. Set mainly on the Moon, players immerse themselves in a world governed by a powerful Shogunate, where the code of the sword prevails.
The lunar landscape is characterized by cities designed with artificial gravity, each one paying tribute to significant historical periods in Japan. These vibrant urban centers are adorned with soaring space elevators, rapid transit systems, and lavish districts catering to the Shogunate’s upper class, who experience Earth-like luxuries complete with simulated day-night cycles. Beneath this glimmering facade, however, lies a grim reality: many laborers silently toil away in support of the Shogunate. Players step into the shoes of Yuzuki, the last remaining heir of a once-prominent samurai lineage, who is thrust into a life of defiance against the rival clan that destroyed her family. As an outlaw ronin, Yuzuki embarks on a vengeance-fueled journey through the moon’s metropolis.
At the heart of SOL Shogunate is a strong emphasis on music. Chaos Manufacturing has already announced partnerships with various artists, including the renowned Japanese rock band AliA. Following the game’s reveal, I had the opportunity to interview the studio’s founders, Leszek Szczepański (Game Director) and Guy Constantini (CEO), both seasoned experts in triple-A game development.
This dialogue not only deepened my interest in SOL Shogunate but also provided rich insights into the game’s development. The game, currently in early development for PC (where it can already be wishlisted on Steam) and consoles, may take a few years before hitting the market, especially considering the developers are operating with a small team.
In this Interview:
- From AAA to Indie – The Origins of Chaos Manufacturing
- SOL Shogunate: Crafting a “Samurai Space Opera”
- Gameplay Deep Dive – Music-Synced Battles and Genetic Enhancements
- Tech & Philosophy – Unreal Engine 5 and the Studio’s Views on AI

From AAA to Indie – The Origins of Chaos Manufacturing
Welcome! Could you tell us about your backgrounds?
Leszek Szczepański: Hi, I’m Leszek Szczepański, Game Director at Chaos Manufacturing. My role entails steering the development process and assembling a talented, creative team to bring our vision to life. My journey in the gaming industry spans nearly 18 years. Initially based in Poland, I worked on mobile adaptations of titles such as Metal Gear and Castlevania. After five years, eager for more significant challenges, I joined Guerrilla Games in the Netherlands, where I contributed to franchises like Killzone and Horizon Zero Dawn from their inception. Eventually, I sought to create something of my own, which led me to meet Guy. We realized our skillsets balanced well, prompting us to establish Chaos Manufacturing about two years ago.
Guy Constantini: I’m Guy Constantini, General Manager and CEO of Chaos Manufacturing. My role involves ensuring that every task is addressed, whether by a team member or myself. My journey began with a childhood fueled by gaming, starting with an Atari 2600. I pursued formal education at Rutgers in New Jersey before transitioning to the gaming industry. After some time at Riot Games working on League of Legends, I shifted to Kabam to contribute to Marvel Contest of Champions. My desire to exit mobile gaming led me to Los Angeles, where I worked for CD Projekt Red during the periods surrounding The Witcher 3 and Cyberpunk 2077. This diverse experience compelled me to start my own venture, recognizing the need for a strong Game Director alongside my project management abilities.
Both of you have impressive credentials, particularly from industry giants. Can you elaborate on Chaos Manufacturing? What type of studio did you envision, and what is its size and operational model?
Guy Constantini: Our experiences in various projects shaped our desire to create something exceptional that can make a lasting impact. We aimed to form a studio that attracts passionate autodidacts. In a startup, team members often wear multiple hats, so we believe in offering people autonomy and a stake in our shared success. Our approach prioritizes flexibility; we currently operate primarily remotely to adapt to our team’s preferences. We understand that a company must reflect its people, improving sustainability in a competitive industry.
We’ve had a full-time staff of up to five and utilize a network of fractional contributors to accommodate project stages. I’m adamant about acknowledging all efforts; this is a collaborative endeavor.
Are you self-funded? Given current industry challenges, how are you managing?
Guy Constantini: It’s been a learning curve navigating fundraising in this climate. To date, we’ve relied on small investments from angels to sustain our efforts. Presently, we’re in discussions with potential financing partners who align with our vision.
Our approach has always prioritized responsible growth, ensuring we expand on our terms with partners that share our values. I’m cautious about accepting capital that might lead us to rapid expansion without the necessary controls, as we want to maintain job security within our team.
What are your plans regarding publishing? Are you leaning towards self-publishing or working with a publisher?
Guy Constantini: We remain open to various partnerships. While I have experience building successful publisher relationships, I recognize certain publishers bring resources we might not possess, creating a mutually beneficial opportunity. Although we have yet to secure a publisher, we’re prepared to collaborate with the right entity, provided we maintain creative autonomy.

SOL Shogunate: Crafting a “Samurai Space Opera”
Let’s delve into SOL Shogunate. The fusion of space opera and samurai culture is quite unique. What inspired this concept?
Leszek Szczepański: The creative process is inherently personal. To generate meaningful content, one must channel their passions. We merged our love for hard sci-fi, cyberpunk aesthetics, samurai narratives, Japanese music, and anime into a cohesive concept, resulting in what we call a “Samurai Space Opera.”
Guy Constantini: Our goal was to explore uncharted territories within genres. While we’ve encountered various samurai and sci-fi narratives, we aimed for an imaginative future that feels innovative and unexpected.
The initial spark came from a striking piece of concept art created by our talented artist, Aaron Nakahara (Kobaltplasma), depicting a warrior with a traditional samurai appearance and a luminous face. This inspired us to construct an aesthetic that resonates with purpose as opposed to merely superficial references to the past.
Yuzuki’s quest for vengeance echoes themes in contemporary narratives. How will her character stand apart as a unique version of a ronin?
Leszek Szczepański: While vengeance is the initial catalyst, the narrative extends into deeper themes of creation and destruction. The tragedy propels Yuzuki into a world filled with unexpected twists.
The setting on the Moon shapes Yuzuki’s identity as a “future samurai”; her movement and fighting style are influenced by a fusion of traditional techniques and modern technology like thruster packs and grappling hooks, enhancing combat in low-gravity environments. We often contemplated: “What truly defines a future samurai?”
Genetic modifications play a crucial role in her journey; Yuzuki’s samurai-inspired armor integrates these enhancements, allowing her to survive in space’s vacuum.
Guy Constantini: Drawing inspiration from The Book of Five Rings, we pondered what it means to embody the ultimate warrior with advanced technology. We aimed to create a character whose actions reflect a future relentlessly shaped by technological progress.
Will Yuzuki possess ranged combat capabilities, or will her skills remain focused on melee?
Leszek Szczepański: Primarily, Yuzuki’s abilities revolve around melee combat.She employs grappling hooks for quick maneuvering, enabling her to engage enemies efficiently. While she may unlock some ranged abilities through upgrades, melee prowess remains central to her combat style.

Gameplay Deep Dive – Music-Synced Battles and Genetic Enhancements
How will character progression function in SOL Shogunate? Are traditional levels involved?
Leszek Szczepański: We emphasize two key elements in Yuzuki’s progression—unlocking different weapons and armor as players progress through the narrative, and a sophisticated genetic upgrade system.
Rather than a conventional skill tree, players will collect “Gene Slices”by vanquishing enemies or discovering them within the environment. These slices correlate with specific abilities or enhancements and can be arranged on a “Gene Board.”Players can strategize combinations to unlock new skills or modifications.
This system ensures that each playthrough presents unique experiences based on the skills and upgrades players encounter, influencing both combat and narrative decisions.
Can players reconfigure their mutations, or are they permanent?
Leszek Szczepański: Players can modify their Gene Board configurations nearly at any time. However, when genes undergo mutation to form new combinations, the original genes will be consumed and cannot be reverted.
Guy Constantini: This design requires players to commit to certain decisions, fostering a deeper engagement with the evolution of their character while retaining flexibility in many respects.
Regarding boss encounters, how will you ensure they remain exciting and dynamic throughout the game?
Given the samurai space opera theme, music is integral to our design. We collaborate with various Japanese rock bands to create original compositions specifically for boss encounters. Each music piece unfolds as an emotional narrative, paralleling the action players experience.
The synchronization is intentional—when a boss transitions through phases, it aligns seamlessly with the musical beats, enhancing the emotional impact with orchestral layers. This results in what I like to describe as an “overwhelming cocktail of emotions”that immerses players fully.
Will there be adjustable difficulty levels available to cater to different player preferences in SOL Shogunate?
Leszek Szczepański: Yes, we aim for a balanced experience that presents challenges without overwhelming players. For casual gamers, an easy mode will exist, while for those craving difficulty, a hard mode will provide that challenge.
Guy Constantini: For players that thrive on difficulty, our advanced settings will demand a deep understanding of the game mechanics to master each challenge.
How will you handle narrative exposition and world-building within the game?
Leszek Szczepański: As a Japanese-style Action RPG, we prioritize rich character arcs and a vibrant world teeming with life. Our vision for the Moon—and possibly beyond—is to create a multifaceted environment filled with diverse factions and intricate stories.
Guy Constantini: The notion of a samurai caste ruling humanity is just one layer of the story. Players will explore large biomes within the Moon, interconnected by train systems, while facing dangers on the moon’s surface amidst the remnants of a systemic war.
The narrative revolves around two protagonists whose paths will intersect, inspiring character growth against a backdrop of conflict. Yuzuki embodies this journey as the “shattered heir, ”signifying her quest to reclaim her identity.
Is Yuzuki the sole playable character?
Leszek Szczepański: Yes, that’s correct.
What can you share about your expected game length? Perhaps 15-20 hours?
Guy Constantini: We’re not ready to disclose specifics about game length or pricing at this moment. However, our philosophy leans toward delivering quality over sheer time investment. In a landscape cluttered with lengthy titles, we intend to provide an experience that’s rewarding without feeling drawn out. Expect a runtime exceeding ten hours, with an affordable price point.

Tech & Philosophy – Unreal Engine 5 and the Studio’s Views on AI
Do you plan to launch on next-gen consoles?
Guy Constantini: We aspire to make SOL Shogunate accessible across various platforms. It will be available on both PC and next-gen consoles, with a design that prioritizes controller compatibility and effective keyboard navigation for PC gamers. Our focus is on crafting a cohesive experience akin to the quality of Arkham Asylum, while keeping an open mind for future expansions.
Are you utilizing Unreal Engine for development?
Leszek Szczepański: Yes, we are indeed working with Unreal Engine 5 for our project.
There were previous mentions on Steam regarding minimum requirements; some seemed uncharacteristically low, as with a GTX 970. What’s the clarification?
Leszek Szczepański: That issue was a miscommunication and has since been corrected. Currently, we are not prepared to specify target requirements.
Guy Constantini: That was my oversight! Generally, our intent is to target a broad spectrum of hardware capabilities to ensure a high-quality experience that shines on cutting-edge gear.
Considering the recent discussions surrounding AI in game development, what is your stance on its use?
Guy Constantini: We commit to handcrafted artistry in our game. Our lead concept artist has undertaken extensive explorations across Japan to capture authentic visuals, shaping our game world from real-life inspiration. I advocate for empowering artists to choose their tools rather than imposing constraints for financial reasons. However, as technology evolves, we remain adaptable to new methods should they enhance creative endeavors.
In summary, our commitment remains on delivering a hand-crafted experience, prioritizing personal artistry above automation.
Thank you both for the insightful conversation.
Leave a Reply