Supervive Executive Producer Discusses Crafting a 10,000-Hour Game & Future Open Beta
You know, as a gamer who's seen countless titles come and go, I always get excited when a new game promises something more than just a weekend distraction. That's exactly what drew me to Supervive (formerly Project Loki). It's not just another squad-based shooter; it's a bold attempt to create what the developers at Theorycraft Games call a "10,000-hour game." Think about it—how many games can you honestly say you could invest that much time into and still find new depths? I've played my share of Apex Legends, Overwatch, and Destiny, and the pedigree behind this team is undeniable. With veterans from those very titles, including executive producer Jessica Nam, who spent years shaping League of Legends, the ambition here is palpable. But what does it really mean to build a game that's meant to last for thousands of hours, not just dozens? And how do you balance chaotic, flashy fun with the strategic depth that keeps players coming back year after year? Let's dive in.

What Makes a "10,000-Hour Game" Anyway?
I had the chance to hear Jessica Nam's perspective on this, and it really resonated with me. She put it perfectly: it's about gameplay depth, variety, and replayability. We've all been there, right? You buy a hot new game, binge it for 50 hours, and then... it gathers digital dust. Supervive aims to be the antithesis of that. The team is designing for that fundamental human desire—to master something, to get genuinely good at it, to have those epic moments you can't wait to tell your friends about. In today's world, gaming is one of the primary ways we experience that journey of failure and triumph. Jessica emphasized they don't want to make something "throwaway." They want to build a world you can rely on, a social experience that's engaging in the long term. Isn't that what we're all looking for? A live service game that won't just disappear after a couple of years, but one that earns our trust and time? That's the foundation they're building on.
A Roster Built for Every Player
One of the first things I noticed when learning about the 15 launch characters was the sheer variety. They're split into broad categories—Fighters, Protectors, Controllers—but there's no rigid "you must play a tank" mandate. This flexibility is by design. The team thought deeply about the player's journey. Where are you coming from?
-
Are you an FPS veteran? You'll find characters where your primary fire (that trusty LMB aim) is the star. You can focus on honing your raw mechanical skill from the get-go.
-
More of a MOBA strategist? There are characters for you too, focusing on crowd control, area-of-effect abilities, positioning, and itemization.
The goal is to give every player a "great landing pad." You can find familiarity, but within Supervive's unique combat sandbox. And speaking of the sandbox, the synergies are where things get wild! Jessica shared one of her favorite combos: Void, the AOE teleporter, and Celeste, a hard crowd-control specialist. Imagine Celeste channeling her massive AOE stun, and then Void teleports the entire team into a perfect, unexpected position mid-cast. It turns a classic "wombo combo" into something that interacts dynamically with the level design. That's the kind of emergent, creative teamwork that defines high-level play.
Designing Chaos: The Map & The "Managed Chaos" Philosophy
The map in Supervive is a character in itself. Designing it from scratch was, in Jessica's words, "kind of chaotic to begin with." The team started with core gameplay goals: they wanted tight combat spaces, chokepoints that force thrilling collisions, and open areas for different tactics. Each biome has its own identity and map features. But how do you balance that epic, "one-play-away-from-glory" feeling with the need for strategic thinking?
It's all about managing the chaos. They constantly tweak:
-
Player Density: They've tested with 40 and even 48 players. Finding the magic number where there's constant action but not utter pandemonium is key.
-
The Shrinking Circle: The timing, repositioning, and speed of the circle's closure are all tunable levers to control the flow of a match.
-
The Storm Shift: This is a brilliant roguelike-inspired system that changes the rules each game. Maybe one match has a storm that grants soul powers, helping you kickstart your build. It adds incredible game-to-game variance and can even act as a guide for newer players.
The result is a match rhythm that can go from calm tension to explosive, Dragon Ball Z-level clashes in seconds, and then back again. It’s controlled, purposeful chaos.

Lessons from Legends and Iterating on a Dream
Jessica's time at Riot Games on League of Legends taught her what players truly care about at a massive scale. It boils down to polish, fairness, and deeply engaging gameplay. That lesson is central to Supervive: focus on delivering an exceptional core experience. The game has undergone huge iterations to get there. Early on, it was more like a traditional, slow-paced MOBA—very methodical and predictable. But the team asked: Where's the dream? Where's the solo carry potential and the crazy highlight-reel plays?
This led to a philosophical shift:
-
Increased Lethality: Abilities hit harder, creating more "one-play-away" moments.
-
Physics-Driven Sandbox: Abilities interact with the environment and each other in open-ended ways. "This ability can affect anything" means anything.
-
Revamped Movement & Traversal: This wasn't even a core pillar initially! Player creativity with gliding, grind rails, and mid-air ability casts inspired the developers to lean in hard. Now, momentum-based movement is a huge part of the skill expression and flashy plays.
The Player-Driven Feedback Loop
This might be the coolest part. The team isn't just making a game for players; they're making it with them. Their monthly community playtests are a crucible for ideas. Jessica's biggest hope for the open beta? "I just want them to try and break it." And players already have! They've shown off plays the devs never imagined—using objects to wipe entire teams, making insane traversal escapes, creating new combo pathways. This feedback has directly shaped the game:
-
Traversal became a major feature because players loved its creative potential.
-
The 60+ in-game "Powers" are designed to be open-ended, leading to wild, unexpected interactions when combined with character kits and map objects.
-
Revival as Playmaking: Being downed isn't a permanent setback. Characters like Alluna (the bunny healer Jessica mains) can rez allies while dashing and dueling, turning a comeback mechanic into an aggressive playmaking tool.
Looking Ahead to the Open Beta & Beyond
As we head into 2025, the first open beta is on the horizon. The team's feeling? "Terrified and amazing," which tells you how much they care. This milestone is about removing the "dev goggles" and making the game instantly enjoyable for everyone. The stakes are high, but so is the excitement. After years of development with a superstar team, drawing inspiration from MOBAs, hero shooters, battle royales, and even roguelikes, Supervive is ready for its moment. It’s a game built on a simple promise: give us your creativity, and we’ll give you a sandbox where your 10,000-hour journey of mastery is just beginning. So, are you ready to not just play a game, but to help shape one? I know I am.
Comments