Light Odyssey interview: How even the smallest heroes can make a difference

Light Odyssey is a lonely journey where one never loses hope.
light odyssey gameplay interview

Light Odyssey is a game inspired by the worlds of Dark Souls and Shadows of the Colossus that asks a big question: how can you save the world when faced with such impossible odds? As protagonist Bandi, you are a small hero wandering a towering world of light and shadow. At each turn, you encounter bosses that leer and loom, intimidating in their presence.

According to SSUN GAMES CEO Seonho Kim, as Light Odyssey developed, Bandi’s smallness swiftly became the most important element of the adventure. As concepts and stylistic choices were formed, the game began to revolve around ‘a lonely journey where one never loses hope.’

‘As the identity of the game solidified into a boss rush, we began to focus on the word “Odyssey.” From this, the concept of a faint spark of light guiding the player through a dark world came to us almost naturally, eventually leading to the design of our protagonist, Bandi, who was inspired by a firefly.’

Light Odyssey Game Frozen Sanctuary
Image: SSUN GAMES / GRAVITY

Fireflies can light up even the darkest spaces. In Bandi, players have a protagonist who can forge a path ahead, against impossible odds, with each sword swing carrying hope. This was also a core focus for the game’s development team: to create a hopeful experience with a sense of achievement and accomplishment in every step.

Dark Souls and Shadow of the Colossus influenced us far beyond mere stylistic references; they shaped how we thought about delivering the player’s core experience,’ Kim said. ‘Specifically, the shared value we discovered in both games is the sense of achievement felt when, after enduring countless trials and tribulations, you finally defeat a challenging foe with nothing but your own strength and perseverance.’

Light Odyssey Journey
Image: SSUN GAMES / GRAVITY

Bandi faces seemingly impossible odds, but the further he travels, the more it seems victory is possible, and that even the tallest and scariest of bosses may eventually fall.

‘Through this fragile-looking character, players continuously challenge the colossal forces of the universe and ultimately discover an unyielding hope within,’ Kim said. ‘In this sense, we believe the “Odyssey” is not completed through a heroic journey to become a mighty warrior, but rather through the act of rising above weakness itself.’

To further encapsulate these themes in Light Odyssey, SSUN GAMES iterated and reiterated on a gameplay system that allowed for Bandi to have ‘fast, intuitive’ movement, and a real sense of seamless flow. The team also wanted the bosses to feel formidable and eye-catching in their presence.

Developers had vast ambitions for these bosses, but swiftly realised a key limitation: as a small team with a single animator, it would be difficult to realise gigantic, life-like bosses using traditional techniques. So, the team tried something new.

‘I made the bold decision to purchase motion capture equipment and learn it myself,’ Kim said. ‘This was not only a way to save costs but also a strategic choice that gave us full control over both the quality and pace of our boss fight animations.’

Light Odyssey Boss Battle
Image: SSUN GAMES / GRAVITY

At first, the process was ‘clumsy,’ but over time, the pipeline to in-game implement became well-oiled, and the team has since claimed motion capture and fluid animation as a ‘core strength’ that aids Light Odyssey’s dynamism, and sense of scale. It required pivoting, and hard work, but as Kim says, it was a ‘rewarding experience’ that has allowed a realisation of the team’s ambitious vision.

There were some further quirks to work out along the way. For example, the scale difference between Bandi and the game’s bosses needed iteration, to ensure readability. There was also an effort to introduce combat mechanics that would reward player skill, including quick-time events for greater damage, as well as environmental puzzles mechanics, and more.       

Light Odyssey Bosses
Image: SSUN GAMES / GRAVITY

According to Kim, this process has already begun to pay off immensely, with a recent showcase at Gamescom 2025 allowing the team to see warm reactions from players.

‘We were overjoyed to hear that many people resonated with the emotional art style, fast-paced gameplay, and evolving boss fight phases we were most proud of,’ Kim said. ‘What excites us most is seeing how the fun and emotions that we’ve built into the game will resonate with players around the world, transcending language and cultural barriers.’

Light Odyssey Gameplay
Image: SSUN GAMES / GRAVITY

While there are still some quirks to work out – including difficulty balance and overall polish – SSUN GAMES is now preparing for a brighter future for Light Odyssey.

‘Simply imagining players fully experiencing the joy we intended and openly sharing their thoughts is already a huge motivation for us,’ Kim said.

Those keen to get hands-on won’t have to wait long. Light Odyssey is set to get a game demo as part of Steam Next Fest in October 2025.

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