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The Big Indie Interviews: Chorrus Games on their award-winning fantasy adventure game Radiant: Guardians Of Light

The Big Indie Interviews: Chorrus Games on their award-winning fantasy adventure game Radiant: Guardians Of Light

The Very Big Indie Pitch is a speed-dating style pitching event that you can find at all of our Pocket Gamer Connects events, as well as at selected gaming events around the world. This pitching competition brings together a variety of unreleased and released games, all joining the pitching gauntlet to go up against our panels of judges.

They've got five minutes to pitch their game at each table, quickly getting through their entire presentation, before the judges get together to pick three winners and provide feedback for their games and pitches.

Radiant: Guardians Of Light beach level

If you are looking to get more of a glimpse of what The Very Big Indie Pitch is like, we've sat down with Oscar Ruiz of Chorrus Games, to talk about their game Radiant: Guardians of Light, which came third place in our most recent Very Big Indie Pitch at Pocket Gamer Connects Helsinki.

Tell us a little about yourself and your indie studio - who is on the team, and what are their inspirations?

Chorrus Games is an indie game development company based in Madrid, Spain. Since our first launch in 2014, we've brought over 50 game ideas to life, with more than 30 million downloads to date. Our team’s passion for creating unique experiences has driven us forward from day one.

The core team behind Radiant: Guardians of Light consists of myself, Oscar Ruiz, and Roberto Martinez. Roberto and I have been the creative foundation of the game since the very beginning—Roberto handled the art and story, while I took charge of game programming, design, and general production. We've worked on the game for over two and a half years before expanding the team. David Escalona then joined to craft the soundtrack, which perfectly complements the world of Radiant, adding depth and emotion to every scene. Later on, Andries van Heerden came on board, providing invaluable programming support, ensuring the game runs smoothly and lives up to its potential.

Our inspirations come from our love for classic Beat 'Em Up games and fantasy RPGs. We wanted to build something that pays homage to those iconic titles but adds layers of modern depth and storytelling to captivate today’s gamers.

Tell us about Radiant: Guardians Of Light that you pitched at the competition.

Radiant: Guardians of Light is a fusion of genres, blending the thrill of 80s Beat 'Em Up games with the depth of an RPG. The game takes place in Helia, a world under siege by darkness, where the player steps into the shoes of Ainar, the chosen one destined to defeat the tyrant Gultar, an adept of darkness.

The game features fast-paced combat, a rich lore-driven story, and a unique crafting system where players can forge their own weapons and gear. Radiant is designed to be both nostalgic and fresh, allowing gamers to enjoy classic mechanics while experiencing modern gameplay elements.

What do you think are the most unique and interesting aspects of Radiant: Guardians Of Light that gamers may never have seen before?

What really sets Radiant apart is how it marries the nostalgic elements of Beat 'Em Up games with a complex RPG system. We’re offering players not only the chance to engage in thrilling, combo-driven combat but also to immerse themselves in a narrative-rich world with deep lore, unforgettable characters, and intricate crafting mechanics.

Battle Level

Another important feature is the co-op mode, where you can team up with a friend to experience the game together, just like the good old arcade days. We've worked hard to ensure the co-op mode isn't just an afterthought but a fully integrated experience.

The art style and the soundtrack are other major highlights. Every zone, from lush forests to desolate wastelands, has been carefully designed to pull you into the world of Helia. And the original soundtrack composed by David Escalona adds an emotional layer that enhances the entire gameplay experience.

Radiant: Guardians Of Light is a fantasy hack-and-slash RPG with Beat 'Em Up gameplay. What made you choose to make this type of game, and what do you think you bring that may not have been seen before?

We grew up playing classic Beat 'Em Up titles like Final Fight, Streets of Rage, Knights Of The Round... so it felt natural to infuse Radiant with that same spirit. However, we wanted to take things further by adding depth through RPG elements—character growth, crafting systems, and a rich storyline.

What makes Radiant special is that it’s not just about brawling your way through enemies. It’s about crafting your character’s journey, collecting resources, and making decisions that impact how you experience the game. The RPG systems we've implemented allow for deep customization and tactical choices, which we feel adds a layer that wasn't possible in the classic era of Beat 'Em Ups. The depth of our story is just something that wouldn't fit well in an arcade experience.

How did you come to choose the platforms that you would develop Radiant: Guardians Of Light for?

Our goal from the outset was to make Radiant as accessible as possible. We initially focused on PC because it provided the flexibility we needed to bring our vision to life. The precision control offered by a keyboard or controller is ideal for this type of game. As we move forward, we are considering expanding to consoles like PlayStation, Xbox, and Switch because we believe Radiant can reach a wider audience and deliver a fantastic experience on these platforms too. We have confirmed Switch and PS and Xbox are on the way.

Dark level within the game

Looking at the studio a little more now. How hard is it to survive as an Indie developer?

It’s challenging, no doubt. As an indie developer, you're often working with limited resources and wearing multiple hats. But that's also the beauty of it—you have the freedom to create without restrictions. Every project is a labor of love, and while the financial side can be unpredictable, the satisfaction of seeing players enjoy your game makes it worth it.

It’s important to stay flexible and be smart about budgeting and marketing. Building a community around your game early on, through social media, blogs, or even events like The Big Indie Pitch, can make a huge difference in terms of visibility and success.

Are there any tips and advice you would give to an independent developer out there who is just starting out?

My biggest advice is to stay persistent and passionate. It’s not an easy road, but if you’re dedicated to your vision and open to learning from failures, you’ll grow as a developer. Surround yourself with people who share your passion and don't be afraid to ask for help.

Also, start small. Don’t try to make your dream project right away. Work on smaller games that allow you to sharpen your skills, learn the industry, and gain experience. Once you’ve got a few projects under your belt, you’ll have the confidence and knowledge to take on bigger challenges.

Another important factor that isn't mentioned that often is to make sure you are networking, attending events like Pocket Gamer will give you the right contacts to distribute and correctly monetize your games. I really recommend this.

How did you find your experience pitching as a part of The Very Big Indie Pitch?

Pitching at The Very Big Indie Pitch was a fantastic experience! It was a great opportunity to share our vision for Radiant with a broader audience and connect with other developers and industry veterans. The feedback we received was invaluable, and it really helped us refine our approach moving forward.

It’s always exciting to see how people react to your ideas, and having the chance to pitch to such a knowledgeable crowd gave us a lot of confidence in our project.

What do you feel you have gained from the experience, and what do you still hope to gain?

The experience has taught us a lot about how to communicate the core essence of Radiant. It’s easy to get lost in the details of development, but learning how to present the game in a concise and compelling way was incredibly useful.

Going forward, we hope to continue gaining exposure for the game, build relationships with potential partners, and get more feedback from the community. We believe in Radiant and just want to get it in the hands of as many players as possible.

One of the later levels within the game

What are your hopes for this game in the future, and do you have any plans for any future projects?

Our ultimate hope for Radiant: Guardians of Light is to create a universe that resonates deeply with players. We want Radiant to be more than just a one-off experience—it’s the beginning of a much larger story. We’re already thinking of ways to expand the lore through new titles, diving deeper into the world of Helia with new characters, stories, and unexplored realms.

We also see opportunities for DLC that will introduce fresh content—new zones, bosses, and mechanics that enrich the game while staying true to its core. We want to make sure players feel like there’s always something new and exciting to discover. Beyond that, we’re also open to exploring how Radiant can grow into other industries, such as comics, animations, or even board games, giving fans even more ways to immerse themselves in this rich universe.

Our dream is to see Radiant evolve into a beloved series where each release feels like a piece of a larger puzzle, with players at the heart of it all. Ultimately, we want our community to shape the future of Radiant with their passion, creativity, and feedback.

We probably already have way too many future projects but we will do our best to make them a reality, it will only be possible with your support :)


Want to show off your exciting new game? We host Very Big Indie Pitch events throughout the year, so be sure to keep an eye out on our events page for an event near you.

Staff Writer

Jupiter is a prolific indie game journalist with a focus on smaller indie gems. She covers thousands of game jams and indie games on her YouTube channel, letting every game have a moment in the spotlight. She runs indiegamejams.com, a calendar of all of the game jams going on in the world, and judges many jams and events. You can find her on Twitter as @Jupiter_Hadley and on her website www.jupiterhadley.com