Thanks for joining us! As a new studio, Liquid Swords’ motto is “Zero-Nonsense Video Game Development”. Could you explain what that’s all about?
Christofer Sundberg, Founder and Creative Director: It means we cut the BS.
We offer no filler features, no content for the sake of PowerPoint slides, and we don’t chase trends. We create only what earns its place in the game. Every system has a job. Every mechanic has weight. If something does not make the player feel tension, power, or consequence, it doesn’t make it into the game.
Zero-nonsense is about respect. Respect for the player’s time and respect for the team’s craft, but also respect for the game itself. We ship fewer things, but every one of them hits like a freight train.
Could you provide a brief overview of Samson and tell us how the studio’s development philosophy is reflected in the project?
Sundberg: Samson is a grounded, character-driven action adventure set in Tyndalston, a city with a history of bad habits and a long memory. You play Samson McCray, a former enforcer and getaway driver, coming back to his hometown with a huge debt to pay off. After the St. Louis heist went completely sideways, his sister Oonagh made a deal with a group of criminals, meaning that Samson's and Oonagh's lives were spared, but only if Samson paid back what they owed, with interest.
The philosophy shows up everywhere. The game is tight, focused, and pressure-driven. No endless grind. No checklist open world. You wake up, you owe money, the clock is ticking, and the city does not care how you feel about it.
Every punch, crash, and choice matters. The world reacts. Systems overlap. Consequences stack. That, to us, is zero-nonsense design made playable.
Which films, shows, or games did you draw upon for inspiration when developing Samson?
Sundberg: We pull from grounded crime and character-first stories.
Films like Heat, The French Connection, Ronin, and Sicario. Stories where violence is fast, ugly, and decisive. Where tension comes from choices, not explosions every five seconds.
In games, we look at titles that respect player agency and tone. Things like Mafia, Max Payne, The Last of Us, and even Disco Elysium in how they treat consequence and identity. Not because they play the same, but because they take their worlds seriously.
The common thread is restraint. When something happens, it means something.
Samson brings some unique mechanics to the table, including Action Points, Law Response, and a Daily Debt Quota for players to manage. How do these mechanics combine to impact the overall experience?
Sundberg: They create pressure. Real pressure.
Action Points limit what you can do in a day, while the debt tells you what you must do. Law Response and Debt Collectors punish how you do it. Together, they force hard decisions.
Do you take a risky job for fast cash and bring heat on yourself? Do you play it safe and fall behind on debt? Do you push one more fight when you should go home?
There is no perfect route. You are always trading safety for speed, control for power. That tension is the game. You are not role-playing stress. You are managing it with your fists. That is Samson.
Each day in Tyndalston is a brutal lesson in risk–reward management. You can lose any money you’ve earned if you get knocked out, which puts real weight behind every decision you make. While a variety of jobs are available each day, several factors influence not only which jobs you take, but also the order in which you attempt them.
For example, a new powerful perk is randomized three times per day. These perks can dramatically alter gameplay, ranging from double cash rewards for vehicle-based jobs, to a strong temporary defense buff, or even the rare chance to keep all your hard-earned money even if you get knocked out.
If one day you see that vehicle jobs pay double in the evening, you might decide to pursue them—even if racing isn’t usually where you perform best. But what if your car is already banged up from the previous day’s action, and your nitro boost tanks are empty? Repairing and refilling them costs cash, directly impacting your daily results and how much you can put toward your overall debt.
So do you play it safe and stick to the job types you’re most confident in, or gamble by trying to squeeze maximum value out of the day’s perks? Even if you still have Action Points left, one wrong turn in Tyndalston can land you in serious trouble, or a failed high-risk job could wipe out an entire day’s earnings.
With that in mind, when do you call it a day—head home, crash on your couch, and lock in your progress? And when do you push your luck, staying out just a little longer to squeeze everything you can from the day?