Old School Gamer Magazine chats with Z Software’s Andreas Koch, who discusses the upcoming release of Dustwind: Resistance.
Check out the game on Steam Here or on the PlayStation Store Here and the new DLC of the original, here!
About Dustwind: Resistance:
Dustwind: Resistance is set to launch in June 2025 on PC (Steam, Microsoft Xbox Series X, and PlayStation 5), bringing brutal, real-time tactical combat with pause back to the post-apocalyptic wasteland. A standalone single-player experience and spiritual successor to Dustwind – The Last Resort, this new entry focuses on tactical squad-based warfare, gritty storytelling, and flexible playstyles—from explosive assaults to clever stealth.
Old School Gamer Magazine: How was this game born?
Andreas Koch: The original Dustwind (2018) came from a simple idea: “What kind of game would we love to play?” We made it without much concern for trends—just chasing what we thought was cool. After it was released, it kind of just lingered. We felt it deserved a better, real continuation. So, we set out to build Dustwind: Resistance as a full-fledged spin-off: major improvements, streamlined tactical gameplay, better UI, and most importantly, a brand-new single-player campaign. It’s releasing in June 2025.
Old School Gamer Magazine: Love the visuals in the game. What inspired them?
Koch: Thanks! It’s probably a mix of everything post-apocalyptic we’ve ever seen—and then some. We try to venture outside the “genre rules,” drawing from other sources. For example, the Plasmablade design was inspired by ancient Greek kopis blades.
Old School Gamer Magazine: What about the story? Any retro games or films help inspire you?
Koch: In one way or another, all of them. But the main inspiration was to keep things focused and grounded. You are Jake, a peaceful farmer. A warlord shows up and wrecks your life. So, you fight back. It’s simple, direct, and unpretentious—and it’s meant to support the gameplay, not lecture players. You get a reason to mow down hordes of raiders, a noble cause to fight for, and some likable characters to root for—or hate, like the Warlord. The story adds meaning without overreaching.
Old School Gamer Magazine: What has development been like?
Koch: The first Dustwind taught us everything the hard way. We took those lessons and applied them here.
Dustwind: Resistance wasn’t built entirely from scratch, but we still dug into the core systems—fixing old bugs, replacing clunky assets, and tightening up everything. It’s our second shot at making the game the way it always should’ve been. Some honest advice: start with DW: Resistance. Then, if you’re curious, revisit the 2018 original. The leap is huge.
Old School Gamer Magazine: What makes this game special?
Koch: The dog can throw grenades at people. Also, the game blends classic mechanics with modern polish. Beyond that, it’s the mix of brutal, thoughtful tactical action with just the right amount of light-hearted touches. It’s solid fun with surprising depth—especially on higher difficulties.
Old School Gamer Magazine: What games influenced this one the most?
Koch: There were many, but the biggest one was probably Fallout Tactics—an underappreciated gem from days long gone.
Old School Gamer Magazine: Any fun stories or wild moments during development?
Koch: There was a hilarious bug where, if a character died inside a vehicle, the car would slooooowly float up into the sky—dangling like it had an invisible balloon tied to it. And the gunner would just keep firing at enemies below like nothing was wrong, while the whole thing drifted toward the stratosphere… It was the best bug ever. Sadly, it’s fixed now.
Old School Gamer Magazine: What were the major lessons learned?
Koch: Marketing is hard. The original game looked like a single-player experience but launched as multiplayer-only. That mismatch killed its momentum. This time, DW: Resistance is completely focused on delivering a great solo campaign. No more multiplayer—just the campaign and the map editor if you want to make your own stuff.
Old School Gamer Magazine: Do you think preserving older gameplay mechanics in new games is important?
Koch: If they still work, sure. Good mechanics age well—some are even timeless. But others need to be modernized—made smoother and more intuitive—without losing depth or heart. That balance is key.
Old School Gamer Magazine: The marketplace is crowded. How do you think you stand out?
Koch: It is crowded in general, sure. But not many games do exactly what Dustwind: Resistance does. Most isometric tactical games are turn-based. Ours uses a tactical-pause system—less common, more flexible. You can treat it like real-time action or pause constantly and plan everything. The player chooses the pace.
The game’s not grindy. It respects your time. The story is simple but effective, with moments of humor and personality. We also strike a balance between old-school charm and modern usability—accessible for new players, nostalgic for veterans.
Old School Gamer Magazine: How have your previous experiences in the industry helped this game?
Koch: Making the original Dustwind was a crash course in game dev. Everything from that first experience—both mistakes and wins—shaped how we approached DW: Resistance. This time, we knew what not to do. And we’re excited to see what lessons this round will bring. Because there always are—you’re never “done” learning.
Old School Gamer Magazine: How do you want this game to ultimately be remembered?
Koch: As a genre-defining mega-superduper… just kidding. We want it to be remembered fondly—as a tight, fun game that gave players a memorable ride. It’s not huge, and it probably won’t “revolutionize” anything. But it’s worth your time because it’s packed with heart.
Old School Gamer Magazine: What’s next?
Koch: First, the release. If that goes well—maybe the next chapter in the Dustwind universe. We have a few ideas… but nothing we’re ready to share just yet.
Old School Gamer Magazine: Anything else you’d like to add?
Koch: Yeah—try Dustwind: Resistance! The demo’s coming to Steam in June, immediately followed by the full release. Have fun with it—and don’t let the mutants bite!