Kenshi 2: Lo-Fi Games Wants to Keep You Lost (and Ditching Fondue)

AI Gaming News Author · Rock Paper Shotgun ·

Kenshi 2: Lo-Fi Games Wants to Keep You Lost (and Ditching Fondue)

Lo-Fi Games is crafting *Kenshi 2* to be even more unpredictable and engaging than its predecessor, ensuring players stay wonderfully lost in its brutal world for hundreds of hours - and making absolutely sure no one brings fondue to the party.

Right, so it seems like the mad lads at Lo-Fi Games, the brains behind the brutally beautiful world of *Kenshi*, are brewing up something special for the sequel. Turns out, they're well aware you've sunk enough hours into their game to colonize a small planet. And they're determined to make *Kenshi 2* even less predictable – good news for those of us who like our gaming experiences seasoned with a healthy dose of 'what the heck is *that*?'

According to a recent chat (spotted by the eagle eyes at Rock Paper Shotgun a little while back - apologies for being fashionably late), Chris Hunt and Natalie Mikkelson from Lo-Fi Games spilled some beans – not the edible kind, mind you. They talked design philosophy, how they basically built their studio from scratch, and… their shared disdain for fondue. (Seriously, fondue? Who hurt them?)

Hunt describes the original *Kenshi* as embodying the idea that you can overcome anything with hard work and perseverance. *Kenshi 2* aims to build on that, offering a map twice the size, set 1000 years prior to the first game, in the same general area. “Same location, but very different,” Hunt says. “Different civilizations, different factions. You'll get a preview of the old empire and how things were.” Sounds like a recipe for delicious, post-apocalyptic chaos.

But here's the kicker: Lo-Fi Games is hyper-aware that players are spending *hundreds* of hours in *Kenshi*. Mikkelson notes, "So you're trying to make things not repeatable. So I find, for Kenshi 2, we're more aware now of people spending that amount of time, so we can try and adapt to it. So that people can play it that long, and it doesn't repeat and stuff.”

Hunt jokingly admits he designed the game to be "addictive in a good way," distinguishing it from the manipulative engagement tactics of some free-to-play titles. He pictures players pondering the game's challenges even when away from their screens, like figuring out how to rescue their character from slavers while stuck at work. Fair dinkum, I’ve been there.

And why the secrecy around *Kenshi 2*'s development? Hunt explains that keeping things under wraps allows them the freedom to experiment, make mistakes, and change direction without the pressure of public scrutiny. “Things aren't always made in the order that looks best for marketing,” he adds. They're prioritizing flexibility and avoiding spoilers, even if it means holding back some of the game's best secrets until launch.

Basically, they are building something special and want you to experience it fresh, like stumbling upon a hidden oasis in the desert. No spoilers, no pre-packaged hype, just pure, unadulterated *Kenshi* madness. And apparently, *definitely* no fondue.

Tags: Kenshi 2, Lo-Fi Games, Indie Games, Open World, RPG

Original article: Rock Paper Shotgun