Holding the line: An in-depth interview with the creator of IDUN – Frontline Survival
Written by Martin Jovanchevski, originally published on IT Logs
We were absolutely thrilled to connect with Gustav Hagerling, the brilliant mind behind IDUN – Frontline Survival. His vision for blending RTS and tower defense has captivated players on Steam, and we were eager to delve into the creative process behind this unique game. Join us as we explore the inspirations, challenges, and future plans of this passionate developer. But, first…
A bit about the game
IDUN Interactive’s IDUN – Frontline Survival boldly delivers a thrilling fusion of real-time action and strategic tower defense. The game pits you against relentless alien hordes, arming you with a diverse arsenal including deployable turrets and devastating orbital cannons. However, it’s the game’s execution that truly sets it apart, offering a refreshingly innovative experience.
IDUN – Frontline Survival presents a variety of dynamic game modes, from resource base defense and nuclear convoy escorts to mining cart protection. Players strategically deploy tanks, turrets, barriers, and more to stem the tide of enemies. Resource gathering fuels upgrades to your units and base, empowering you to withstand the ever-growing alien swarms.
But ‘IDUN – Frontline Survival’ is far more than a simple tower defense. It’s an intense, strategic challenge that demands rapid decision-making. As you accumulate resources, the alien swarms evolve, becoming more diverse and aggressive, forcing constant tactical adaptation. A standout feature is the ability to reposition turrets across the map, allowing for dynamic battlefield control.
This fresh tactical approach is further enhanced by a robust skill tree, gradually transforming you into an unstoppable force. Meanwhile, upgrading your space station unlocks access to powerful new turrets, elite units, and tactical tools.
Heroes, like turrets, boast unique stats and weaponry, adding depth and variety to the gameplay. Mission designs are equally diverse, frequently introducing varied objectives to maintain a consistently engaging campaign.
All these elements are seamlessly woven into a humorous narrative, bolstered by witty dialogue that’s sure to elicit a few laughs.
At its core, IDUN – Frontline Survival’ features roguelite mechanics that ensure each playthrough is unique and challenging. The randomized upgrades and abilities acquired during combat are a particular highlight.
Finally, the game’s exceptional value cannot be overstated. Priced under €15, it offers remarkable replayability, especially for fans of innovative strategy and engaging defense mechanics. And of course, a solid demo is readily available in case you’re wary and unwilling to commit to the whole experience.
And now, the interview!
IDUN – Frontline Survival is generating buzz on Steam. How thrilled are you with the reception, and how did the prologue contribute to the game’s development?
Honestly, I’m blown away. Seeing players dive into IDUN and really get what makes it special has been amazing. The review score is climbing with each patch released. (76% positive at the time of writing)
The Prologue was a huge gamble that thankfully paid off. Some people said I was crazy making a standalone experience mid production of the main game. But players loved it, some even more than the main game. : )
What inspired the unique blend of RTS and tower defense mechanics in “IDUN”? Could you talk a bit about what inspired the story, as well as the soundtrack?
It’s actually a fun story. I was working on this amazing survival of the fittest simulation internally called “Dino Island 2”. It was super fun to code random genetics and how they were passed on to offsprings. But it was a terrible game, like watching paint dry, watching a simulation play out. But while working on it I realized these mechanics, like the pathfinding and destructible terrain, can be used for a better game. An RTS game!
I love RTS games, but I wanted something that puts you right in the action without drowning you in micromanagement. Focusing on static defenses instead of unit management was a key to reducing micromanagement and letting the player focus on the macro.
For the story, it is actually based on the Norse story about the goddess Iðunn. But the goddess is a celestial body and the apples are a resource like “Spice Melange” in Dune. On the topic of Dune, I was also inspired by Starcraft and Starship Troopers. The feeling I wanted to capture in the gameplay is actually that awesome scene in Starship Troopers when they are trying to hold Outpost 29 until extraction.
As for the soundtrack, I wanted something to match the action, so obviously I landed on Power Metal. : ) The selection method was simple but effective: Add a bunch of music and one after one remove songs that started to irritate me.
What challenges did you face in designing the overwhelming enemy swarms? Was there a certain mechanic that you wanted to introduce but later decided against it?
Simulation and Rendering of these many enemies and even more projectiles at a steady 60 fps on low end machines came with some pretty strong restrictions. But I thrived in these restrictions, it forced creative solutions to problems. Things like buffs, armor and damage types were thrown out the window immediately. But not having those things made everything so much clearer and easier to understand.
As for cut mechanics… I actually implemented standard unit control that you see in most RTS games. So the player would be able to select and control armies of soldiers. But it went against my goal of making the game accessible and having as little micro management as possible. Maybe something to save for a future project.
What do you hope players will take away from their experience with IDUN – Frontline Survival?
That feeling of holding the line against impossible odds. And that moment where everything is falling apart around you, but you somehow scrape through. Like in that Starship Troopers scene.
Just like your studio, we have a lot of ambitious developers in North Macedonia. What advice would you give to anyone that’s just starting out?
Start small. Seriously. IDUN was supposed to take 6 months, the scope was really small, it still took me 4 years. My last piece of advice is that ALL feedback is a gift, even when it is harsh. Don’t be afraid to show what you have made with strangers, listen to what they say and later you can make informed decisions.
Any final words that you would like to say about your game, team or anyone who has supported you along the way? What’s next for you and your development studio? Are there any plans for future content or projects?
I love making games so much I forget to breathe. It is a harsh industry with a lot of competition. But it is so much fun! I have been in it for close to 18 years and making this game together with some fantastic people across the world and with an amazing supportive community have really cemented that love. As for plans, I will keep supporting IDUN, add new content and address players feedback. After that, well, what would you say about a game where you play as an endless horde trying to take down those pesky static defenses? ; )









