Bounty Star Interview: Dev Talks About Farming, Combat, And Everything In-Between

“The garage systems are there if you want to indulge in a change of pace … but again, they are optional.”

Story Highlights

  • Bounty star’s farming, cooking, and resource management are entirely optional systems.
  • There are currently no plans for a Nintendo Switch or Switch 2 version.
  • We spoke with Ben Ruiz, Creative Director at DINOGOD, via email.

Bounty Star combines gritty mech combat with reflective downtime that asks what survival looks like after the end of the world. The game centers on Clementine McKinney, a war veteran turned bounty hunter, as she pilots her mech through hostile deserts and morally gray choices.

At its core, Bounty Star isn’t about endless destruction but about rebuilding a sense of purpose. Through a mix of tactical bounties and mechanical customization, it balances combat intensity with moments of stillness. To dive deeper into the game’s philosophy, I interviewed Creative Director Ben Ruiz over email and discussed everything from mechanics to future console plans.

Bounty Star
There Are A Little Over 50 Bounty Missions In The Game.

Enemy design ranges from bandits to larger mechanized threats. Which enemy archetype caused the most iteration to feel fair but still threatening?

Most certainly, the other mech combatants. We wanted them to promote a proper mech brawling feel, but we also didn’t want them to be showstoppers, so group fights could happen.


How much freedom do players have to switch load-outs between missions, and will there be swaps mid-bounty to increase tension?

Total freedom. The only restrictions are the systems you simply haven’t obtained yet. The game even offers a loadout change on the game-over screen, so you don’t have to return to the garage if you wish. Additionally, a system you will build in the first act allows you to carry two loadouts into any bounty, and you may switch freely.


To keep missions replayable, how much randomization or modifier layering did you build into the bounty system?

Zero randomization, that’s just not our style. But every bounty in the game (and there are a little over 50) can be replayed, and each one has a set of bonus objectives that range from time trial, specific loadout, capture count, etc.


The setting is described as 'post-post-apocalyptic.' How do you avoid familiar tropes and keep the Red Expanse distinct from other wasteland-themed games?

The world of Bounty Star is based hugely on the American Southwest deserts – specifically Monument Valley, which rests on the border of the Sonoran and Great Basin deserts. Our focus was on capturing the beauty of those biomes, not on the wasteland component, so that solved itself organically. It simply doesn’t look or feel like a wasteland.


Resource management covers power, water, farming, and even raising animals. How did you tune this so downtime feels rewarding rather than like chores?

We didn’t! They are chores, no doubt about it. The point of the non-combat activities was to show you what that life looks like, and to let the player take a breather from our tense and aggressive combat gameplay. But – they are also hugely optional. Doing them saves you time, money, and lets you buy all the fun combat systems quicker.


Farming and cooking are slower loops than bounty combat. Did you add any long-term payoffs that make these systems indispensable instead of an optional flavor?

We didn’t! Some people like repeated combat without taking a breath, and some people don’t. The garage systems are there if you want to indulge in a change of pace and / or min-max your mech, but again, they are optional.

Bounty Star
Every Bounty Is Handcrafted With No Randomization Or Procedural Elements.

Were there any design choices or specific mechanics that you cut during development?

Not really! Bounty Star was pretty sensibly pre-designed, and I worked really hard to keep it on schedule, knowing it would inevitably get off schedule because that’s how game development goes. But almost everything we wanted to do made it in, and a lot more.


Between PS5, Xbox Series, and PC, what challenges did you face in optimizing across platforms? And are there any plans to release the game on Nintendo Switch and Switch 2?

Truthfully, it’s all kind of the same to us. Each platform has its pros and cons, and they all wash out to the same general intensity of headache. Haha! I wouldn’t call any out as more or less challenging. And as of now, no Switch 1 or 2 plans.


Launching day one on Game Pass brings a larger audience. Did this influence your tuning of early progression or onboarding difficulty compared to a traditional premium-only release?
No, but that’s only because we were already thinking about these kind of important things as a general rule. The Game Pass reality didn’t alter anything.

Annapurna has built a reputation for publishing games with a strong artistic voice. How did its involvement shape your priorities for Bounty Star? Both in terms of creative risks and commercial expectations.

I’m generally receptive to feedback from the people who lend me money to make big, incredible things. So yes, of course it did, by design. I want them to be able to successfully sell our game.

With that being said, Annapurna Interactive is extremely respectful, supportive, and generous, and working with them generally feels like a collaboration, as opposed to “intaking orders from above”. I will work with them forever if I can help it.


How many talented individuals do you have in DINOGOD? Are there any plans to expand your operations post-launch?

DINOGOD was made by a lightly evolving and shifting squad of 3-7 full-time geniuses.

Well, they’re all geniuses, I’m just an annoying director with debilitating hyperfocus. Haha!

Bounty Star
Only 3–7 Core Developers Worked Full-Time On Bounty Star.

Bounty Star is an action-adventure mech combat game developed by DINOGOD and published by Annapurna Interactive. It will be released on PC, PlayStation 5, and Xbox Series X|S on October 23, 2025. We appreciate Ben Ruiz for answering our questions and Jacqui Collins for helping us.

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Summary
[su_list icon="icon: plus" icon_color="#0F90CE"] Story Highlights Bounty star's farming, cooking, and resource management are entirely optional systems. There are currently no plans for a Nintendo Switch or Switch 2 version. We spoke with Ben Ruiz, Creative Director at DINOGOD, via email. [/su_list] Bounty Star combines gritty mech combat with reflective downtime that asks what survival…

Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

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