
Old School Gamer Magazine interviews Andreas Koch from Z Software about the upcoming game Dustwind: Resistance.
Find the game on Steam here or on the PlayStation Store here. Don’t miss the new DLC for the original game, available here!
About Dustwind: Resistance:
Dustwind: Resistance is set to release in June 2025 on PC (Steam, Microsoft Xbox Series X, and PlayStation 5), featuring intense real-time tactical combat with pause mechanics in a post-apocalyptic world. This standalone single-player experience serves as a spiritual successor to Dustwind – The Last Resort, focusing on tactical squad-based warfare, compelling storytelling, and diverse gameplay options, from explosive assaults to clever stealth maneuvers.
Old School Gamer Magazine: How did this game come to life?
Andreas Koch: The original Dustwind (2018) stemmed from a simple question: “What kind of game would we enjoy playing?” We prioritized our vision over market trends, creating something we thought was exciting. After its release, we felt the game deserved a proper continuation. Thus, we decided to develop Dustwind: Resistance as a complete spin-off, introducing major upgrades, streamlined tactical gameplay, improved UI, and a brand-new single-player campaign, launching in June 2025.
Old School Gamer Magazine: The visuals are fantastic. What inspired this aesthetic?
Koch: Thank you! The design is likely influenced by everything post-apocalyptic we’ve encountered, blended with other styles. For instance, the Plasmablade was inspired by ancient Greek kopis swords.
Old School Gamer Magazine: What about the narrative? Were there any retro games or movies that influenced it?
Koch: Every inspiration matters, but the goal was to keep the story grounded and focused. You play as Jake, a peaceful farmer whose life is upended by a warlord. It’s straightforward, meant to support gameplay rather than preach. This gives players a reason to combat raiders and a noble cause to rally behind, alongside relatable characters, including the antagonistic Warlord. The story adds depth without becoming overbearing.
Old School Gamer Magazine: How has development been so far?
Koch: The first Dustwind taught us invaluable lessons the hard way, and we applied those insights here.
Dustwind: Resistance wasn’t created from scratch, but we refined the core systems—correcting bugs, updating assets, and enhancing everything. It’s our chance to realize the game as it was meant to be. My advice? Start with DW: Resistance. If intrigued, then check out the 2018 original. You’ll notice a vast difference.
Old School Gamer Magazine: What sets this game apart?
Koch: Well, a dog throwing grenades at enemies is a fun highlight. Additionally, we combine classic mechanics with modern refinements. It offers a blend of intense tactical action with light-hearted elements, making for an enjoyable experience with unexpected depth, especially at higher difficulty levels.
Old School Gamer Magazine: What games were your biggest influences?
Koch: Many games influenced us, but Fallout Tactics stands out as a notable gem from the past.
Old School Gamer Magazine: Any memorable or funny moments during development?
Koch: There was a hilarious glitch where, if a character died in a vehicle, the car would slowly ascend into the sky, appearing as if it were tethered to an invisible balloon. Meanwhile, the gunner kept firing at ground enemies, oblivious to the floatation. It was the best bug ever, though sadly we’ve fixed it now.
Old School Gamer Magazine: What major lessons did you learn during development?
Koch: Marketing is challenging. The original game appeared to be a single-player experience but launched as multiplayer-only, which hurt its momentum. This time, DW: Resistance is focused purely on a strong single-player campaign—no multiplayer, just the campaign and a map editor for user-generated content.
Old School Gamer Magazine: Is it important to preserve older gameplay mechanics in new games?
Koch: Absolutely, if they remain effective. Timeless mechanics endure well, but others should be updated to be smoother and more intuitive without sacrificing depth. Striking that balance is essential.
Old School Gamer Magazine: In a crowded marketplace, how do you differentiate yourself?
Koch: The market is indeed crowded, but few games offer what Dustwind: Resistance provides. Unlike most isometric tactical games that are turn-based, ours employs a tactical-pause mechanism—offering more flexibility. Players can enjoy real-time action or constantly pause to strategize, allowing them to set their own pace.
The game respects players’ time, isn’t grindy, and features a straightforward yet effective story filled with humor and personality. We balance old-school charm with modern usability, making it accessible for newcomers while nostalgic for veterans.
Old School Gamer Magazine: How have your past experiences impacted this game?
Koch: Creating the original Dustwind was a rigorous learning experience. The lessons from those successes and setbacks influenced our approach to DW: Resistance. This time, we’re more aware of what to avoid, and we’re eager to see what further lessons this journey holds—learning is a constant process.
Old School Gamer Magazine: How do you hope this game is remembered?
Koch: We hope it will be fondly remembered as a tight, enjoyable game that offers players a memorable experience. It may not be revolutionary, but it’s worth your time and filled with passion.
Old School Gamer Magazine: What’s next?
Koch: First, we aim for a successful launch. If all goes well, perhaps we’ll explore the next chapter in the Dustwind universe. We have several ideas in mind, but nothing we’re ready to disclose yet.
Old School Gamer Magazine: Any final thoughts?
Koch: Definitely—give Dustwind: Resistance a try! The demo will launch on Steam in June, followed closely by the full release. Enjoy the game, and watch out for those mutants!
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Original article by www.oldschoolgamermagazine.com