Atomfall was once planned around a more Metroidvania-like progression: players would move through a sequence of sandbox maps, using tools or information found in one area to unlock the next. Rebellion changed direction after playtesting showed that this structure guided players too closely for the investigative freedom the team wanted.
What did Atomfall’s early structure look like?
By an internal alpha, Atomfall had a traditional quest system and a sequence of sandbox maps, each built around a major dungeon. The idea was to find a tool or a piece of information in one map, then use it to open access to the next map and dungeon. Rebellion Head of Design Ben Fisher summed up that version by saying, “It was structured more like a Metroidvania.” The Examined Game interview transcript gives the detailed account.
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The structure also suited the team’s practical goal of making a roughly 30-hour RPG-style game rather than a 300-hour one: a chain of areas and unlocks seemed like a manageable way to shape progression. That was a development plan, not a finished Metroidvania project or a description of the game that ultimately shipped.
Why did Rebellion change the design?
Playtesting showed that the map-by-map unlock sequence was too directive for the mood and player role Rebellion wanted. Fisher said, “When we played it, it felt too guiding for the emotional tone that we wanted the game to have.” The team wanted players to feel less like they were following a prescribed route and more like detectives piecing together what had happened.
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That shift fit Atomfall’s premise: the player wakes in a quarantine zone in 1950s northern England, in a fictionalized version of the area around the Windscale disaster. The mystery depends on gathering clues, talking to witnesses, doing favors and deciding whom to trust. In Xbox Wire’s interview with Fisher, he describes a game in which players form their own understanding of the situation rather than simply follow a fixed sequence of objectives.
How did the new progression work?
Instead of making each area a key to the next, Rebellion aimed to open up locations and let players investigate them in different orders. Progress would come through leads, clues and the player’s interpretation of what they found, while still retaining a final progression check. The contrast is not “no structure” versus “structure”: it is a shift from a defined chain of unlocks to a more open investigation with room for uncertainty and choice.
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Fisher cited Dark Souls as a reference for free exploration that still has a final gate, and Sniper Elite as an example of Rebellion’s familiar approach to clear objectives with multiple ways to complete them. Those are design references for the redesign, not claims that Atomfall is a Soulslike or a Sniper Elite-style game. The Examined Game transcript explains the comparison, while GamesRadar+’s report corroborates the earlier Metroidvania-like plan and the move toward openness.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Was the released Atomfall a Metroidvania?
Not in the sense supported by these accounts. Fisher’s comments describe an earlier development structure that resembled a Metroidvania: sequential sandbox maps, major dungeons and unlocks carried from one area to another. The team changed that structure before release to better serve Atomfall’s mystery and investigative freedom. The accurate takeaway is that Atomfall was almost built like a Metroidvania, not that the released game is a conventional one.
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