Based on the hard sci-fi novel of the same name, Starward Industries’The Invincibletells the story of Yasna and her exploration of the mysterious planet Regis III after waking up with no recollection of her arrival on this new planet. With the game releasing in November, PC, Xbox, and PlayStation players will not have to wait much longer to explore this location.

Game Rant speaks with director Marek Markuszewski about the process of crafting a video game based on a novel, the challenges therein, and how Starward Industries ensuresThe Invinciblestays true to its source material.This interview has been edited for brevity and clarity.

the invincible retrofuturistic enviornment regis III

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Q: Please start by introducing yourself. What is your involvement withThe Invincible?

A: My name is Marek Markuszewski, and I am the Game Director of The Invincible and the CEO of Starward Industries. I gained my experience as a producer on projects such asCyberpunk 2077 and The Witcher 3.Currently, I’m engaged in a race against time, delving into black holes, and pushing the boundaries of knowledge as we approach the release of our debut game.

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Q: The game is based on Stanisław Lem’s book of the same title. Can you tell me how you first got introduced to his novel?

A: I have been familiar with Stanisław Lem’s work since my high school days, but I stumbled uponThe Invinciblequite by chance. We were discussing books at work, and someone mentioned Lem’s work, highlighting the important moral issues it addresses. I read “The Invincible” in just two evenings, and I already knew that the themes Lem explored in it were still incredibly relevant and that it was material for a game I had dreamed of creating for a long time.

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Q: What do you find most captivating about his novel, and why do you think it makes great source material for a video game?

A: I was captivated by the idea of humanity confronting its own boundaries of knowledge. It also struck me that what the protagonist experiences could truly be happening anywhere, in the wild corners of the world where humanity brings its laws and principles. The book prompted numerous moral contemplations. I found myself wondering what I would do if I were in Rohan’s shoes. I wanted to create a game where players can step into the shoes of a character fromThe Invincibleuniverse and make decisions themselves.

Q: Besides the novel, were there any other examples of media that inspired the vision forThe Invincible,particularly around its uniquely atompunk aesthetic?

A: The art style created by our Art Director, Wojciech Ostrycharz, was inspired byretrofuturistic designs from the 1950s, illustrations, and book covers, primarily those by Chris Foss. The painterly quality of the world and the retrofuturistic lightness are principles that we have adhered to from the beginning of the project when it comes to the visual aspect.

Q: I’d like to talk a little about the design of the game. What did the process of adopting pieces of the novel into game form look like? How did you decide what elements you wanted to include in the game?

A: We had to combine a sort of literary analysis with the game production plan, considering the limitations and possibilities offered by the game medium. We outlined the most crucial narrative elements and focused on the player’s role in the world. That was the first step. In the subsequent stages, we also worked on creating a cohesive vision and capturing the spirit of Lem’s work.

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Q: Translating novels into games is definitely not a 1:1 endeavor. Were there any elements of the novel you wanted to include but couldn’t due to the innate differences between literature and game design?

A: The narrator in the book was what fueled the imagination, allowing us to delve into the minds of the characters. The idea of the heroes was specific. They represented distinct worldviews. In the game,we emphasize an extensive dialogue system. Hence, we had to forgo some of the characteristic traits and reactions of the characters in favor of a player’s freedom of choice.

Q: How do you strike a balance between including elements ofThe Invinciblebook with designing new mechanics for the game?

A: Our game is a narrative adventure, that’s why a crucial aspect of gameplay is participating in the story, uncovering the secrets of Regis III. Therefore, gameplay elements, often overlapping with elements of the world depicted in the book, are closely tied to the plot. I can reveal that in the game we will indeed feature the cyclops mentioned by Lem or atomic bombs…

Q: Can you share some technologies and/or mechanics of the game that were new ideas not found in the original book?

A: In our game, we expand upon the world ofThe Invincible. Therefore, there are elements of gameplay which, in our opinion, fit seamlessly into the narrative presented in the book, such as searching for clues with the help of robots.

Q: I’d like to touch upon the world of Regis III a little bit, as well. What kind of planet is it, and what can players expect to find while navigating the world?

A: Regis III is a mysterious, somewhat eerie, seemingly desolate desert planet. During the narrative gameplay, a player uncovers the past of Regis III and learns about the scientific phenomena they have encountered.

Q: What are some of the ways players will be moving around and interacting with the world on their journey?

A: The player will be able to explore the planet and confront its dangers by traveling in a rover, interactingwith robots, descending on zip lines or crawling through tunnels. These are just a few examples, and I assure you there are more…

Q: In what ways does the world and the technologies therein helpThe Invinciblestay true to its hard sci-fi roots?

A: We have crafted a worldfilled with atompunk tools, powered by atomic propulsion. In other words, it’s technology functioning without digitization. Deduction regarding scientific phenomena is also based on available scientific knowledge.

Q: What were some of the challenges your team faced in the process of adapting the novel and developing the game?

A: The novel naturally leaves many aspects open to interpretation. Therefore, one of our challenges was to define and interpret the reality created by Lem. We also wanted his philosophical ideas to be faithfully translated into the world of games, making them clear and relatable to the player.

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Q: What do you hope players will take away fromThe Invincibleafter playing it?

A: I would like the story we have told to inspire reflection on the nature of humanity, our place in the universe, what makes us human, and whether we have the right to behave as if we were at home everywhere—on Earth and in space.

Q: What is something you’re particularly proud of inThe Invinciblethat you can’t wait to share with players?

A: One thing I am absolutely proud of is the design of our game. I believe we are giving players the opportunity to immerse themselves in a beautiful, unconventional, painterly world.

Q: Okay, one fun question before we wrap up: consideringThe Invincibleis based on a novel, about how many times have you read the book and are you able to recite it faithfully from memory yet?

A: Honestly? I think I’ve read it cover to cover several times. However, I often revisited specific passages. I can’t even recall how many times. And yes, according to my wife, I recite it in my sleep.

Q: Is there anything else you’d like to share that we haven’t touched on already?

A: I invite everyone to follow our social media, read Lem’s works, and, of course, purchase the game. We hope that we have created a world and adventure that will take you to the cosmos.

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The Invincibleis slated for release June 25, 2025 on PC, PlayStation 5, Xbox Series S, and Xbox Series X.