Samson
Steam News 7 April 20261mo ago

SAMSON Release Hype with Christofer Sundberg

Hi! Christofer here. In 2021 we set out to build something big. Big world. Big scope. Big everything. Then the world changed. I have been making games for over 30 years and I have not seen anything like this shift. Stud…

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changedHi! Christofer here. In 2021 we set out to build something big. Big world. Big scope. Big everything. Then the world changed.
removedI have been making games for over 30 years and I have not seen anything like this shift. Studios shutting down across the board. Big, small, internal, independent. It does not matter anymore. Shipping a good game is no longer enough. You can feel the pressure everywhere.
removedClose fights. Cars used like weapons. No distance, no hiding behind guns. We removed firearms from Samson on purpose. Fights should feel personal. You feel every hit. Every mistake. Stop moving and you will be hit like a freight train.

Hi! Christofer here. In 2021 we set out to build something big. Big world. Big scope. Big everything. Then the world changed.

I have been making games for over 30 years and I have not seen anything like this shift. Studios shutting down across the board. Big, small, internal, independent. It does not matter anymore. Shipping a good game is no longer enough. You can feel the pressure everywhere.

So we made a call. Adjust or die. We chose adjust.

We made hard cuts. Real ones. People, scope, plans. We stopped for a moment and put everything on the table, including the money we had left, and asked one simple question. What can we actually finish, and stand behind? Then we rebuilt the game from that answer.

We stripped it down. Shelved some really cool, but expensive and complicated features and focused on what matters. That became Samson: A Tyndalston Story. It is a tighter game, a sharper game and focused on where we know we can deliver the best experience.

Last year, we showed ten seconds of the city Tyndalston. That was enough for people to shout GTA IV. That is a serious compliment that we are very proud of. But we are not GTA. We are not AAA. We are a relatively small team on a limited budget. We don’t have the “safety nets” from a big publisher or investor. What we do have is experience and a clear idea of what this should feel like, and we are very proud of what this has become. Hard, grounded, physical.

Close fights. Cars used like weapons. No distance, no hiding behind guns. We removed firearms from Samson on purpose. Fights should feel personal. You feel every hit. Every mistake. Stop moving and you will be hit like a freight train.

This is our take on 90s action. Not nostalgia. More like a memory with scars. Crashes that hurt. Characters that push back and no clean edges.

You will get around 25 hours at launch. Then we keep going. More content, both free and paid. More actions. More characters. More ways to break things including your enemies.

Your support so far has mattered. More than you think. The good, the bad, the honest and the (constructive brutal). It all shaped the game. It forced clarity. Made it better and we will keep on listening. The only thing for a team like us is to keep going, keep grinding, keep doing the work.

The final trailer have dropped. This time it is not about systems or game loop. This is our story trailer. This time it is about Samson and his experiences coming back to Tyndalston and what he walked into. It is bigger than the debt.

We launch April 8.

The team is ready. I am ready (even though I’ve never been this nervous for a game release). This project took everything. Time, money, energy. Right in the middle of an industry that keeps shifting under your feet.

The next step depends on you. As the game performs, we move straight into finishing console versions. No dates yet. We will be clear when we know - open and honest as always.

Welcome to Tyndalston.

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Steam News / 7 April 2026

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