So, hey, I'm Alex. I'm uh I'm very happy that you guys are hosting me today because I'm a big fan of your podcast and uh yeah, so what I do is that I founded a studio here in Cyprus with guys from metal band Sabaton and I'm making a tycoon about heavy music and rock festivals, Lord of Metal. So, yes, that's what I do.
So, I I specifically wanted to talk to you because the thesis here is really fascinating. Could you walk me through what leads you to thinking this is a good idea? And I don't mean that in a bad way. I mean that was a fascinating way.
The idea is pretty simple. So we're talking about heavy music fans. I don't discern rock and metal but basically like we're talking about the whole like you know spectrum there. But it's dozens of millions globally and I think that those folks have not had a game that would be a testimonial to the pinnacle of their existence. And let me explain. So festivals is basically like you're young, you're like in your 20s, you go to uh whichever there's like a major
heavy music festival there. It is something that you remember and carry this memory with you up until like you're old and everything. It's something to tell your grandkids about. And it's the same for the bands who are performing on the stage because you get this whole like energy from the crowd and and everything. So it's all about the emotion and what basically was the foundation for Lord of Metal was that we want to take this emotion and we want you to feel it a luxury of your home because I remember back in CO I was kind of like re-watching the you know like live footages from Vakan and from a bunch of like other heavy music festivals and I was like I want to get back there so much and I want to relieve those emotions And that I think was the first trigger, [laughter] the first like catalyst of this process. I've been a metal head like for all my life. I mean literally I I love going to concerts. I love listening to metal all kinds of. So I I I don't deserve really.
And I was thinking what would be the highest point of experience like okay you can listen to like musical albums at the comfort of your home and everything but what was the thing that would make it like you know get it into the records for history so to say that would be concerts and that would be live shows and that would be festivals and festivals is the biggest concentration of like you know the biggest bands performing for the biggest crowd of fans. So, it's the crowd energy, is the performance and everything that kind of like brings the spinnacle to it. So, that's how it came to be. Honestly, I was like and also like a bunch of like Excel sheets and uh you know tech writers and everything kind of like the building bricks. So, we were having beers with folks from Sabaton like I don't know couple years ago and u I was just like guys I figured out you have a band which has been you know performing for like 25 plus years. You also host your major festival in Fallon Sabaton open air for like 10 years. You have all
the writers, tech writers. You have all the crazy stories that you know you get to tell like as organizers like from tech staff, from security, from hosts and everything. That's how kind of like it was all coming together. I sat down. I probably spent like two nights. I just put together like a game design document which still stands by the way. And it all got from there. So I want to transition this emotion. I want to do this as a give back to folks who are organizing events, festivals first and foremost. So, it's basically the the thing that is the game that connects fans and the bands and it also like gives you kind of a bit of a look behind the curtain of what's happening backstage like how you get the everything built up, what kind of a problems you encounter as the organizer with a little bit of a twist and like a bit a little bit of a power fantasy, you know, spice sprinkled on top of it. So, there was a Swedish firm called the Outsiders, I believe, who made a game called Hellsers. Can you remind me like what do you do in metal Hellsllingers?
Cuz when people
It's a rhythm shooter. It's a rhythm shooter. So, basically, it is a metal themed rhythm shooter. So, you have a metal soundtrack and what you do is that you need to shoot at the enemies in the proper BPM whenever it's highlight. Think of it like Get Our Hero, but with guns. We just wanted to take a little bit of a different angle on that and because Metal Sense is really it's like it's a really cool outlier. I love what guys did. They have a stellar soundtrack. They have wow star studded, you know, like soundtrack going on for the game. I think they've also like recently opened up like a way for you to do like the UC songs. You can upload your own like songs there and play to them which is awesome. But all of those games are kind of revolving around like fictional world settings and it tweaks the power fantasy up to like you know 15 on a scale of 10. I wanted to bring the atmosphere of a festival and I wanted to bring the power fantasy
of you being the organizer of it and that's where we got talking with the guys from the bands like I I've done like a big research basically and and by research I mean like me going to a bunch of like open air concerts talking to organiz it was amazing
that's a business expense right
well it was not back then because we were not incorporating so it was like my personal investment into like you know fine-tuning the concept but Yeah, I've been like interviewing folks who are like on the grounds every day. I mean like stage techs, backstage runners, everybody who is involved in the technicality of the process. And I was like, "Guys, give me the craziest story that you've ever had through your work experience." And when I figured out that this turns into a freaking encyclopedia, like you get a whole list of folklore revolving around festivals, I was like, that's what it is. So what we're doing basically is that we're doing this like well power fantasy but it revolves around the festivals bringing all those crazy stories to life and you get to manage those you get to manage like all
the crisis like you know when uh I don't know like a guitar player's hair gets on fire because what in the fire said so this is like the mildest one or someone's a devil like there's a demon like literally you know like emerging from the you know center of the stage what are you going to do about it what I wanted to do is that I wanted to deliver the game to a very underserved portion of like I said of the populace which is like dozens of millions of people who love heavy music in their 30s and 40s. So I figured out that you know what we really need to make sure that we're competing for a small portion of their time but we really want to have that like one more gig hook. So we have like crystallized the uh core gameplay loop around it being like you know 15 minutes probably for a PC game. What we're trying to do is that we want to care to wider audience. We want those folks who have very small amount of time to feel this power fantasy to go and manage their own festivals to have well
it's basically a game you can head bank to without you losing your IQ because it's a tycoon. So you still have to make decisions. to still to you know to be very tactical about it and u I think it kind of transcends gaming because when you think about heavy music culture it is very easily distinguishable when you see a heavy metal concert you know it's a heavy metal concert when you see a rock concert you know it's it's a rock concert because of the attributes because of the visuals because of the aesthetics that's what wants to transition on the other side people want to be a part of the culture so there's a lot of like collecting habit When I won this vinyl, I won this t-shirt when people are
jacket patches. I see that all the time.
Those Oh, battle battle vests and battle. Oh my god. Yes. This is like a whole like, you know, this is a whole extra layer to that. Uh that's like bossier, you know, loot that people are getting because I've seen like folks who basically had like, you know, like couple of decades of Vakan festival wristbands, you know, like uh stitched
onto their battle vest. This is amazing. I mean this is a whole like different different later culture but what what I mean what I mean is it's very simple the reason why we wanted to go with premium with PC first and also we're delivering a lot of physical as well is because we think that a lot of folks will just want to be part of this because they want to collect something because they are part of this culture and that's exactly what we want to deliver we want to be really old school when we launched the first title in our IP you know we we're talking about like you know delivering the lore of the game outside of the game itself. So, we had a very successful Kickstarter campaign back in 2024 where we basically showed the early concept and everything. And uh you know, people really loved it. Like the physical batches, the ones that include like the OT's, the vinyls and everything, they got sold immediately because people want to be part of the culture and they want to have the signs or like the memorabilia for having those. And of course, we're going to have that. And all in all, the game itself is basically like it lets you, let's say like you're
in your 40s and you don't have the luxury of time of going like, you know, to your next like bloodtock or vocad or whichever like input big festival name in there, but you want to relieve that emotion. That's what we want to deliver on.
So you said something earlier. You said uh wanting to be a part of the culture. Yes.
And I would say there's two words that keep popping up as we talk to people. One is paos and the other is limosol.
Okay.
And you told me you you don't live in either of those places. No, I live next to Limasol. Basically, I live to next to Limosol. Also, my office is in Limol. I am subleasing. [laughter] It's super fun though since we're building the company together with folks from Sabaton. So, I'm subleasing like a a small portion of Sabaton's office. We're like in this, we call it like the pigeon coupe. It's like a small building on top of a building where you have several desks in there. It looks really like you know those old school like startup garages. [laughter]
So, yeah, that's that's my office. On the other side of things actually you know like u the reason why we were not afraid of doing physical for the game and promising to do physical to like to fans and the to the community which we
started building was because well we have Sabaton's powertrain of like you know deliver of physical merch and everything and they're pretty big in this one. So we were pretty confident that we can deliver on a lot of things that a lot of gaming companies would not even consider of delivering. On the other thing is like we have a very active discord uh server there. Shout out to you guys. There is a very interesting like thing happening. So people are getting together to go to gigs. Some folks are basically some folks asked me for like an SVG of Lord of Metals logo and they printed t-shirts and they went like in Lord of Metal T-shirts like to metal gigs which is amazing. We're building the community early. It's because all of this like culture look I mean metal heads may look scary but they're are the best people in the world. There is so much mutual support going on in there and whenever people see that somebody's sharing their culture and is being respectful to them you're set.
Victory.
Yes. And that's that's exactly that's
exactly what we want to cater to. We want to celebrate those people. We want to celebrate the bands who are performing to those people and we want to celebrate like the pinnacle of their experience. Ace
Lord of Metal, a management simulation game developed by Horns Up Games in collaboration with the Swedish metal band Sabaton, aims to capture the emotional intensity and logistical complexity of heavy music festivals. The project serves as a tribute to the global metal community, targeting an underserved demographic of fans in their 30s and 40s who seek to relive the atmosphere of live music experiences from the comfort of their homes. By blending traditional tycoon gameplay with a "power fantasy" narrative, the game allows players to manage the backstage operations, technical challenges, and chaotic scenarios inherent in organizing large-scale rock events.
The development process is grounded in extensive qualitative research, including interviews with stage technicians, security personnel, and event organizers to curate a collection of authentic industry folklore. This research informs the game’s core mechanics, which focus on tactical decision-making and crisis management. Unlike rhythm-based titles that prioritize musical performance, this simulation emphasizes the organizational side of the industry, offering a strategic experience that respects the culture and aesthetics of the heavy music scene.
A key component of the project’s strategy is its commitment to physical media and community engagement. Leveraging Sabaton’s established infrastructure for merchandise distribution, the studio has successfully utilized crowdfunding to offer physical collectibles, such as vinyl records and apparel, to satisfy the collecting habits of the metal community. The project maintains a strong connection to its audience through an active Discord community and a focus on authentic representation. By prioritizing both digital gameplay and tangible memorabilia, the studio aims to foster a long-term relationship with fans, positioning the game as a celebration of the shared values and mutual support found within the global metal culture.
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