Skip to main content

Interview with the PUBG: DED.NET Dev Team at Gamescom: We Are a "Genetic Mutation" of Battle Royale

As the latest entry in the "PUBG" universe, PUBG: DED.NET, showcased at Gamescom 2026, truly surprised many people—compared to the original’s heavy tactical shooter style, the trailer for PUBG: DED.NET gave a completely different impression, packed with American pop culture elements from the 1990s, and the gameplay unexpectedly shifted to a "Roguelike" that seems worlds apart from "Battle Royale."

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

With such a drastic makeover, many people are confused about this new title: With this familiar yet strange feeling, is it still the "Battle Royale" we know?

With this curiosity, we had the privilege of interviewing Dave Curd, Creative Director of PUBG: DED.NET, at Gamescom 2026, discussing gameplay design, world-building, and other topics of interest to players.

Below is the specific content of the interview; some expressions have been modified for better readability.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: PUBG: DED.NET is positioned as a new entry in the "PUBG" universe. How does it relate to PUBG: BATTLEGROUNDS in terms of worldview, timeline, and narrative? How does this new title expand and break through the "PUBG" IP?

A:"PUBG" itself is an engine extremely proficient at generating player stories. When making PUBG: DED.NET, we wanted to tell a more specific story—with a defined era, location, and tone. We hope to bring new characters and environments to fans, and ideally, continue telling these stories together with the players.

The core of PUBG: BATTLEGROUNDS is survival in desperate situations—adapting to harsh conditions, creatively using whatever is at hand, and doing Everythinggj possible to stay alive. Although PUBG: DED.NET changes the pace, progression, movement, and shooting feel, the core philosophy of improvising to survive remains a vital part of its "PUBG" lineage.

Q: PUBG: DED.NET is set in Cascadia in 1996, incorporating 90s American cultural symbols such as the internet revolution, the dark web, reality TV, and uncensored violence... What was the core creative intent behind choosing this specific era and location? What unique atmosphere did you hope to create?

A:I’ve always felt that eras of great change resonate deeply—when two distinctly different times collide and transition, it always captures people’s imagination. I think this is why Westerns are so compelling—the gates of history opening and closing, civilization undergoing drastic transformation, such backgrounds are inherently full of stories.

So, while I also enjoy the music, fashion, and environments presented in PUBG: DED.NET... what attracts me most is actually the "era of great change" itself. The mid-90s was a transition point from landlines and dial-up internet to early online streaming. At the same time, reality TV was on the rise, and television programs became bolder and more provocative. This shift from the analog age to the digital age is inherently tense and provides many interesting entry points for gameplay.

Also, this setting holds special meaning for me personally. I was born and raised in the Pacific Northwest, so in a way, PUBG: DED.NET is like a love letter to the era that shaped my youth. But our goal isn’t just nostalgia; we want to reinterpret that era in our own way and share it with today’s players.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: "Death is just the beginning of the journey" is the game’s core narrative hook—how does this "bloody reality show" setting integrate deeply with actual gameplay? What story truths will players gradually uncover through the cycle of repeated death and rebirth?

A:We’ll leave this part for players to discover for themselves!

Q: The game features a Roguelite progression system where players gain cumulative advantages over multiple matches, which is quite rare in the FPS genre. Could you explain this mechanism in detail—is player progression permanently inherited within a single run, or are some buffs retained across runs? In what specific aspects does character growth manifest?

A:A "Run" consists of a series of matches—you gain abilities through a series of out-of-match choices while also accumulating injuries. The status of your "Run" is managed by both injuries and wins/losses. How each "Run" plays out is entirely up to the player. Your goal is to cash out—ending the "Run" with a Chicken Dinner. But if you accumulate too many injuries, you’ll be forced to "Burn Out," ending the "Run."

In each match, players gain new abilities through ROMz plugins—these are quirky game cartridges inserted into the character’s head. ROMz open up new gameplay possibilities, making characters stronger over time. The longer a "Run" lasts, the more advantages you can accumulate, but injuries also pile up. Thus, balancing the ideal build with the associated risks becomes a key part of the experience.

We wanted to try this design because I’ve always felt that giving players a secondary objective to pursue alongside the ultimate goal of winning a Chicken Dinner adds a great sense of satisfaction. It also keeps individual matches fresh—you don’t know if the opponent in front of you is in the early or late stages of their "Run," adding a unique tension to firefights.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: The description of exchanging flesh and safety for survival power is impressive. Does the game have a similar system? What risks and negative effects must players bear while pursuing greater combat power?

A:Before you get hands-on, I don’t want to overwhelm you with too many systems. But at the highest level, think of it this way—as your combat power reaches its peak, you also need to manage various injuries that could affect your performance in battle.

For example, some injuries might make you cough in foggy areas or put you at a disadvantage when reloading. Others are more destructive, such as continuously losing health while swimming or even causing you to drop your weapon. Players must weigh how extreme they want their build to be while managing the accumulating injuries along the way.

Q: The battlefield environment changes dynamically, meaning a single strategy won’t work for long. Is this dynamic change randomly generated or triggered in phases as the match progresses? In what ways does it force players to adjust their tactics?

A:We use a phased trigger system throughout the match to activate various abilities. Player choices, opponent choices, and a bit of card-drawing luck mean that no two matches are ever the same.

After a match, when you have the opportunity to further develop your character, you might be attracted by an unexpected option, changing your entire build—your original assault-oriented role might evolve into a trickster character due to these choices.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: Compared to the traditional battle royale experience of winner-takes-all in a single match, what different flow experience does PUBG: DED.NET’s multi-match loop aim to bring to players? What is the approximate duration of a single match and a complete "Run"?

A:Just like in PUBG: BATTLEGROUNDS, you still want to win the Chicken Dinner. But the difference lies in the "Run"—it’s a journey spanning multiple matches, where you continuously select abilities that fit your playstyle to refine your character, while resolving injuries that hinder your performance.

I’m sure everyone has experienced the "just one more win before sleep" mentality. In PUBG: DED.NET, you might lose a match, but upon returning to the post-match settlement screen, you might draw that key ability you’ve been waiting for. So, even if you lose a battle, you can still win the war.

Each match features 60 players competing in three-person squads. If you survive until the end, a single match lasts up to 30 minutes. The length of a "Run" depends on the player’s choices and how well they manage injuries. Based on testing, a "Run" averages between 6 to 8 matches, with a maximum of 10. Exceptionally skilled players can even extend their "Run" further.

Unlike PUBG: BATTLEGROUNDS, where everyone starts on equal footing, players in a PUBG: DED.NET match may be at completely different stages of their respective "Runs"—some might be playing their first match, while others have already been on this journey for several matches.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: Players can choose different characters to enter the reality show—do these characters have their own backstories, unique abilities, and growth paths? Is character differentiation mainly reflected in gameplay or narrative?

A:Each character has their own backstory, goals, and relationships of alliance or rivalry with others. They are also connected to the map itself—when characters visit places that matter to them, they will spontaneously share related memories, helping you understand their past more deeply.

But one thing is very important to us: we do not tie characters to gameplay stats—all selectable characters have no differences in gameplay; the distinction lies purely in player choice.

Q: The Cascadia region includes quirky towns, labyrinthine forests, and deadly secrets. What structure was adopted for the map design? Is it a single large map or a combination of multiple scenes? What role does environmental storytelling play in it?

A:Like PUBG: BATTLEGROUNDS, this is a vast continent containing diverse ecological landscapes, building clusters, towns, and strongholds—a large open map free for exploration. Cascadia is approximately 5x5 km in total, but the initial safe zone for each match is a smaller 2.5x2.5 km area within it.

This is the most detailed environment we’ve ever created. Compared to PUBG: BATTLEGROUNDS, the biggest difference is vertical depth—there are more cliffs and high ground. On top of that, we’ve created incredibly dense forests that facilitate cat-and-mouse chases, while rocky mountainous areas are where snipers reign supreme.

Players will also discover some iconic locations unique to PUBG: DED.NET, such as the asylum, the Cult’s stronghold, the slaughterhouse, and our twisted, eerie children’s playground—Cryptid Cove.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: The game mentions "horror and mystery" elements. How will the horror be presented? Will it focus on psychological thriller, monster design, or atmosphere building? How does this contrast with the realistic military style typical of PUBG: BATTLEGROUNDS?

A:I think the horror atmosphere is mainly conveyed through environmental design—you’ll feel it when you venture into the tunnels beneath the Cult’s stronghold. Plus, we have our cast of weirdos, like Pighead, Babyface, and the character with blade arms.

I think these thrilling moments create a nice contrast with the solid, realistic military aesthetics typical of PUBG: BATTLEGROUNDS. Our goal is for anyone seeing the game’s visuals to immediately recognize, "This is PUBG: DED.NET."

Q: From the released footage, the game combines a raw, natural wilderness feel with the retro, eerie aesthetics of a small town—which films or art styles did the art team draw inspiration from for its visual style?

A:We took the team to Washington State for field research, collecting reference materials for small towns and various ecological landscapes. While we don’t aim for 100% realism, it’s very important to make Everythinggj feel solid and believable—this helps highlight the more terrifying elements.

The art team reviewed so many references that we couldn’t possibly list them all in this space, but I can say that David Lynch’s films were a major personal inspiration for me.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: The 90s-style soundtrack is a major selling point of the game. What is the specific musical style? Is the music only used for background atmosphere, or does it interact with gameplay mechanics?

A:We licensed a batch of rap, grunge, and alternative rock tracks. In the game, they play from expected sources—jukeboxes and sound systems in buildings like dive bars, strip clubs, grocery stores, and malls.

Additionally, we have an ability where players can activate a boombox, releasing a "healing aura." This works particularly well when paired with a riot shield!

There are also small radios on workbenches in the game to help players identify and locate crafting stations.

Any jukebox currently playing music can be destroyed—so, when you need to carefully listen for other players’ movements, the first step should be to "mute" the music!

Music was a crucial part of identity in the 90s, so in PUBG: DED.NET, it’s not just background noise—it’s key to establishing the era and sense of place in Cascadia.

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: The game explicitly adopts a "Console First" strategy and will launch exclusively on PlayStation 5 and Xbox Series X|S. What were the considerations behind this decision? What exclusive optimizations have been made for controller operations in terms of shooting feel, UI interaction, and field of view?

A:As a Western studio, many of us grew up in an era where development was console-first, so we have our own understanding of how games should feel on consoles. Moreover, historically, console players may not have been cared for as thoroughly as PC players—so we wanted to create a game specifically for living room players sitting on their couches.

Q: Leveraging the hardware performance of next-gen consoles, what features has the game achieved in terms of graphics, physical destruction, AI behavior, and on-screen player count that are difficult to replicate on PC?

A:That’s something I can’t answer—that’s for our engineers to worry about! (laughs)

Q: Are there plans to launch on PC in the future? Or will this title remain console-exclusive for the long term?

A:One of the core strengths of the PUBG STUDIOS Madison team is our deep experience in console development. As a Western studio, many of us have spent most of our careers working on console-first projects. Based on experience, getting the console version right first lays a very solid and stable foundation for the game’s eventual release on PC.

We need to take a steady approach and polish the console version first. But I believe everyone on the team would be happy to see PUBG: DED.NET come to PC in the future. PC has always been a massive and important player base for the "PUBG" IP, and we really want to serve this community well.

Q: What was the biggest challenge for the PUBG: DED.NET development team in maintaining the shooting feel of PUBG: BATTLEGROUNDS?

A:I think the area where the team spent the most effort finding balance was determining which aspects should feel like PUBG: BATTLEGROUNDS and which should differ. It must be both fresh and familiar; if it’s too similar or too different, it wouldn’t make sense as part of the "PUBG" universe.

We are very satisfied with the current state—the shooting feel is different, and the movement is different, but we’ve captured those crazy, chaotic player stories that only PUBG: BATTLEGROUNDS can provide.

We are not a sequel to PUBG: BATTLEGROUNDS, but rather its "mutated cousin"!

《PUBG: DED.NET》制作组科隆专访:我们是“基因突变”的“吃鸡”

Q: As a multiplayer FPS with Roguelite attributes, what are the plans for long-term operation and content updates? How will new characters, maps, and mechanics be introduced in the future?

A:This is something the team has thought deeply about. We believe Roguelite elements are naturally suited for frequent meta updates and adjustments, which is a great opportunity to keep the game fresh for players.

We’ll talk about the specific details another time

Q: For players encountering PUBG: DED.NET for the first time at Gamescom, what are the core highlights you most hope they will focus on and experience?

A:I hope they leave feeling entertained and intrigued—as long as I can evoke strong emotional reactions, I’ll be happy.