The universe of Remnant 2 is dark, gripping, and teeming with intricately designed bosses that challenge the prowess of every player. What's fascinating is the measure the development team at Gunfire Games went to in ensuring the bosses were demanding enough. The metric used by the team? The no-hit run. If a designer could beat a boss on the first try, it was deemed too simple. Such a standard sets the game's experience apart, making it uniquely thrilling for players.

Shaun Brahmsteadt II, the Principal Environment Artist at Gunfire Games, recently spoke about the meticulous approach in a chat with eXputer. He mentioned that the bosses that nearly eluded defeat but weren't entirely invincible were deemed the most successful.

Such measures might remind you of similar instances in Final Fantasy 14 and Armored Core VI: Fires of Rubicon. But, in Remnant 2, the no-hit run standard was a genuine touch, seamlessly blending challenge with a feel of realism.

The authenticity of the gameplay is rooted in the developers' love for the "soulslike" genre. Games such as Bloodborne, Dark Souls, and Elden Ring rank high among the favorites of the majority of the Gunfire Games team. Shaun explained the studio's philosophy when he mentioned that Gunfire aims to make titles that they themselves would be eager to go ahead and play. It's clear from Remnant 2 that they love challenges, both in playing and in crafting games.