With Synced: Off-Planet, a new shooter was presented at the gamescom 2021 – for the second time. MeinMMO was able to speak with the developers beforehand, who think: Synced will establish a new sub-genre of shooters.
During the gamescom 2021, a new trailer for the upcoming shooter Synced: Off-Planet was released. In a dystopian setting, humanity was overpowered by technology after connected nanobots everywhere received a faulty update.
The consequence: Most of humanity died, and only a few groups of survivors are still fighting not to be completely wiped out. The twist: You are one of these survivors with a special ability.
The infected humans have turned into a kind of cyber-zombie called “Nanos.” However, you can control them with your ability. With the help of the Nanos, you should help other survivors escape the planet.
Synced: Off-Planet comes from the studio NExT, which is part of the Chinese mega-corporation Tencent. We were able to speak with Creative Director Clark Yang and Narrative Director Kevin Shortt in advance and ask them some questions.
The mix makes it: Survival, shooter, and companions
What is Synced: Off-Planet anyway? Synced: Off-Planet is played in rounds and various modes, divided into PvE and PvP. You play in third-person perspective, using various weapons, gadgets, and the aforementioned Nanos.
The goal of the PvP rounds is to reach shuttles that take the survivors from Earth into orbit, where the “Ark” awaits. You will always fight against NPC enemies as well as against other players, either alone or in teams of 3.
The new shooter employs elements from survival and tactical shooters. You can take cover, find items in the individual matches, and try to survive as long as possible in PvE mode. There, you will also find interesting information about the backstory.
The game was first announced back in 2019. Since then, however, there has been quite a silence around Synced: Off-Planet, and a lot has happened until the “re-announcement” at gamescom 2021. In the evening on August 26, there will also be a showcase where more will be shown about Synced (via YouTube.com).
What has happened during this time? According to the developers, the story and features have mainly been expanded. Players will find themselves in the safe zone “Haven” between rounds, a kind of hub.
Through various missions, the story is to be told, so you will learn who is actually responsible for this whole dilemma and where your abilities come from.
Release, Battle Pass, and Beta
What model does Synced follow? The shooter will have various seasons with a battle pass. However, the developers have not yet agreed on whether Synced will be a buy-to-play or free-to-play title.
During the seasons, you can earn various rewards.
When can I play Synced? The advanced alpha test starts on PC on September 3, 2021. The release is planned for early 2022 on Steam and other platforms for PC.
You can sign up for the test on the official website (via syncedoffplanet.com). However, the number of participant spots is limited.
Interview with the Devs: “We are defining a new sub-genre”
Can you give me a brief overview of the game? What is the idea behind Synced?
Clark: Synced: Off-Planet is a 3rd-person multiplayer survival game. In it, we focus on the dynamics between PvE and PvP elements. To make things unique and the gameplay more distinctive, we have a mechanic called “Sync.”
During the gameplay, you can weaken your enemies and then control them to fight by your side. You can give them commands and work with them to create very interesting tactical gameplay.
We are defining a new sub-genre called “companion-based shooter,” I think. There has never been anything like it before. We also use this mechanic for different game modes. For example, there are modes focusing on PvP, where the right choice of sync Nanos and tactics is the key to success.
We also have PvE modes, where you work with your teammates and fight alongside companions to delve deeper into the world and survive as long as possible. In the end, you defeat a boss.
Each of these gameplay experiences will feel completely different, but they all build on the syncs and the companion-based shooter gameplay.
Is the world cohesive or does it consist of different maps?
Clark: There are different maps, and each mode will have its own maps as well. But they are all quite large, and there is much to discover and a story for each of these locations. Kevin can certainly elaborate more on that.
Kevin: Sure. We are in the near future, where the world was mesmerized by the new technology of the “Morpheus chip.” This has connected people tightly to all available data.
Then there was a faulty or corrupted update, and billions of people died instantly. Nano technology flowed through them and transformed them into these machines we call “Nanos.”
Society collapsed, creating a world dominated by these Nanos. And there are a few groups of survivors who now struggle to escape from the Nanos. The only safe place they have is the space station we call “the Ark.”
As a player, you are one of these survivors but have special abilities. You can “sync” with these Nanos and control them to fight against other Nanos. You are important to help other survivors get to the shuttles – like the vanguard to get survivors to the shuttles and off the planet. This is where the journey begins.
3 game modes, many playable characters
If you say our job is to get people to the shuttle: Is that also part of the gameplay? Protecting people in the modes? Or is that just part of the backstory?
Kevin: That is more part of the background. Your goal is to get yourself and your team members to the shuttles and secure them so that you can get people off the planet.
Clark: This also reflects on the gameplay side. There are several game modes that address the story. One of the modes is called “Off Planet,” where players form their own teams of three, fight each other, use Nanos for battle, and try to secure the only available shuttle.
Another mode is called “Shuttle Rush.” Here, it’s about the points you collect, and in this mode, there are three “rounds” of shuttles that appear: 3 in the first round, 2 in the second, and only one in the last.
There are therefore multiple shuttles that players fight over and can obtain. But beyond that, they can also bring survivors back into the game if they are eliminated or have left the planet. This creates a much better dynamic when you can strategize with your team and discuss when to do what.
The last game mode is more PvE-oriented. Here, you collect corrupted data and learn what actually happened in the world and how it got to the point where it is now.
Are there predefined characters with classes? Or can I create my own characters?
Kevin: We are still deciding how exactly we will do this, but we definitely want players to be able to customize their appearance, clothing, and outfits. We are still considering how far we will go with this, but we want to ensure that players can define themselves.
So there are no “premade” characters or classes, everyone can do everything?
Clark: Correct. There are many survivors you can use, with a perk system. This defines what the advantages of a particular character are. Players have a choice here. You can use different survivors for different modes to maximize your potential.
So I can have multiple characters?
Clark: Yes, exactly.
And in terms of length, how long does a match last?
Clark: Each mode has its own length, but we try to limit that somewhat. PvP modes will take about 20-30 minutes and be quite intense. It’s a lot of fun, but we do not want matches to drag on too long.
In PvE, however, if you are really good and play your advantages correctly, it can last 40-50 minutes. However, since the mode is really hard and challenging, expect that it will also end after 20-30 minutes, depending on player input.
How dynamic is the world? Are there daytime cycles and weather?
Clark: Daytime cycles are definitely there, we are still working on the weather. Once the game is live, we can surely bring interesting updates for the players. In terms of dynamics: Every time you enter the game, you spawn in different locations.
This means you have to plan your route carefully each time and consider: how do I tackle this round? This creates ultimate replayability. The spawn changes every round, and loot as well as enemies are dynamically scattered across the world.
So you can’t say: “Ah, that one Nano was at that intersection,” because it could be different the next time.
Nanos and their skills: “Teamwork will win the game in the end”
Let’s talk a little about loot: Does it only apply to the respective round or to each character that evolves?
Clark: We focus on in-game loot. Everything that influences your tactics and enhances your abilities can be found in gameplay. Different weapons, traits, core chips. With different types of chips, you can take over enemies and then transform them into different types of Nanos.
This is important for the game: There are 4 types of Nanos. Crusher, Suppressor, Guardian, and Seer. Each of them was designed for different applications, tactics, and advantages.
If you find a Crusher core chip, you can subjugate a Nano in the world and turn it into a Crusher. Then you have a tank in front of you. The Crusher is built for destruction and pushes enemies out of cover.
The Suppressor works differently. It focuses on suppression fire at long range. It fires its cannon from over 50 meters to pin down enemies, allowing you to flank.
Guardians are interesting because they can create an energy shield. When activated, the Nano transforms into this shield and absorbs bullets for you. This is very useful.
The last Nano, the Seer, doesn’t deal much damage but can scan the battlefield and give you information about where the enemies are. Imagine: I’m a sniper, hidden somewhere, waiting for the enemy, and I pull the trigger. With the Seer as a companion, I know where potential threats are and gain an advantage.
If you then work with your teammates, for example, if one has a Suppressor, it creates an interesting dynamic. You have the information on where enemies might be. You tell your friend, and he can monitor the area with his Suppressor. Then you can find the right angle to snipe.
This type of teamwork will ultimately win the game and create interesting scenarios. […]
Just to clarify: Do the Nanos function as placeable items, or do I need to touch an enemy to transform him?
Clark: You need to touch him.
Okay, and what he does or what he transforms into depends on which Nano I activate?
Clark: Yes, exactly.
How many health points do you actually have, and can you increase them?
Clark: They are fixed because fair play is important. Everyone starts the game with the same points; there is really no progress. That would not be fair to newcomers.
Kevin: That’s why collecting health packs is important.
And I can revive other players, right?
Clark: Correct.
What I’ve noticed is that when aiming with iron sights, you really go into the aim, even though the game is in 3rd person. How does that work?
Clark: We tried to give the game real depth in combat gameplay. There are three modes:
- Hip fire, here you don’t have to aim down sights, but your spread is much higher. This is good for covering a larger area.
- The second is over the shoulder: Here you are more accurate but can still move relatively freely.
- In ADS mode, you can’t move as quickly but are significantly more accurate for long-range targets.
It’s the player’s choice which mode to use when, and I think that’s quite important. Players often discuss which mode is best in what situation. That’s exactly the depth we want. Easy to learn, but if you want to master it, it will take a while.
And if I saw correctly, is there active cover? Can you “snap” into cover?
Clark: Yes.
The progress: “We give players more choice, not better choice”
Once again regarding loot and progress: Is there a progress system beyond the rounds?
Clark: Yes, however, we only give players more choice, not better choice. This means that if I play for many hours, I can choose from multiple weapons and more skins, but this does not mean that a new player has fewer advantages.
Every time you enter the game, you can take a primary weapon with you. However, the weapon stats do not change. It does not matter how long you have played. It’s just about the appearance of some attachments.
Attachments only change the performance of the weapon, not its stats. […]
How many players are there per round?
Clark: Depends on the mode. The “Off Planet” mode supports up to 48 players, “Shuttle Rush” is limited to 36 players. The PvE mode is only for 3 players in co-op.
What are the team options in the “Off Planet” mode?
Clark: You can either play with two friends as a trio or solo.
You already mentioned that it’s a futuristic setting. What kind of weapons and gadgets can we look forward to?
Clark: Laser weapons and such may come in future updates, but we want players to easily understand the weapons. Most weapons should be familiar to players, and we are building more on classic bullet weapons.
But we have a very interesting gadget. Whenever you start a round, you can choose a gadget. Some of these are absolute high-tech and can be used in various scenarios.
The “Bouncing Grenade,” for example, bounces and creates an explosion every time it jumps. There’s even a chasing grenade that tracks enemies as soon as you throw it. It doesn’t deal much damage but interrupts the target.
In addition, there are some gadgets specifically for the Nanos or meant to protect you. The collaboration with your sync Nano and the use of your gadget ultimately create the dynamic.
Synced and Scavengers – Similar games?
From what I’ve heard so far, Synced sounds a little like another game that was recently released: Scavengers. Have you learned anything from their rather rough start in Early Access or are you concerned that the two games are too similar?
Clark: I am not worried at all. There are a few distinguishing points. First of all, we have a unique mechanic in the core gameplay with the sync Nanos. That’s why we always say we’re more of a companion-based shooter.
Secondly, we don’t just have one mode, but several, and each one feels absolutely different when you play it. And thirdly, we are testing very closely with the players; we learn a lot from that.
We listen to the players and the community, ask what they like or dislike. And every time we implement something new, we ensure that the build is better than the previous one.
I think this engagement with the community is key to our success, as Synced is a multiplayer game, and the community is enormously important here. […]
When you combine all of this and then add the story, our package is much richer and more complete, if you will. And in the end, we stand out with this sync mechanic as a companion shooter.

The technology makes it: “A brand new IP with brand new gameplay”
Which engine are you using actually?
Clark: Unreal 4.
A while ago, there were ray tracing trailers – Is it still supported?
Clark: Yes, we are still working on that, and Nvidia provided us with huge support for the engine department. The technology always provides amazing visual effects in the game. We will continue to work with them to bring in more features.
Will there be a German version?
Clark: Of course! The alpha will mainly come in English, but later there will be localizations, and German is particularly important for our audience. We have many core gamers in Germany and speak with them daily.
Is there anything else you would particularly like to highlight?
Clark: What we are creating here is a brand new IP with brand new gameplay, even though many games do something somewhat similar in terms of the rules of the game modes. But I think our core mechanic is so unique; it has never existed before. And it truly changes the dynamics of gameplay.
The mental process when playing Synced is completely different compared to other shooters. And that’s what makes the fun, the combination of scenarios, the dynamics of situations, and the surprises make every run and every match different.
Even when we play, we never know what to expect […] I hope that people can enjoy it just as much.
Kevin: Part of it is also the sheer size of the map. These are not small arenas but maps that are 1km by 1km. This offers huge possibilities for various strategies. That makes the whole thing so dynamic.
The interview was conducted for MeinMMO by our colleague Christian Fritz Schneider from GameStar Video.
Synced: Off-Planet is not the only new presentation of gamescom 2021. We have summarized all the new trailers from this year’s fair for you:
gamescom 2021: All 42 new trailers and information from Opening Night Live



