Starward Industries’ CEO explains why The Invincible is not a walking simulator and offers insights into its unique gameplay features.

In the world of video game adaptations, Starward Industries’ The Invincible stands out as an ambitious project, bringing Stanislaw Lem’s renowned 1964 hard sci-fi novel to life in a digital form. The game, set on the enigmatic planet Regis III, offers players a visually stunning, first-person experience as Astrobiologist Yasna, complete with robotic drones, retro-futuristic tools, and more. However, some gamers have questioned the nature of The Invincible’s gameplay, drawing parallels to the walking simulator sub-genre. To address these concerns, CEO Marek Markuszewski recently sat down with Game Rant to clarify why The Invincible is far from being a walking simulator, shedding light on its core gameplay elements and unique qualities.
Defying the Walking Simulator Label

Walking simulators are known for their emphasis on simple gameplay and immersive atmospheres, often prioritizing exploration and storytelling over traditional gaming features like action, combat, and complex controls. The term “walking simulator” itself suggests a minimal level of interaction. In stark contrast, The Invincible is a narrative-driven adventure game, as explained by Markuszewski, designed to distance itself from the walking simulator genre. The game distinguishes itself with a profound narrative focus, a “co-created” story facilitated by a “dynamic dialog system,” and a commitment to high visual fidelity.
Markuszewski articulated the difference, stating, “Walking simulators are usually imagined as games with little gameplay and narrative value, with a lower production budget and scope. In our case, we put an effort to create a realistic, hard sci-fi experience both in the gameplay, the visuals, and the narrative. You will interact with atompunk devices, robots, and machines vastly different from today’s vision of the future, which adds to the overall excitement from playing the game.”
The Unique Gameplay of The Invincible

While some walking simulators do incorporate compelling narratives, The Invincible sets itself apart with a player-choice-driven dialogue system, making it an integral part of the gameplay and story. Players actively shape the experience by making a myriad of decisions, both minor and consequential. These choices extend beyond mere dialogue and can influence travel routes, interactions with NPCs, and even the fates of various characters. This approach immerses players in the narrative, granting them an active role in crafting the story, unlike the passive nature commonly associated with walking simulators.
The Invincible remains true to its sci-fi roots, offering a blend of novel-inspired elements, such as robotic aids that assist players in their exploration, and innovative mechanics like puzzle-solving. While narrative-driven, the game also incorporates combat moments and intriguing weaponry, in line with the source material.
Mariusz Antkiewicz, the game’s designer, hinted at this by saying, “Apart from the Weyr gun, you will also encounter another well-known weapon from The Invincible novel… But we wouldn’t want to spoil too much…”
The Invincible is designed for replayability, with multiple endings and divergent choices that encourage players to return to the game for fresh experiences. As Markuszewski pointed out, The Invincible is not a title meant to be played in a single sitting but invites players to explore various narrative paths.




