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Who?

Retro Sumus is a small, independent game development team located in Spain. We are professionals in different fields who got together to revisit genres and concepts we felt were underused, or not explored in depth back in their time. This may include old-school arcade shooting action, tech gimmicks from the 16-bit era, or an updated, western take on a typically japanese genre, like the visual novel adventures… Because, really, why not?
Retro Sumus es un pequeño equipo independiente de desarrollo de juegos ubicado en España. Somos profesionales de distintas disciplinas que se unen con la idea de retomar géneros o conceptos que consideramos que nunca fueron desarrollados en profundidad. Puede que eso incluya arcades de disparos como los de antes, o trucos técnicos de la época de los 16 bits, o un nuevo enfoque occidental a un género tan japonés como las visual novels… Y es que, en realidad, ¿por qué no?
Shoryukens
983
After Burners
341
Princesses saved
610
Vampires killed
297

Our projects!

AND HOW ARE THESE PROJECTS GOING, I HEAR YOU ASK?

Our team

They talk about us!

Retro Sumus are not strangers to the readers of Retro Gaming Magazine. […] In the video we see some pretty good 3D in action. The main character of Xenocider has a weapon on their side so it is clear this is going to be close to the Sega arcade classic, Space Harrier. The 3D shows some impressive work considering this is an independently developed title.

There are no official Sega Dreamcast development tools being used here. That makes Xenocider all the more interesting.

Carl Williams - Retro Gaming Mag
Carl Williams Retro Gaming Mag

The game is still very early and doesn’t show any enemies or other mechanics, but as a glimpse at what is coming it really is very impressive from a technical standpoint. Fogging is already written in, and other effects will likely be added. Perhaps the important things to take away from this, is that Xenocider is running on genuine Dreamcast hardware, boasts a totally new engine and is running at a stable 60fps.

On the basis of this alone, Xenocider looks like a title to keep an eye on.

The Dreamcast Junkyard
Tom Charnock The Dreamcast Junkyard

Ameba narrará la historia de un policía veterano y búsqueda de la verdad ante una serie de casos que está convencido de que se cerraron en falso. Él es el único que sabe que hay algo más detrás de esos casos que solo él ha visto y se encargará de sacarlo a la luz. Estará ambientado en la España actual, pero presenciaremos varios flashbacks a épocas anteriores.

La banda sonora se basa en estremecedoras piezas de piano compuestas por Juanjo Martín, teclista del grupo Efecto Mariposa.

Games Tribune Magazine
Xavi Martínez Games Tribune Magazine

Dev Diaries

The Dev Diaries are a fun, simple way of showing our progress to potential fans / customers. Whether it's code, artwork, 3D modelling or music, you can find it in this short video series.

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Los Dev Diaries (diarios de desarrollo) son una forma sencilla y entretenida de mostrar nuestros avances a potenciales fans o clientes. Ya sea código, ilustración, modelado 3D o música, lo tienes en esta serie de vídeos.

Latest news

Xenocider for Dreamcast Dev Diaries, Caves of Kvika

Dev Diaries #10 – Welcome to the Caves of Kvika!

Welcome back to Xenocider for Dreamcast! This is episode 10 of our Dev Diaries, and today we take a better look at the stage design we are arguably most proud of, as well as present a brand new one we have been teasing for some time: the Caves of Kvika, inspired by the lava / […]

Retro Sumus at Euskal Encounter 25

Xenocider progress update: Euskal Encounter, live interview, enemy compendium, and audio teasers

Xenocider for Dreamcast keeps growing. Now what a let down it would be, if that wasn’t the case! Chui and Abel recently got together with 3D programming specialist Óscar Peláez aka Fox68k (who co-created the 4ALL emulators alongside Chui, and starred in our Kickstarter video) for one of the most intense computing events in all […]

Xenocider for Dreamcast Special and PAL Edition

Xenocider progress update: Sakura’s Realm, physical edition covers, difficulty settings, and the last few levels

Time for un update on how Xenocider is shaping up. We recently met in Madrid for another work weekend, which is always fun as we all live in different cities away from each other. This means lots of planning and design work, lots of debugging, and lots of tess, tweaks, arguments, and pizza. Also not […]

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