Interview: Pedro Silva – Developer of Fur Squadron Phoenix

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Interview: Pedro Silva – Developer of Fur Squadron Phoenix

When Fur Squadron first launched, it carved out a space of its own with arcade-inspired action and a clear love for classic rail shooters. Now, with Fur Squadron Phoenix arriving on Nintendo Switch, the series continues to evolve. I sat down with series creator Pedro Silva to talk about how the franchise first came to life, what it has been like bringing Phoenix to Switch, what the future may hold for the team, and the advice he would give to aspiring developers hoping to chart their own course in the games industry.

Creator of Fur Squadron Phoenix

Where did the original idea for Fur Squadron come from? Was it nostalgia for classic rail shooters, or did it start somewhere completely different?

I started working on the first FUR Squadron game in my spare time. I needed to find a genre that would let me create a game that was fun to develop within a reasonable timeframe. I remembered how much fun I had playing Star Fox 64 (Lylat Wars in Europe), and it seemed like a very interesting path to follow.

The game clearly channels classic rail shooters like Star Fox 64. What specific elements from that era inspired you most?

I think many shmups fail to create a connection with the characters—players only see ships and robots blowing each other up. Star Fox 64 resonated with us because of its iconic characters. I wanted to focus a good part of the effort on developing a fun and interesting story and cast that would complement the gameplay well.

Launching a new rail shooter IP in the modern market is a bold move. Did you ever worry about whether there was still an audience for the genre?

I know the audience is small, but so are the requirements for each release to be considered a success. FUR Squadron Phoenix doesn’t need to support a large team, since I do almost all the work myself with occasional help from other artists.

What lessons did you take from developing the original Fur Squadron that directly shaped Fur Squadron Phoenix?

Phoenix is built on top of the original FUR Squadron, so in essence, it laid the foundation for everything that came after. I had to redo the entire shooting and movement system of the ship to make it more precise and reliable, and improve the workflows so I could build larger and more complex levels. Without the lessons from the first FUR Squadron, creating Phoenix wouldn’t have been possible.

How did player feedback from the first game influence the direction of the sequel?

Many players liked the game but felt it was too short. With Phoenix, I’ve tried to offer more levels that are much longer and more challenging, with alternative sections that appear randomly in each run to make replayability more interesting. The synthwave aesthetic of the first game made it eye-catching and interesting, but it wasn’t to everyone’s taste, and I think it made it more niche than necessary. In Phoenix, the aesthetic respects the virtual simulation lore but without taking it to such an extreme. I think it’s a good compromise between the established lore and a look that feels modern and appealing.

What were the biggest technical challenges when bringing Fur Squadron Phoenix to Nintendo Switch?

Phoenix requires numerous post‑processing effects and real‑time lighting to achieve its look and feel. Some sacrifices had to be made, or less expensive methods used, to approximate the PC version. Even so, the result doesn’t differ much between versions, and players seem to appreciate the outcome.

The Switch version includes an unlocked frames option to benefit Switch 2 owners. When did you first begin experimenting with that?

The PC version already includes a framerate selector, and during tests on modern handheld systems like the Steam Deck, it became clear that the game could run above 60fps even without the optimisations needed to make it fit within a Nintendo Switch. Including the option to unlock the framerate was a no‑brainer.

The Mod Nexus progression system adds depth beyond traditional arcade shooters. When did that idea come into the design process?

At the very beginning of development. When I started working on Phoenix, I was still working part‑time on the project, and I knew I wouldn’t be able to create a huge adventure with dozens of hours of content. Creating a system that encouraged replaying levels and getting the most out of them seemed like a good compromise. Maybe that’s one of the reasons we see so many roguelite/roguelike games in the indie scene.

Were there any mechanics you cut that you’d love to revisit in the future?

Full‑range movement and being able to control land units like tanks or robots would be awesome additions. Also, some kind of co‑op mode where you complete missions with your buddies.

Rail shooters feel underrepresented today. Why do you think the genre faded after the early 2000s?

Yes, it seems like a genre that has been confined to a very specific niche and only really has a place in arcade machines. Nowadays, players look for more complete experiences with more open worlds that offer greater freedom.

Looking back at your early days, what’s something you wish you had known before developing the first Fur Squadron?

That rail shooters aren’t as easy to make as you think!

If someone is starting out in game development today, what’s the single most important thing you’d tell them?

Try to join an established company or surround yourself with people more experienced than you as soon as possible. You learn great lessons working alongside veterans. If that’s not an option, read a lot, and don’t hesitate to ask for help and advice. Banging your head against problems alone doesn’t get you very far.

What’s one mistake you made early in development that ended up being a valuable lesson?

Not setting up a development environment that allowed for rapid iteration was a huge waste of time. In the first FUR Squadron, every time I wanted to test a final boss I had to go through the entire level first or manually place the ship in front of it!

Fur Squadron has clearly grown into something special. Can we expect to see this universe expand further in the future?

If the audience wants more FUR Squadron, there will be more. I have thousands of ideas and notes waiting to become reality.

Thank you, Pedro, for taking the time to chat with us today.

Fur Squadron Phoenix releases in just two days, on 26th February! I found it to be an amazing game, awarding it 80/100 – https://www.whatsitlike.com.au/fur-squadron-phoenix-switch-2-review/

If you want to check it out for yourself, you can grab it from the eShop here – FUR Squadron Phoenix / eShop Download / Nintendo eShop

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Managing Editor
Joshua has been gaming since the NES era. A lifelong fan of immersive worlds, with Skyrim as his all-time favorite, he believes games should be celebrated for their stories, creativity, and the joy they bring.

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