Laugh Even in Defeat! New Strategy Roguelite “Worms: Galactic Tactics” Devs on Terrain Destruction × Tactics “Chaos”

In Japan, there are quite a few people who haven’t played the *Worms* series before. Why the shift to a tactics-meets-roguelike format? We talked about everything from the strategic depth created by destructible terrain to the core of the series?which …

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A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics
A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics
  • A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics
  • A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics
  • A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics
  • A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics
  • A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics
  • A New “Roguelike” Strategy Game Where You Can Laugh Even When You Fail! We Talk to the Developers of *Worms: Galactic Tactics* About the “Chaos” of Terrain Destruction and Tactics

At “gamescom 2026,” held in Cologne, Germany, in August 2026, I got to play a demo of *Worms: Galactic Tactics*, developed by Absolutely Games.

This new title reimagines Team17’s iconic “Worms” IP as a turn-based tactical roguelite. Players assemble a team of three worms and navigate a gauntlet set on destructible 3D maps, combining weapons and utilities to overcome challenges.

After the hands-on session, we interviewed James Brooksby, CEO of Absolutely Games, and Dan Chambers, Senior Game Designer. Recognizing that many people in Japan have never played the series, we asked them about everything from the appeal of *Worms* itself to how they incorporated terrain destruction into the tactics of *Galactic Tactics*.



◆ The Appeal of *Worms* Lies in Both “Huge Successes” and “Huge Failures”

――First, could you tell us how this game came to be?

Development Team: Absolutely Games is a studio founded in 2019 that focuses on developing strategy and tactical games. Our first project was *Classified: France ’44*, a hardcore tactics game set during World War II, which was also published by Team17.

After development on that title wrapped up in 2024, we proposed a project that combined our own strategy and tactics ideas with *Worms*, an IP that is extremely important to Team17. Team17 liked the idea, so we signed a contract in 2024 and began development.What we’re showing you today is the result of about two years of development.

――I imagine there are many players in Japan who have never played *Worms*. If you were to explain the series to someone experiencing it for the first time, how would you describe it? Also, what do you think is the biggest appeal that has kept it popular for so many years?

Development Team: First of all, it’s a very lighthearted, fun, and silly game. I think one of the reasons it has been loved for so long is that while there are moments of great victory, there are also random failures and spectacular blunders.

“Worms” has evolved, in particular, as a social game played with others. While “Galactic Tactics” marks a significant step for the series into single-player gameplay, we aim to recreate that same feeling in this title.It’s that kind of unexpected chaos—like when you aim for a barrel, but it doesn’t go where you intended, and instead triggers a massive chain reaction. I think those kinds of moments are at the heart of *Worms*.

At the same time, *Worms* is a game the whole family can enjoy together. We’ve designed it to be easy to pick up, with the depth gradually increasing as you play. The worms are cute, funny, and endearing. But they also love blowing each other up.

――What moment do you think makes someone experiencing *Worms* for the first time in *Galactic Tactics* immediately realize, “Ah, so this is *Worms*”?

Development Team: It’s definitely the chaos. There are moments when things go incredibly well, and there are moments when you suffer a catastrophic failure—moments that make you laugh or clutch your head in frustration.

We saw a good example of this during today’s hands-on demo. You aimed at a barrel but missed—yet that stray shot ended up hitting an enemy, right? I think it’s when unexpected events like that happen that players really feel, “This is *Worms*.”

Author’s Note: During the actual hands-on session, there were instances where a missed attack was processed directly on the map, affecting other enemies or objects. It was impressive to see how a failure—which in typical tactics games would end with a simple “MISS”—led to a completely different turn of events.

◆ With Destructible Terrain, You Can’t Just Focus on the “Current Board”

――Positioning is crucial in turn-based strategy games, but in this title, the terrain itself disappears as the battle progresses. How do you want players to approach positioning given this mechanic?

Development Team: This was a very interesting challenge during development. We focused on two main aspects regarding positioning. The first is placing items and shield generators to guide players to specific locations on the map.

The other is terrain destruction. You need to think not only about where you are right now, but also about “what the surrounding terrain will look like ahead” and “what the enemy can do with this terrain.” In a typical tactics game, you determine your position based on the layout right in front of you, but in this game, you decide your position by thinking several turns ahead and imagining how the board might change.This adds a significant layer of depth to positioning.

Later maps feature environmental hazards, and the number of worms that appear increases. Furthermore, enemies that spawn additional worms also make an appearance. Since the battlefield itself is relatively compact, rather than exploring, the gameplay becomes a condensed tactical experience where you must carefully consider your positioning within that limited space.

◆ Tactics can easily make a game feel “dry.” That’s exactly why we add a touch of absurdity

――There’s still plenty of that signature “Worms” humor. At the same time, the game has gained more depth in terms of tactics and its roguelike elements. How do you strike a balance to ensure the game doesn’t get too serious?

Development Team: That was an interesting challenge from the very beginning. Tactical games can easily become a bit dry. So we’ve made a point of injecting a sense of silliness into every aspect of the game—from customization, voice acting, themes, and visuals to the feel of the controls and the interactions between characters.

The attack mechanics are a good example. Relying solely on simple hit rates wouldn’t generate this much comedy. In fact, sometimes a player tries to attack but misses, ends up hitting themselves, and that leads to a chain reaction of failures. No matter how skilled a player is, making that kind of mistake creates comedy.

We’ve also incorporated a lot of humor into the sound design. I imagine it was hard to make out everything clearly here at the event, but if you play at home with headphones, you’ll be able to hear a whole lot more. We’re even planning to head back to the recording studio soon to add more voice lines. Emperor Flugg may be the villain, but he’s a really silly character.

――Finally, how would you introduce *Worms: Galactic Tactics* to Japanese players who have never played *Worms* before?

Development Team: It’s a game that aims to combine the lighthearted, fun tactics of *Mario + Rabbids* with the comedy of *Worms*. We want to make it a very casual game that anyone can pick up and play. Whether you’re a tactics newbie or a longtime veteran, there’s something for everyone to enjoy, and the game gets deeper as your skill level increases.

We’re releasing it for PC and major consoles, but we think it’s a great fit for the Nintendo Switch 2 as well. You can play it on the go while traveling, and it’s not the kind of game that rushes you.Back when I used to play *Game Boy Advance Wars*, there was a time when a journey that should have felt like about 10 hours ended up feeling like only about an hour before I knew it. I believe this game will be just as immersive.

――Thank you very much!


The impression I got from actually trying the game—that “it’s easy to get into, but seems quite deep once you start thinking about it”—seems to be exactly what the development team was aiming for.In *Worms: Galactic Tactics*, destroying terrain changes the course of battle itself, and even failures can lead to laughter or new tactics. This is a title I’d especially like people unfamiliar with the *Worms* series to try out without any preconceptions.

*Worms: Galactic Tactics* is scheduled for release in 2027 on PC (Steam), PS5, Xbox Series X|S, and Nintendo Switch 2.

By みお