May 20, 2025

Laser Knight: Space Laser Katanas? How Tales of the Laser Knights Came to Be

"I wanted a top down game, but it had to be sci-fi"

🎮 All about Tales of The Laser Knight.

Sebastian Denzer, the one-man team behind Heat Haze Games, began working on Tales of Laser Knights in the early days of the pandemic. Formerly employed at a game studio, Sebastian found himself working from home, dreaming of doing something on his own. That dream turned into action and eventually became the low-poly sci-fi action-adventure game we see today.

"I had no plan other than I wanted a Zelda-like," Sebastian recalls. "I loved top down games, but I wanted it to be sci-fi."

The result? A game inspired by classics like Zelda: A Link to the Past and Mystic Quest, but fueled by the energy of Star Wars and wrapped in a nostalgic, low-poly aesthetic.

🛠️ What has development been like as a solo developer?

"Challenging—but amazing," Sebastian says. From game design to 3D modeling, bug fixing to marketing, he's doing it all. While he collaborates with artists and sound designers for specific parts of the project, the heavy lifting is all him.

"Every day I wake up and ask: what am I in the mood for today? Programming? Art? Making a TikTok video? I go from there."

Currently, he’s focused on finishing all five major dungeons and implementing the game’s mechanics like the grapple hook built into the player’s laser katana. "Everything gets better with a grapple hook," he laughs.

💬 How has community feedback influenced the game?

With a growing following on TikTok and a small but loyal Discord server, Sebastian is deeply invested in player feedback.

"One guy streamed the game and found some bugs. I fixed them the next day. That’s the best kind of feedback—when someone notices something, and I can immediately improve the game."

He encourages players to join the community, try out the demo, and help shape the final product.

🌍 What are your thoughts on the indie game industry right now?

"It’s a weird time," he says. "Lots of layoffs, fewer jobs, but for indie devs, it’s the perfect moment to go all in. If you have the time and a little money, this is your chance."

Sebastian, a Unity developer, acknowledges the uncertainties but sees potential. "Do it now or maybe never. That's how it felt."

🧠 What advice would you give to other solo developers or aspiring indies?

"Start with a small version of your dream game," he advises. "Don’t go full open world from day one. Keep your scope tight, test your ideas, and grow from there."

He references Streets of Rogue, noting how its developer transitioned from structured levels in part one to a full open world in the sequel. "That’s the way to do it."

⚔️ What are you most excited for players to experience?

"The laser katana," he says without hesitation. "It's your weapon, your shield, your grappling tool. I’m polishing every mechanic around it. I want people to feel the joy of slicing through enemies, jumping across maps, and using the environment to their advantage."

And as for Zack, the protagonist? "He started off looking very plain," Sebastian explains, "but the art direction grew over time. He’s now this cute little guy with short legs and a bold color scheme that stands out on each planet."


🔗 Where can players follow your journey and try the game?

Sebastian welcomes everyone to join the ride. Whether it’s to offer feedback, follow progress, or just support an indie dev making something unique:

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