Story Highlight
  • Wobby Life has been going strong for over four years.
  • The game’s unique blend of physics-based gameplay and open-world activities offers an experience unlike any other.
  • Our latest interview discusses RubberBandGames’ journey supporting Wobbly Life.

Wobbly Life is every bit as bizarre as it looks. With a combination of exaggerated physics and an open-world sandbox, it presents a core gameplay loop unlike any other.

The game offers customization items to unlock, stories to complete, and quests to discover. Thanks to the addition of online co-op, there’s a lot of fun to be had with Wobbly Life’s core gameplay.

We recently discussed these elements, the game’s live-service support, and more with Thomas Dunn, the director at RubberBandGames, to learn more about the studio’s exciting four-year-long journey.

Wobbly Life
Wobbly Life’s Simple Aesthetic Works Quite Well
Wobbly Life instantly reminded us of Gang Beasts with its character designs and physics. Was this used as an inspiration of sorts?

Thomas Dunn: I’ve honestly never played Gang Beasts, but I am aware of the gameplay. There wasn’t any real inspiration for the Wobbly character; it just looked and fit the part. I wanted to make a character that players could pretend was them.

How did you come up with the game’s bizarre concept?

Thomas Dunn: It was just a game I wanted to play. I used to play Simpsons Hit and Run, and I also liked the physics from Human Fall Flat, so Wobbly Life is quite a mixture of the two.

Wobby Life is quickly approaching its fourth anniversary soon. How has the journey of supporting the game been so far?

Thomas Dunn: Well, honestly, it’s just got bigger; we spend a lot more time on updates now than we ever have to make sure these updates are good quality for our customers, and because there is so much content already in the game, which takes longer to test.

How has the community’s involvement in the Early Access period helped in the game’s ongoing support?

Thomas Dunn: We have a Discord where players can submit their suggestions.

Wobby Life exits Early Access in 2025. Have you narrowed this release down to a specific quarter?

Thomas Dunn: Afraid not; this is just an estimate which has increased each year due to us wanting to add more content to the game.

Many indie games have benefited from joining subscriptions like Game Pass and PS Plus. Considering your recent GeForce Now announcement, do you have any plans for subscription releases after moving on from Early Access?

Thomas Dunn: If we were offered, we might consider it.

Have you considered leaving Wobbly Life behind at any point? Do you have a new project in mind?

Thomas Dunn: Not anytime soon, many years left.

Wobbly Life has overwhelmingly positive reviews. What measures have you taken to ensure players stay engaged?

Thomas Dunn: Listen to our player base. Try and ensure we are bringing a bug-free game.

The game is best enjoyed with other players; is cross-play a possibility you have been exploring?

Thomas Dunn: Crossplay is difficult due to how the game is networked. I cannot rule it out, but it is unlikely.

Finally, do you have plans to expand the game to other platforms? Similar games like Gang Beasts and Human Fall Flat are already on the Nintendo Switch. Are you interested in this market?

Thomas Dunn: Yes, we do plan to port Wobbly Life to more platforms. We did this roughly a year ago with PlayStation.

All Kinds of Wild Adventures Await In Wobbly Life

Wobby Life is currently on track to exit early access next year. Till then, RubberBandGames will continue to add more content to the game as it expands this bizarre yet charming open-world sandbox.

We thank the studio for taking the time to conduct this interview. To conclude, we also wish them the best of luck for Wobbly Life’s future support and other projects.

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Avinash Jaisrani
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