Deformers

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Description

Deformers is a multiplayer-focused action game where players control squishy, deformable characters in fast-paced, physics-based battles. Set in a vibrant, cartoonish world, the game emphasizes chaotic combat and dynamic interactions, blending elements of shooters and puzzle-solving. Players can roll, stretch, and smash their way through various arenas, competing in team-based or free-for-all matches. While it lacks the depth of similar titles like Super Smash Bros. or Rocket League, its charming visuals and unique mechanics offer a fun, if somewhat niche, experience.

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Deformers Reviews & Reception

metacritic.com (60/100): Deformers has some rough edges to put up with, but none of them are reason enough to avoid the game completely.

monstercritic.com (70/100): Deformers has some rough edges to put up with, but none of them are reason enough to avoid the game completely.

opencritic.com (61/100): Some technical and matchmaking issues mean you can’t always enjoy Deformers at its best, but when you can it offers a great multiplayer time.

gamingboulevard.com : A world filled with squishy little creatures that are throwing each other from platforms or play a game of soccer during their spare time.

Deformers: A Squishy, Short-Lived Experiment in Physics-Based Brawling

Introduction: The Rise and Fall of a Whimsical Brawler

Deformers (2017) is a game that defies easy categorization—a chaotic, physics-driven multiplayer brawler where players control gelatinous, shape-shifting blobs called “Forms” in a battle for arena supremacy. Developed by Ready at Dawn, the studio behind The Order: 1886 and God of War: Chains of Olympus, Deformers was an ambitious departure from their narrative-driven roots, instead embracing a lighthearted, competitive party-game ethos. Yet, despite its innovative mechanics and charming aesthetic, the game struggled to find an audience, ultimately shutting down its servers just 15 months after launch.

This review dissects Deformers in exhaustive detail, exploring its development, gameplay, reception, and legacy. Was it a misunderstood gem, a flawed experiment, or a victim of an oversaturated multiplayer market? By examining its strengths, weaknesses, and the context of its release, we can better understand its place in gaming history.


Development History & Context: From Tech Demo to Multiplayer Misstep

The Birth of a Physics Playground

Deformers began as a passion project within Ready at Dawn in August 2014, while the majority of the studio was wrapped up in The Order: 1886. A small two-person team experimented with soft-body physics, creating a prototype that emphasized deformable, squishy characters capable of stretching, squashing, and rolling in dynamic ways. This tech demo evolved into a full-fledged multiplayer brawler, leveraging the studio’s proprietary physics engine to deliver a unique, momentum-based combat system.

The game’s development was led by co-founders Ru Weerasuriya (chief creative officer) and Andrea Pessino (chief technology officer), whose prior work on physics simulations in the 1990s informed the game’s core mechanics. By 2016, the project had grown to involve 20–25 developers, with the rest of the studio’s ~100 employees focused on other titles.

A Shift in Direction for Ready at Dawn

Deformers represented a radical departure for Ready at Dawn, which had built its reputation on cinematic, single-player experiences like God of War: Ghost of Sparta and The Order: 1886. The shift to a multiplayer-focused, physics-based brawler was a gamble—one that aimed to capitalize on the rising popularity of chaotic party games like Gang Beasts and Rocket League.

The studio partnered with GameTrust, GameStop’s short-lived indie publishing label, for distribution. This collaboration marked GameTrust’s second release after Song of the Deep (2016) and was intended to provide marketing and retail support without creative interference.

Delays, Betas, and a Troubled Launch

Originally slated for a Valentine’s Day 2017 release, Deformers was delayed to April 21, 2017, following feedback from an alpha test and media previews. The delay allowed the team to refine multiplayer stability and add content, but it also foreshadowed the technical issues that would plague the game post-launch.

An open beta on Steam (April 1–4, 2017) attracted over 1,300 concurrent players, offering a glimpse of the game’s potential. However, early reviews highlighted persistent server instability, matchmaking problems, and a lack of content—issues that would define its reception.

The Gaming Landscape in 2017

Deformers launched into a crowded multiplayer market dominated by titans like:
Rocket League (2015) – A soccer-with-cars phenomenon with deep customization and esports appeal.
Overwatch (2016) – Blizzard’s hero shooter, which set a new standard for team-based competitive play.
Gang Beasts (Early Access 2014) – A physics-based brawler with a similar chaotic, party-game vibe.

Against these giants, Deformers struggled to carve out a niche. Its $29.99 price tag (later criticized as too high for its content) and lack of a free-to-play model further hindered its ability to attract a sustained player base.


Narrative & Thematic Deep Dive: A World Without Story

The Absence of Plot

Deformers is a game devoid of traditional narrative. There are no cutscenes, no lore, and no characters with backstories. Instead, the game’s “story” is entirely emergent, born from the chaotic interactions of its squishy combatants.

The Forms—gelatinous, blob-like creatures—are divided into four Species:
1. Mutants – Grotesque, monstrous blobs.
2. Abstracts – Geometric, surreal designs.
3. Munchies – Food-themed Forms (e.g., pancakes, sushi).
4. Animals – Cute, animal-inspired blobs (e.g., pups, ragefish).

Each Species is purely aesthetic, with no narrative significance. The game’s five Classes (Ranger, Guardian, Striker, Speedster, Marksman) provide mechanical variety but no storytelling depth.

Themes: Chaos, Competition, and Cuteness

Deformers thrives on three core themes:
1. Physics-Based Chaos – The game’s deformable mechanics create unpredictable, often hilarious moments, such as Forms stretching like taffy or bouncing off walls like rubber balls.
2. Competitive Playfulness – The lack of a serious narrative reinforces a lighthearted, party-game atmosphere where the goal is pure, unadulterated fun.
3. Customization as Identity – With 40+ Forms, hundreds of cosmetic styles, and 80+ emotes, players express themselves through their blob’s appearance rather than through story.

Dialogue and Tone

The game’s tone is whimsical and irreverent, with Forms communicating through taunts, emotes, and exaggerated sound effects (e.g., squeaks, boings, and splats). There is no voice acting, reinforcing the game’s focus on gameplay over narrative.


Gameplay Mechanics & Systems: The Squishy Science of Combat

Core Gameplay Loop

Deformers is a third-person arena brawler where players control Forms in one of three modes:
1. Deathmatch – Free-for-all or team-based knockout battles.
2. Team Deathmatch – 4v4 battles where teams compete to eliminate opponents.
3. Form Ball – A soccer-like mode where players must knock a giant ball into the opponent’s goal.

The objective in Deathmatch/Team Deathmatch is to knock opponents off the arena or deplete their health through rams, slams, and Trib (projectile) attacks. Form Ball removes power-ups, focusing purely on physics-based ball control.

Movement and Deformation

The game’s defining mechanic is its soft-body physics system, which allows Forms to:
Roll – Basic movement, building momentum.
Jump – Height varies based on rolling speed.
Dash/Ram – A charged attack that stretches the Form forward.
Grab – Extend limbs to seize opponents or objects.
Block – Puff into a cube to deflect attacks.
Deform – Stretch, squash, or flatten dynamically during combat.

This system creates a momentum-based combat flow where positioning, timing, and environmental awareness are key.

Combat Mechanics

  • Melee Attacks – Rams and slams deal damage and can knock opponents off platforms.
  • Ranged AttacksTribs (gooey orbs) are collected and fired as projectiles.
  • Absorption – Defeated Forms drop Tribs (ammo) and Gibs (health), which players absorb to grow larger, increasing mass, health, and damage output.
  • Power-Ups – Temporary abilities like magnets (Trib attraction), bombs, invisibility, and area slams.
  • Disasters – Environmental hazards (e.g., gravity shifts, tilting arenas) triggered by collecting mutators from crates.

Classes and Customization

Players choose from five Classes, each with distinct stats:

Class Strengths Weaknesses
Ranger Balanced stats No specialization
Guardian High health, defensive Slow movement
Striker Strong rams, high damage Weak shooting
Speedster Fast movement, agility Low health
Marksman Strong shooting, precision Weak melee

Customization is a major draw, with:
40+ Forms (unlocked via in-game currency).
Hundreds of cosmetic styles (skins, accessories).
80+ emotes/taunts for self-expression.

Multiplayer and Progression

  • Online Multiplayer – Supports up to 8 players (4v4 or free-for-all).
  • Local Multiplayer2–4 player split-screen (a rare feature in 2017).
  • Progression – Earn coins from matches to unlock new Forms and cosmetics.
  • Matchmaking – Automated system pairs players by skill, though server issues often disrupted connectivity.

Flaws in the System

Despite its innovations, Deformers suffered from:
1. Shallow Gameplay Depth – Only three modes at launch, with Form Ball feeling like a Rocket League clone.
2. Technical Instability – Frequent disconnections, lag, and matchmaking failures.
3. Lack of ContentNine arenas and limited post-launch support left players wanting more.
4. No Single-Player Mode – The absence of a tutorial or AI opponents made it unfriendly to solo players.
5. Overpriced at Launch$29.99 was steep for a game with so little content compared to competitors.


World-Building, Art & Sound: A Vibrant, Squishy Universe

Visual Design: A Feast for the Eyes

Deformers boasts a colorful, cartoonish aesthetic that contrasts sharply with Ready at Dawn’s previous work. The game’s art style is:
Whimsical – Forms are exaggerated, jiggly blobs with expressive animations.
Diverse – Arenas range from desert ruins to circus tents, each with destructible elements (e.g., crates, tilting platforms).
Dynamic – The soft-body physics make every movement feel organic, with Forms stretching, squashing, and rebounding in satisfying ways.

The character designs are particularly memorable, with Forms like:
Pug Ball – A dog-like blob with a perpetually derpy expression.
Ragefish – A spiky, aggressive fish-form.
Pancake Stack – A literal stack of pancakes with eyes.

Sound Design: A Symphony of Splat

The game’s audio design reinforces its playful tone:
Sound EffectsSquishes, boings, and splats accompany every deformation.
Music – Composed by Austin Wintory (Journey, The Banner Saga), the soundtrack is upbeat and energetic, blending electronic and orchestral elements. It earned a nomination for “Original Score – Video Game” at the 2017 Hollywood Music in Media Awards.
Voice Work – Nonexistent, relying instead on exaggerated grunts and taunts.

Atmosphere: Pure, Unfiltered Fun

Deformers excels in creating a lighthearted, competitive atmosphere where the focus is on laughs and chaos rather than high-stakes competition. The lack of a narrative allows the gameplay to shine, making it ideal for casual party sessions rather than esports.


Reception & Legacy: A Game That Couldn’t Find Its Footing

Critical Reception: Mixed Reviews and Technical Woes

Deformers received mixed-to-negative reviews, with critics praising its innovative physics and charm while lambasting its lack of depth and technical issues.

Publication Score Key Praise Key Criticism
Game Informer 7/10 “Strong multiplayer core” “Rough edges, lacks staying power”
IGN España 5.8/10 “Funny artistic design” “Serious server problems”
PlayStation Lifestyle 5/10 “Satisfying moments of chaos” “Broken and inconsistent core”
BonusStage.co.uk 1/10 None “Not worth your time or money”
Vandal Online 6.5/10 “Potential in the base gameplay” “Feels like early access”

Common Criticisms:
Shallow content (only 3 modes, 9 arenas).
Persistent server issues (disconnections, lag).
Overpriced for what it offered.
Lack of single-player or tutorial.

Common Praise:
Innovative physics and deformation mechanics.
Charming, whimsical art style.
Fun in short bursts, especially locally.

Player Reception: A Ghost Town Within Months

Player scores were even harsher, with Metacritic user scores averaging 4.1/10. Common complaints included:
“Feels like a mobile game” (microtransactions for cosmetics).
“No one is playing” (dead servers within weeks).
“Broken matchmaking” (unable to find games).

Post-Launch Support and Shutdown

Ready at Dawn attempted to salvage the game with:
– The “ReFormed” update (June 2017) – Added offline co-op and cross-play.
Free weekends to boost player counts.
Promised future content (new arenas, modes, and Forms).

However, low sales and player retention made further investment unsustainable. On August 9, 2018, the servers were shut down, rendering online multiplayer unplayable. The game was delisted from digital storefronts shortly after.

Legacy: A Cautionary Tale

Deformers serves as a cautionary tale for multiplayer-focused indie games:
1. Innovation Alone Isn’t Enough – Even groundbreaking physics couldn’t overcome shallow content.
2. Launch Timing Matters – Releasing in a crowded market without a unique hook doomed it.
3. Post-Launch Support is Crucial – The lack of substantial updates killed its longevity.
4. Pricing Must Match Content – $29.99 was too steep for a game with so little to offer.

While Deformers didn’t spawn direct successors, its deformable physics influenced later titles like Morphies Law: Remorphed (2019). Ready at Dawn, meanwhile, pivoted to VR development, releasing Lone Echo (2017) and Lone Echo II (2021) before being acquired by Meta (Facebook) in 2020.


Conclusion: A Squishy Experiment That Didn’t Stick

Deformers is a game of contradictions—a brilliant physics playground hampered by shallow design, a charming party game undone by technical failures, and an innovative multiplayer experience that no one played.

Final Verdict: 5.5/10 – A Flawed but Fascinating Failure

What It Got Right:
Innovative soft-body physics that created chaotic, unpredictable fun.
Charming, whimsical art style with memorable character designs.
Local multiplayer support (a rarity in 2017).
Austin Wintory’s energetic soundtrack.

What It Got Wrong:
Too little content (3 modes, 9 arenas).
Persistent technical issues (server instability, matchmaking failures).
No single-player or tutorial, making it inaccessible to solo players.
Overpriced at launch ($29.99 for a game that felt unfinished).

Legacy:
Deformers remains a footnote in gaming history—a bold experiment that failed to find an audience. It’s a reminder that even the most innovative mechanics can’t save a game that lacks depth, polish, and post-launch support. For those who experienced its fleeting moments of squishy chaos, it’s a cult curiosity. For everyone else, it’s a warning about the pitfalls of multiplayer-only design.

Should You Play It Today?
Only if you have local friends – The offline split-screen is still functional.
Avoid if you want online play – The servers are permanently shut down.
Wait for a deep sale – Even at $5, it’s a short-lived novelty.

In the end, Deformers is a game that could have been great—if only it had been given the time, content, and support it deserved. Instead, it remains a squishy, short-lived experiment, forever frozen in the amber of gaming’s “what ifs.”

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