"The real challenges has been to maintain our integrity," Jorjani tells us. "The slogan for the studio is that 'a game for everyone is a game for no one'. We did not set out to design Helldivers for a wide audience. But if you make an uncompromising game experience for a very specific audience, you have the ability to resonate far outside of it. We've seen this happen many times in video games and even outside the games. From Software were very brutally hard when every other game was about hand-holding, and now there's an entire genre born out of that.
"So we did not make Helldivers for six million Call of Duty players. We absolutely didn't. But six million Call of Duty players bought our game. And they are interested in different things compared to, say, the audience that comes from Escape From Tarkov or Arma, which were some of our more influential games.