Noise Rock and Hollow Point Rounds: A Chat with Children of the Sun’s Solo Developer, René Rother
Announced just two months ago via a trailer with a banger cover of “Where Did You Sleep Last Night,” Children of the Sun is an intriguing new puzzle-shooter from Devolver Digital about orchestrating great acts of violence. You play as The Girl, a sniper with a single bullet who uses telekinetic powers to bounce her lone projectile between targets until there’s no one left standing. It’s moody, nasty, and approaching as rapidly as a round fired from The Girl’s rifle. Ahead of the game’s release on April 9, we got some time with the Berlin-based solo developer behind the project, René Rother, and asked him about influences, noise rock, and videogame hyperviolence.
Paste: My understanding is that you worked on Children of the Son as a solo developer. How long have you been working on the game?
René Rother: So formally, I think it’s four years. It’s really hard to say because it was just a random prototype for a long time. And yeah, I’ve been just doing it on the side while I was working full-time. It was just like one of these mornings where I didn’t know what to do with my life, and I sent an email to Devolver. With just like a very regular pitch, it was just a bit of text and a video of the build of the prototype. And then they said, “Yeah, the pitch was shit, but the game looks cool.” And yeah, and then we kept talking. I was still working full-time for quite a while, but now on this game game. And then I quit. But then I was working full-time on the game for like, I don’t know, two years, two and a bit? I don’t know, the whole timeline is kind of blurry. But this project’s been on my mind for quite a while already, a crazy amount.
Paste: Do you have any advice for other aspiring solo devs or people trying to get a pitch out there?
René Rother: So if you were to ask me to describe your game, I would do it very badly. Like, I’m really, really bad at pitching. That’s not one of my strengths. So, usually, in a conversation, if someone asks me, “Oh, so what are you doing?” I’d be like, “You know, it’s just like this game. It’s kind of a puzzle, it’s 3D, it’s kind of a mixture, but it’s fine.” I don’t know, I’m really bad at like, selling things. So that’s why I’m really glad that Devolver got hooked on it. As advice, it’s really hard, I think I’m a really bad example.
I think I just got very, very lucky to be there at the right time and with the right thing, apparently. I think lots of it is based on luck, unfortunately. Like, you still need to work for it, lots of it is work. You need to have something that can convince people. And you somehow need to be able to sell it. But I think one of the main pieces of advice is to be persistent, or to at least try. But then we also kind of get into these weird situations where you need to know when to stop, right? Like, at some point, you need to figure out when it’s not worth it anymore to pursue this and move on. And I was not in a situation where I had to give up. So that’s why I don’t have this full overview of this whole situation and why I don’t think I can give good advice. I think you need to try to get somewhere, and I think that’s important.

Paste: Is this the first commercial game you’ve worked on, or were you already working on games as your full-time thing?
René Rother: Yeah, I was working as a 3D artist and at a small Berlin-based studio for, I think, three years. And that was my first job in games, actually. Before, I just worked on games for myself and had random other jobs. Like I worked as a stagehand, I worked in the supermarket. And before that, I studied graphic design, and I knew that I didn’t want to work in that field, I just didn’t like it at all. And somehow, I just tried to get into games. I don’t even know why, it just felt like it’s one of the things I’m interested in and that I felt like I can do. And I think that’s an important part that led me there, that I felt I could do it. I guess confidence is a bit important. I’m not the most confident person, but I was confident this is something I can do.
Paste: As a solo dev, do you think of yourself as a jack of all trades between programming, art, and game design? And how did you develop those skills?
René Rother: I think my strong point is more towards the art than the programming or game design even. It’s funny that people — I don’t know, the demo was out with the game’s announcement, and some people played it. And some people were saying that the game design, the level design, is good, or whatever. And that’s always a bit surprising to me because it’s just, I don’t know, I’m just trying to figure things out as I go.
-
We Have No Objections to Ace Attorney's Action-Packed Music By Marc Normandin October 22, 2025 | 1:21pm
-
What Is Call of Duty Scared Of? By Moises Taveras October 21, 2025 | 2:43pm
-
The Strength of Super Metroid's Soundtrack Is in Its Silences By Maddy Myers October 21, 2025 | 1:30pm
-
Reunion Is A Great Post-Car Crash Game By Wallace Truesdale October 20, 2025 | 12:00pm
-
How Games Turn Us into Nature Photographers By Farouk Kannout October 20, 2025 | 11:00am
-
Silent Hill f Returns the Series To What It Always Should Have Been: An Anthology By Elijah Gonzalez October 17, 2025 | 2:00pm
-
Super Mario Galaxy 1+2 Is A New Template For HD Remasters By Madeline Blondeau October 17, 2025 | 12:00pm
-
Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually By Grace Benfell October 17, 2025 | 10:45am
-
Taylor Swift’s The Life of a Showgirl Songs as Video Games By Willa Rowe October 16, 2025 | 2:47pm
-
Whether 8-Bit, 16-Bit, or Battle Royale, It's Always Super Mario Bros. By Marc Normandin October 15, 2025 | 3:15pm
-
Lumines Arise's Hypnotic Block Dropping Is So Good That It Transcends Genre By Elijah Gonzalez October 15, 2025 | 1:00pm
-
I’ve Turned on Battlefield 6’s Senseless Destruction By Moises Taveras October 14, 2025 | 3:30pm
-
Ghost of Yotei Reminded Me of the Magic of the PS5 DualSense Controller By Maddy Myers October 14, 2025 | 12:15pm
-
Steam’s Wishlist Function Is Missing One Crucial Feature By Toussaint Egan October 13, 2025 | 3:30pm
-
The Future of Kid-Friendly Online Spaces By Bee Wertheimer October 13, 2025 | 2:30pm
-
In the End, Hades II Played Us All By Diego Nicolás Argüello October 10, 2025 | 2:00pm
-
Hades II's Ill-Defined, Unserious World Undermines the Depth and Power of Mythology By Grace Benfell October 9, 2025 | 1:00pm
-
2XKO’s $100 Arcane Skins Are the Latest Bummer for Fighting Game Fans By Elijah Gonzalez October 8, 2025 | 3:00pm
-
Nintendo's Baseball History: Why Ken Griffey Jr. and the Seattle Mariners Should Be Honorary Smash Bros. By Marc Normandin October 8, 2025 | 1:00pm
-
Don’t Stop, Girlypop! Channels Old School Shooter Fun Alongside Y2K ‘Tude By Elijah Gonzalez October 8, 2025 | 9:14am
-
Ghost of Yōtei and Assassin's Creed Shadows Have Refreshingly Different Heroines By Maddy Myers October 7, 2025 | 12:15pm
-
Yakuza Kiwami 3 and the Case Against Game Remakes By Moises Taveras October 7, 2025 | 11:00am
-
and Roger and Little Nightmares Understand Feeling Small Is More Than Just Being Small By Wallace Truesdale October 6, 2025 | 1:00pm
-
Daimon Blades Is A First Person Slasher Drenched In Blood And Cryptic Mysticism By Elijah Gonzalez October 6, 2025 | 12:00pm
-
The Erotic and Grotesque Roots of Silent Hill f By Madeline Blondeau October 3, 2025 | 3:10pm
-
Time and the Rush of the Tokyo Game Show By Diego Nicolás Argüello October 3, 2025 | 1:49pm
-
Upcoming Horror Game From Spec Ops: The Line Director, Sleep Awake, Is Sensory Overload By Elijah Gonzalez October 3, 2025 | 10:30am
-
Is It Accurate to Call Silent Hill f a "Soulslike"? By Grace Benfell October 2, 2025 | 2:45pm
-
Fire Emblem Shadows and Finding the Fun in “Bad” Games By Elijah Gonzalez October 2, 2025 | 1:22pm
-
30 Years Ago the Genesis Hit the Road with the Sega Nomad By Marc Normandin October 1, 2025 | 1:44pm
-
Blippo+ Stands Against the Enshittification of TV By Moises Taveras September 30, 2025 | 12:00pm
-
Our Love-Hate Relationship with Silksong's Compass By Maddy Myers September 30, 2025 | 10:15am
-
This Week Was Maps Week By Garrett Martin September 29, 2025 | 5:15pm
-
Unlearning Productivity with Baby Steps By Bee Wertheimer September 29, 2025 | 1:30pm
-
Ananta Wants to Be Marvel’s Spider-Man, And Just About Any Other Game Too By Diego Nicolás Argüello September 29, 2025 | 11:30am
-
We Haven’t Properly Mourned the Death of RPG Overworlds By Elijah Gonzalez September 26, 2025 | 3:45pm
-
No Map, No Problem - Hell Is Us Trusts Players To Discover Its Wartorn World By Madeline Blondeau September 26, 2025 | 1:15pm
-
Keep Driving Understands That Maps Can Be More Than Functional Accessories By Wallace Truesdale September 26, 2025 | 10:50am
-
Games Criticism Isn't Dead, But That Doesn't Mean It Can't Get Worse By Grace Benfell September 25, 2025 | 12:30pm
-
Upcoming Mobile Game Monster Hunter Outlanders Looks Suprisingly Faithful, but Its Biggest Test Is Yet To Come By Elijah Gonzalez September 24, 2025 | 10:30pm

