Into the Phoggyverse: Bit Loom Games on PHOGS! Inspiration, Co Op, and More

We sit down with Bit Loom Games to discuss their debut title, PHOGS!, the adorable puzzler that features an even more adorable doggo.
We sit down with Bit Loom Games to discuss their debut title, PHOGS!, the adorable puzzler that features an even more adorable doggo.

There’s genuinely nothing quite like PHOGS! out there at the moment. While most co-op games have you playing as separate characters or entities, PHOGS! revolves around playing as two heads of a conjoined dog, Red and Blue, in a manner reminiscent of the Nickelodeon animated series CatDog.

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Developed by Bit Loom Games, PHOGS! was first conceived back in 2017. Having made the rounds at conventions for the last two years, publisher and co-developer Coatsink has confirmed that PHOGS! is now finally ready to launch on December 3, releasing on PC, PS4, Xbox One, Switch, and Google Stadia, with backwards compatibility for PS5 and Xbox Series X|S.

Spanning 24 levels between three separate worlds in a realm known as the “Phoggyverse,” you’ll need to overcome obstacles by working together, completing puzzles along the way in a game that promises a unique brand of challenge.

In preparation for the game’s launch, we had the opportunity to speak with Bit Loom Games, who were kind enough to tell us more about this adorable new experience.



Henry Stockdale, GameSkinny: First, thank you for joining me. I actually played the demo back at EGX last year. For any readers unaware of PHOGS!, though, could you please introduce yourselves?

Bit Loom: We’re Douglas, Henry, and James, and we make up Bit Loom, a small studio based in Scotland, who are making PHOGS!

GameSkinny: As your studio’s debut game, it must be quite thrilling to finally launch it, but as a small team, have there been any specific development challenges you’ve faced?

Bit Loom: We’re incredibly excited to have the game out. It’s felt like such a long journey to get here. Most of the challenges we’ve had throughout development have been due to us learning how to build the game. We’ve also been ridiculously lucky throughout development to have the support of our co-developers Coatsink, who jumped in to help with art, animation, sound design, porting, and multiplayer implementation. This definitely helped ease the load for some part of the game that wouldn’t have been possible with just the three of us.

GameSkinny: We know PHOGS! revolves around an adorable two-headed doggo, each head called Red and Blue, and it’s often been compared to CatDog. Did that show influence yourselves or were there other inspirations?

Bit Loom: While we all grew up around that particular era of cartoons, it definitely wasn’t something at the forefront of our minds while developing the game. We knew that we wanted a silly creature with two ends controlled by two players, and we wanted it to be something simple and friendly.

The dog element mostly came about because we thought that adding arms would look really strange, and it made sense as a creature that interacts with things primarily with its mouth.

GameSkinny: How did this idea turn into a playable concept at first, and what convinced you to take this further?

Bit Loom: We just started off getting the PHOG working and stuck them in a blank room with some boxes to push around, and we knew as soon as we started playing around with the character that we had something interesting.

It just immediately felt like we’d managed to find something fun and exciting that we wanted to explore further, and it was hard to stop coming up with ideas.

GameSkinny: Most co-op games involve you playing as separate entities, making PHOGS! rather unique in that respect. Was it a challenge to create an experience where the players are conjoined?

Bit Loom: If anything, I think it maybe made it easier to make, purely because the characteristic of being joined together generated so many ideas in itself. As well as the fact that it meant we never really had to worry about things like the players getting too far away from each other or setting off things in completely the wrong order since we had more control over where both players would be at any one time.

While it occasionally did bring its own challenges, such as trying to ensure both players had some part to play in each interaction. But we attempted to solve this by having lots of interactions [that] require both heads, such as turning a tap to activate something instead of just pushing a button.

GameSkinny: While co-op play seems to be the focus, we know that single-player options have been included too. Was it difficult designing a solo mode for it?

Bit Loom: Luckily, it felt kind of natural to play the game either way pretty much from the start. As we wanted the controls to be very simple and easy to pick up, we designed them around the idea of using a shared controller. This means the game can always be played on a single controller and while it requires a bit more mental gymnastics to coordinate with yourself, it’s definitely something you get more used to over time.

GameSkinny: Puzzle-solving will factor into gameplay, so how does this work in practice?

Bit Loom: We’ve tried to design puzzles that focus most on working together and using both of your heads. Some puzzles will be a case of using several objects or creatures you’ve been introduced to together in interesting ways, others may be more of a case of experimenting with something new to find surprising ways to solve problems.

From hosing water through your wobbly body to swinging across monkey bars in sync with each other, there are lots of ways to put the phogs’ unique anatomy to the test.

GameSkinny: Can you tell us more about the worlds we’ll visit and what differences they bring to gameplay?

Bit Loom: The worlds of Food, Sleep, and Play each have their own vibe and mechanics.

Food is bright and bouncy and has the phogs hosing water through their body in order to grow food for creatures to eat to overcome environmental obstacles.

Sleep is super cosy and all about putting creatures to bed and using light and shadow to solve more traditional puzzles.

Play is a manic mix of minigames with a bit of magic thrown in for good measure, where one minute you are playing golf, and the next minute you are inside a giant golf ball.

Every level introduces something new, and we hope people fall in love with the wonderful and weird characters along the way!

GameSkinny: Would you say it’s a particularly long campaign?

Bit Loom: Our focus with PHOGS! was to make every puzzle and level feel fresh and surprising for the player, with no mechanic outstaying its welcome. Being a puzzler, it can vary from player to player, On average, though, the story lasts around eight hours for new players. With all the bones to find and characters to meet, you can make it take quite a while longer if you don’t want to rush. When I play the game, I spend half the time choosing what hat my end of the phog wears!

GameSkinny: Have there been any considerations for DLC expansions or a sequel, or are you looking towards brand new projects once PHOGS! is out?

Bit Loom: Currently, we are taking it slow and focusing on PHOGS!. We have plenty of ideas but no solid plans for what the next big project is for Bit Loom. If people really love PHOGS! and want to see more, we might go back to the drawing board. We’ll have to see what happens!

GameSkinny: Last of all, would you like to share any messages with the fans?

Bit Loom: We cannot wait for everyone to play the game and meet the characters throughout the phoggyverse! I also have a question for the real fans out there: what other animal would you like to see become stretchy bellied and double-ended?


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