Essentially, Operatives Revolve is a game where you construct a deck using ‘Machine cards’ which can be upgraded in unique ways. — Photos: Enigma Equation
A pair of robotic spiders scuttle forward, only to be met with a barrage of firearm shots, taking one down. However, the other lunges aggressively, knocking loose several armaments.
Welcome to the world of Operatives Revolve, an upcoming indie “cinematic roguelike deckbuilder” developed by Enigma Equation, which until recently was a solo endeavour by 30-year-old Ee Chun Giap.
At last year’s SEA Game Awards 2024 demonstration, the game’s impressive design and animations stood out, especially considering it was the work of Ee alone at that point.
Essentially, Operatives Revolve is a game where you construct a deck using “Machine cards” which can be upgraded in unique ways.
The design choice that makes it stand out is that the cards are not just used for attacking but also for defending.
You have to arrange your cards either to your left or to your right in anticipation of enemy attacks, using some as shields while using others to dish out damage.
Herein lies the game’s challenge: do you assign cards to block enemy attacks but in doing so, give up their potential for dealing damage or executing combos? Or do you go all in on obliterating your enemies before they can hurt you?
Whatever your choices, you will then see the action play out in cinematic animations as your Machine cards are obliterated by the enemy’s powerful strikes, or the enemy is blown away by your attacks.
Childhood beginnings
Ee had always been a gamer since his childhood. He fondly remembers his days in school when he and his brother would design their own games with pencil and paper to play with each other and friends.
“I got positive feedback, and I just kept making them,” Ee says.
As he grew older, the types of games Ee was making started to change, and he picked up programming to make his own video games.
“In high school, people stopped playing those notebook games, so I started using GameMaker and the Warcraft 3 map editor to make games.
“Warcraft 3 was a good experience as there was a community to provide both good and bad feedback on whatever I had created. I kept trying to learn new things.
“In university, I took an animation degree since I had already been learning programming on my own. I felt that animation would complement my skill set.”
After university, Ee started a servicing company with his classmates, now known as The Only Studio.
“At the time I tried to make games with the company, but it didn’t work out. We had to do servicing to survive,” he says, adding that it wasn’t easy juggling both worlds.
Taking the plunge
One and a half years ago, Ee finally made the decision to quit the company and begin development of Operatives Revolve.
“I gave up a stable lifestyle to go on this venture. Because I have these skills and these resources, and I like this game, all these factors combined made me believe that this is the time to try before things change in a few years.”
Ee set out on a mission to make a game that would stand out among its peers.
“I play a lot of deckbuilding games. The idea behind this game is not just to stand out in the market, it’s also a culmination of my skill set and experience.
“The unique part about this game is that it is a deckbuilder that presents your cards physically in the game world. When the enemy attacks you, they actually hit your cards.” The physicality of how the cards are destroyed by enemy attacks is one of Ee’s favourite features.
Operatives Revolve’s aesthetic is also distinctive, sporting a blend of gritty military aesthetics with sci-fi robots.
“When I was younger, I liked Metal Gear Solid a lot,” Ee explains, citing the iconic military science fiction franchise as the visual inspiration.
“Subconsciously, I guess it became my art style. I also like films like Se7en by David Fincher. I really like their set design and how they can tell a story through that alone, even without relying on dialogue.”
Given Ee’s approach to game design, players can expect Operatives Revolve to feature rich environmental storytelling – where the world itself conveys narrative through details like set design, props, and visual cues rather than direct exposition.
Reflection and growth
“I’ve run several playtests and I’ve gotten various opinions on this game,” Ee says.
“Some people say the game is hardcore. People who are into this genre most likely will find this game a pleasant surprise because we are always trying to look for new things for people who care about this genre. People who have never tried this genre before often find it too difficult.”
However, Ee does not want to sideline newcomers to the genre. He is working on adding lots of flexibility in the difficulty settings and expanding the system to help the new player get used to the genre.
He says, “I hope that the improved difficulty settings that I’m making will allow more players to enjoy the game, rather than just the hardcore players.”
After securing funding earlier this year, Ee decided to enlist additional help with the game, transitioning from a solo developer to a proper team.
With the increased manpower, Operatives Revolve appears to be on track for its projected early-access release in the fourth quarter of this year.
“The completion process for game development is always a bit weird,” Ee muses.
“The last 20% of the development process is the hardest. You need to polish the game and make the game experience as seamless and immersive as possible. You cannot show the player any sort of flaw.
“Every time we add a new feature, there are always new flaws to address. But I’d say that at the moment the game is 70% complete.”
Ee hopes that if the game is successful, he and the team can explore new possibilities, such as a sequel. Whatever the result, he plans to use the experience to create his next game, making it even better and more sustainable.
“I think what I learned through this process is how to make game development a more sustainable process, rather than a marathon. The hardest challenge for most indie developers is finishing their game. You have to sustain things not just monetarily, but also in terms of your psyche. I hope this game is successful, and I can tell more stories.”


