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Becoming Saint is the latest game from indie studio Open Lab Games that puts you on a quest for sainthood in 14th-century Italy. Directed and designed by Pietro Polsinelli, the game combines historical inspiration with a mix of roguelike strategy, deep storytelling, and a darkly comedic take on societal dysfunction. Its satirical style is reminiscent of writers like Umberto Eco and the humor of Monty Python.
Polsinelli, a veteran developer with a strong background, sees his work as a constant exploration of how narrative and mechanics connect. In this interview, we dive into the inspirations, challenges, and design philosophy behind Becoming Saint. Polsinelli sheds light on how his team brought this unique vision to life, from the absurdity of medieval heretical movements to the game’s blend of auto-battler and manual controls.
Becoming Saint released mid-July on PC via Steam and you can also read our review of the game here.
We first of all studied the process of becoming a saint, which is a bit absurd and also a bit dark by itself, and the various heretic movements of the 14th century. The main references for the humour and historical treatment are Umberto Eco’s novel The Name Of The Rose, Monty Python’s Holy Grail and Life Of Brian.
For the content style and characters, Pino, our art director, studied extensively Italy’s 14th-century iconography and earlier medieval styles, and also the large source that are illustrated manuscripts. For the combination of 2D characters and 3D settings, Bad North was a very cool inspiration.
It is not as much satirical on religion as it is on the absurdity of a society that has impoverished, destitute masses and few privileged ones, and no one seems to be doing anything about it. Ever heard of that kind of dysfunctional society?
In this, those who have read Umberto Eco’s The Name Of The Rose will find a lot of similarities in tone and representation. Heretical movements were always linked to class struggles. And one of the characters you may meet in the advanced stages comes directly from the “Ciompi’s revolt” of the poorer classes in renaissance Florence.
It is not only not disrespectful about religion, but actually one of the main inspirations is the life and ideas of Francis of Assisi, but of course, one has to read between the lines and go beyond the jokes.
We have been developing Becoming Saint for a bit more than two years. I am pretty happy to have a game where the narrative content and choices have direct and powerful consequences on the mechanics of the game.
More than a shift for me it’s a change of subject of a continuing research in the connection of narrative and mechanics.

Being a unique game, we believe it may attract a diverse range of players. Some may be more interested in the strategy, some in the theme, some in the stories generated, so I hope this can fit different kinds of play style.
The towns existing at the time are clearly not procedurally generated, but who controls them and with which units is generated at each new gameplay. Also the sequence of “chapters”, that is, sets of decisions to be taken is always different. Now the town generation has a lot of constraints, so that overall the resulting power of the towns you go to fight is not that different.
Well the unit abilities refer to how the unit members are characterised, we used very distinctive traits, so clearly a witch can curse, a leper can try touching, and studious monks will throw their books…
Your doctrine shapes almost every aspect of the game, because it defines who follows you and who will leave you, and even how many. And it also shapes the narrative because your doctrine together with your choice of targets change your relationship with the Pope, the Emperor and the banks / merchants, and also triggers different events.

While the loop is fixed, 1. your ever-changing political orientation also implies you gain and lose different followers, 2. there is the progression dimension, because with the growth of your follower numbers you can try to convert larger and larger towns, and 3. when you get a larger following, new kinds of events will be triggered, during marches and also larger events concerning the main powers.
It’s been very well received by people in cultures that are familiar with the topic at hand, so I guess they can appreciate the humour and references. It’s a small game with many dimensions, but also a micro production, so to appreciate it one has to consider the overall result.
We will continue to publish many updates for now!