What happens when childhood imagination collides with satire, scrapyards, and robots made from kitchen parts? You get Junkineering, a wild and wonderfully chaotic game from the creative minds at Coleplay.
We sat down with the team to explore the bold vision behind their game — one where everything is usable, nothing is too weird, and satire meets strategy in a universe controlled by a shadowy megacorp. From Golden Bolt celebrations to hidden sound effects, Junkineering is more than just a game. It’s a world of rebellion, improvisation, and pure creative joy.
Ready to meet the bear-like hero, Bernard, and the robots of tomorrow? Let’s jump in.
What was the original inspiration behind Junkineering?
We were inspired by childhood memories - gathering scraps, random objects, and junk to build imaginary robots and stage epic battles. The core idea behind Junkineering is to combine the uncombinable: mechanical parts, organic pieces, and all kinds of weird stuff that somehow just works.
We wanted to recreate that feeling of being in a universe where everything is usable - where you build your character from literally anything. That’s also why the art is so bold and colorful: to capture the energy of joyful chaos and wild customization.
And just take a look at our NPCs - they’re basically walking punchlines wrapped in metal.
And how would you describe your game in 3 words?
Chaos. Machinery. Improvisation.
What’s a hidden detail in your game you love but players often miss?
If you build a robot entirely out of “kitchen” parts, it starts making cookware sounds - pots clanging, kettles whistling, the full junkyard symphony. It’s a small touch, but we love it every time someone discovers it.
Beyond little easter eggs like that, we’re working hard on something bigger - building Junkineering into a full universe. So far, we’ve released our first trailer and some in-game dialogues, but there’s a whole narrative in the works.
At the heart of it all is Bernard - our bear-like protagonist - and his journey to stand up against the massive tech conglomerate M.A.S.K. The story explores themes of resistance, resourcefulness, and reclaiming a broken world, piece by piece.
It’s more than just a game - we want to grow it into a franchise with its own identity, filled with humor, chaos, and meaning.
Talking about a franchise... If your game had a crossover with any franchise, which one would you pick?
LEGO, 100%. We’d love to release physical sets based on our craziest robot builds, so players could experience the chaos of customization in real life. A Junkineering construction kit? Absolute dream.
That would be truly amazing! I'm pretty sure our own team would be fighting to get their hands on that kit. Now, can you think of the weirdest idea someone seriously pitched during development?
A robot whose weapons were musical instruments - and he defeats enemies using the power of jazz. We almost made him a boss, and honestly… He still might show up one day.
Actually, weird ideas are kind of our thing. All of our NPCs are references - or satire - on modern tech culture. That’s part of our goal: to reflect how trends like AI, automation, and tech obsession could lead to a world like Junkineering. In our universe, everything is controlled by a megacorporation called M.A.S.K. - a nod to certain real-world “masters of manipulation.” So we don’t reject wild ideas - we welcome them. If it’s strange, relevant, and fun? It probably has a place in the game.
How does your team celebrate big milestones?
We host a 24-hour mini game jam. The theme always relates to junk, robots, or both. The winner gets the Golden Bolt — just a spray-painted bolt, but with legendary status within the team.
And what do you think are the benefits of using alternative distribution solutions, such as Aptoide?
Freedom and flexibility. We’re not tied to platform algorithms or store policies, so we can experiment with pricing, offer bonuses, release weird stuff - and most importantly, stay close to our players. It lets us build a real connection with our community.
We couldn't agree more! And to end things on a fun note: If your game world were real, what’s the first thing you’d do in it?
Start collecting legendary parts. I’d build myself up from a rusty junk-bot to a fully operational cosmic mech. One piece of trash at a time.
