Five-Person Team Behind 'Escape from Duckov' Discusses Indie Success and Future Plans

The moment we opened the door, players' creativity exceeded our expectations.
Jeff reflects on why Team Soda prioritizes community mods over building every feature themselves.

From a five-person studio came an unlikely phenomenon: a top-down extraction shooter starring a duck that sold over three million copies in a single month. Team Soda did not set out to conquer markets — they set out to make something that felt genuinely good to play, free from the psychological weight of competitive multiplayer. In choosing simplicity, sincerity, and openness to their community, they discovered that small teams with clear instincts can reach the world in ways that strategy alone rarely achieves.

  • A tiny indie team turned a spontaneous sketch of a duck into the visual soul of a game, making a unanimous creative decision in seconds that no committee could have engineered.
  • By abandoning multiplayer entirely, Team Soda sidestepped the infrastructure demands that crush small studios and instead refined a single-player loop until it genuinely satisfied — a counterintuitive bet that paid off at scale.
  • Over 1,000 community mods now extend the game's life, including a player-built trading system the developers had wanted but couldn't afford to make themselves — a moment Jeff describes as deeply moving.
  • Tarkov's own director publicly celebrated Duckov's success, transforming a parody into a collaboration and confirming that loving a source material deeply enough can become its own form of creative legitimacy.
  • With console, mobile, merchandise, and global IP deals all under consideration, Team Soda is deliberately slowing down — protecting quality and capacity before chasing the growth their breakout success now makes possible.

Jeff and his four teammates at Team Soda weren't chasing a blockbuster. They were shooter fans who wanted to capture what they loved about Escape from Tarkov without the crushing pressure of PvP competition. What they built instead — Escape from Duckov, a top-down extraction game where you play as a duck — sold over three million copies in its first month.

The duck wasn't planned. An artist sketched it during early development, the team saw it, and the decision was unanimous and instant. That single moment of shared instinct gave the game its identity: a cute, weapon-toting duck navigating a dangerous world, a contrast so unexpected it became the game's defining charm.

The choice to go single-player was more deliberate. Jeff himself has over a thousand hours in Tarkov, almost all in PvE — the psychological toll of losing everything in PvP was simply too much. A five-person team also couldn't sustain multiplayer infrastructure. So they focused entirely on refining the solo experience, building something that offered growth and satisfaction without competitive fatigue.

The community became the game's real engine. Team Soda opened Steam Workshop from launch, and over a thousand mods followed. Two stayed with Jeff: a KillFeed mod that sharpened combat feedback, and a Flea Market mod — a full trading system a player built that the team had wanted but couldn't justify building themselves. Watching the community solve a problem the studio couldn't was, Jeff says, genuinely moving.

Weapon customization received the same care. The team members are real shooter enthusiasts who studied FPS mechanics — recoil, ballistics, headshot detection — and adapted them for a top-down format. Every weapon gets tested internally before release. Nothing is added for volume. Player response drives iteration, and when the community builds strategies around a new update, the team feels it.

Validation came from an unexpected place: Tarkov's director Nikita shared Duckov's trailer before launch and sent congratulations when sales hit one million. For a small team making a loving parody, that acknowledgment meant everything. The collaboration that followed moved easily because Team Soda understood Tarkov deeply enough that almost no explanation was needed.

Now, as the game approaches its first anniversary, the team is careful. A crossover with Wuthering Waves created genuine synergy, but Jeff is clear that collaborations will only happen when they produce something new — not for buzz. Console and mobile ports remain possible but not imminent; an earlier six-month mobile attempt was abandoned when the control differences proved too great. Merchandise and KakaoTalk emoticons are coming, with Korean fans among the most vocal supporters.

What Jeff returns to, beyond the numbers, is the connection itself — a small overseas team, a different language and culture, a game about ducks with guns — somehow reaching players across the world in a way that felt natural. That, he says, can't be explained by sales figures alone.

When Jeff and his four teammates at Team Soda set out to make a game, they weren't trying to build the next blockbuster. They were a handful of people who loved shooters, who had spent hundreds of hours in Escape from Tarkov, and who wanted to make something that felt good to play without the grinding pressure of multiplayer competition. What emerged was Escape from Duckov, a top-down extraction shooter where you play as a duck, and it has sold over 3 million copies in its first month.

The game began as a parody. The team was experimenting with different visual styles early in development when their artist sketched a duck character. The moment the rest of the team saw it, they knew. No debate, no committee meetings—unanimous agreement that this was the direction. Looking back, Jeff credits that single decision as the moment Duckov found its identity. A cute, friendly duck carrying weapons and navigating a dangerous battlefield created an unexpected contrast that became the game's defining charm. It was a choice made on instinct, not strategy, and it worked.

The decision to build a single-player game rather than multiplayer was equally deliberate, though for different reasons. Jeff himself has logged over 1,000 hours in Tarkov, but almost entirely in PvE mode. The psychological weight of extraction shooters—where you lose everything on death—becomes crushing in PvP. The fatigue and pressure were simply too much. A five-person team also couldn't realistically build and maintain a robust multiplayer infrastructure. So they chose to refine the single-player experience to the highest possible quality instead. For players like Jeff who wanted steady growth and achievement rather than constant competitive stress, PvE offered something Tarkov couldn't: satisfaction without the burden.

But the real engine of Duckov's longevity has been the community. From launch, Team Soda opened the game to Steam Workshop mods, believing that a single-player game's vitality comes from its players. Over 1,000 mods now exist—everything from UI improvements to new character models. Two stand out in Jeff's memory. The KillFeed mod made combat feedback more intuitive and satisfying. The Flea Market mod, created by a player, implemented a trading system that Team Soda had wanted to build themselves but couldn't justify the development cost. Watching the community solve a problem the team couldn't was, Jeff says, deeply moving. It crystallized why mods matter: a small team has limits, but if you open the door, players' creativity exceeds expectations.

Weapon customization is another area where the team invested heavily. Most of Team Soda members are shooter enthusiasts with genuine interest in firearms. Even though Duckov is top-down, they studied FPS mechanics—recoil systems, headshot detection, ballistics—and adapted them to fit their game's feel. The secret to maintaining this system is simple: the developers play their own game first. Every new weapon or attachment gets thoroughly tested internally before release. They don't add equipment for the sake of volume. Every piece must have a clear role and tactical value. Player feedback drives iteration. When the community responds to a weapon update with strategies and fan content, it reminds the team that their work is landing, and that motivation compounds.

The collaboration with Battlestate Games, Tarkov's developer, felt like validation. Nikita, Tarkov's director, had shared Duckov's trailer before launch and sent congratulations when sales hit 1 million. For a small team making a parody of a game they loved, that acknowledgment meant everything. It confirmed they were on the right path—reinterpreting Tarkov's core loop in their own way. The collaboration itself moved smoothly because Team Soda understood Tarkov deeply enough that communication required almost no explanation. They even referenced BSG's poster design to create new in-game artwork.

As Duckov approaches its first anniversary, the team is cautious about growth. They've collaborated with Wuthering Waves, a stylish action RPG, and the contrast between the two games created unexpected synergy. But Jeff is clear: Team Soda won't chase collaborations just for buzz. They're reviewing possibilities with various global IPs, but only if the fusion creates something genuinely new. Console and mobile ports remain on the table, but not yet. The team tried mobile development for six months early on and abandoned it—the gameplay and control schemes are too different from PC to satisfy both platforms with one project. When the right moment comes and the team has capacity, they'll pursue it. For now, everything focuses on making the PC and Mac versions better.

Merchandise and emoticons are coming. The duck character has obvious IP potential, and Korean fans have been particularly vocal. Official emoticons already exist, and the team is exploring KakaoTalk integration because Korea is a crucial market. They're reviewing merchandise partnerships, but as a five-person studio without a separate IP business division, they want to work with experienced partners who can handle production and distribution properly. What matters most to Jeff is that whatever comes next—emoticons, merch, ports, collaborations—serves the game and the players who built its community. The gratitude in his message to Korean fans is genuine. A small overseas team with a different language and culture somehow connected naturally with players across the world through a game about ducks with guns. That connection, Jeff says, can't be explained by sales or numbers alone.

We wanted players to feel a sense of achievement and satisfaction rather than frustration.
— Jeff, lead producer, on choosing single-player over PvP
Seeing the community implement a feature we wanted but couldn't build was a deeply moving experience for us as developers.
— Jeff, on the player-created Flea Market mod
La Conversación del Hearth Otra perspectiva de la historia
Inventor

Why did a five-person team choose to make a single-player extraction shooter when the whole genre is built around multiplayer tension?

Model

Because we'd lived inside that tension ourselves. I've played Tarkov for over 1,000 hours, and I spent almost all of it in PvE. The PvP weight—losing everything on death, the constant pressure—it wears you down. We wanted to make a game where players felt achievement instead of exhaustion.

Inventor

But that's a huge constraint. You're removing the core mechanic that makes extraction shooters work.

Model

We reframed it. The tension comes from the environment, the randomness, the challenge of learning and improving. You still lose everything on failure, but you're failing against the game, not another person. For some players, that's actually more fun because it's about growth, not ego.

Inventor

The duck character seems almost accidental. How did that become the identity of the entire game?

Model

It was accidental. Our artist drew it, we saw it, and we all just knew. A cute duck carrying weapons in a dangerous place—that contrast is what makes Duckov feel like itself. It's not trying to be Tarkov. It's something else.

Inventor

You've embraced community mods in a way most developers don't. Aren't you worried about losing control of your game's direction?

Model

We never had the capacity to control it anyway. We're five people. The moment we opened Steam Workshop, the community started solving problems we couldn't solve ourselves. A player built the Flea Market system we wanted but couldn't afford to make. That wasn't losing control—that was discovering we were never in control. The game is bigger than us now.

Inventor

What does it feel like when a player creates something for your game that you wish you'd made?

Model

Deeply moving. It's the moment you realize you made something that matters enough for people to invest their own creativity into it. That's not a business metric. That's why we do this.

Inventor

You're a small team turning down console and mobile ports. That's leaving money on the table.

Model

Yes. But if we split focus now, we might not have made Duckov as it is today. The right time will come. When it does, we'll be ready. For now, we're choosing depth over reach.

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