The game's staff consisted of programmer and lead designer Jonathan Hilliard; graphic artist Jason Gee; product manager Guy Miller; and producer Jeremy Heath-Smith.
[8] Battlecorps was created simultaneously with Core Design's Soulstar, both being Sega CD projects built off the custom technology from the company's previous title AH-3 Thunderstrike.
[8] Like Soulstar, the game utilizes depth shading for distant objects and increases the number of texture-mapped landscape colors found in AH-3 Thunderstrike from 16 to 64, compensating by making the display window smaller.
[12] Hilliard wrote a mere ten lines of code to the graphics sizing chip so that the ground is "effectively a huge sprite that scales and rotates beneath you.
"[11] Battlecorps makes limited use of full-motion video but team members were not fans of the feature and opted to take advantage of the Sega CD's other hardware traits to prioritize playability.
[8] Core Design self-published Battlecorps in Europe in August 1994 while Time Warner Interactive was the game's distributor for the North American release that same month.