Exclusive: Heartworm’s Michael Jentsch on Making PS1-Style Horror

Ever wondered how to create a PS1-style horror game? Then this interview is for you. Michael Jentsch, an environment artist working on the upcoming indie horror title Heartworm, was kind enough to give us a behind-the-scenes look at his creative process, including how he builds lo-fi environments that capture the essence of classic survival horror.

Departure of Darkness – Interview

With Departure of Darkness, Red Vault Interactive aims to resurrect the magic of classic survival horror, think the fixed-camera tension of Resident Evil 2 in a new setting: a labyrinthine airport in 2005. I caught up with the developers to talk about their biggest inspirations, how they designed the game’s branching puzzles, and why your every action could turn desperate survivors into your worst nightmare. Q: Departure of Darkness clearly draws inspiration from classic Resident Evil. What specific elements of RE2 did you want to emulate, and where did you deliberately diverge? Our team has a deep connection to the look and feel of the classic Resident Evil games, and we wanted to honor that. We especially loved the pre-rendered backgrounds from Resident Evil 2 , fixed camera angles, and its tight survival horror gameplay loop. The police station setting and its narrative pacing really resonated with us, so capturing that same sense of dread and exploration was a core goal. However, we knew we wanted to push combat further. With modern technology, we can implement precise body-hit detection, so damage depends on where enemies are struck, and a laser sight for more skill-based shooting. On top of that, our narrative introduces various NPCs whose survival depends on the player’s actions, adding weight to every decision. Q: Why did you choose an airport in 2005 as the setting? What about that location and time period made it compelling for horror? Airports are strangely underused in horror games, despite being familiar spaces for so many people. We liked the idea of taking a place everyone knows, check-in counters, security lines, duty-free shops, and twisting it into something deeply unsettling when things go wrong. We chose 2005 because it’s a fascinating time: it was a period when airport security became much tighter worldwide. It also lets us play with technology that feels nostalgic and more analog than today’s always-connected devices. There’s something eerie about an era just before smartphones took over. Q: How do the branching puzzles work, and can you share an example of how player decisions might lead to different outcomes? A core design pillar for us is player agency. Many puzzles have multiple solutions, or can even be skipped entirely if the player prefers to tackle challenges differently. For example, if you don’t want to solve a particular puzzle, you might need to venture deeper into the airport to find an alternate, riskier route. Sometimes that path might expose you to tougher enemies or hidden story bits. We want players to feel clever for how they choose to progress. Q: I noticed in the demo there is a map on the wall, in the final game would you consider letting the player take the map with them? Absolutely. We’ve heard that feedback loud and clear! We’re exploring whether to let players collect and keep maps, or at the very least ensure they’re distributed well enough so players aren’t too lost. Exploration is key for us, and maps are part of rewarding that curiosity. Q: What are some “modern mechanics” you’ve introduced, and how do they complement the retro design? One example is our light RPG system: players can find passport stamps that upgrade Emma’s abilities, tying progression to exploration in a way that fits the airport theme. Our zombies are infected with a parasite that reacts to noise, so players need to manage sound carefully. Finding silencers or opting for melee weapons becomes critical for survival.We’ve also made movement, aiming, and camera transitions more fluid than old-school titles, while keeping the tense, deliberate pace fans expect. Q: What have you learned from being part of Science Park Skövde and CDG-Booster? How have those programs influenced your development approach? These programs have been invaluable. They’ve connected us with mentors, other developers, and business coaches who’ve helped us navigate everything from funding to marketing. The networking opportunities alone have been worth it, we’ve met so many people who genuinely want to see us succeed. Q: How involved is the survivor-rescue mechanic? Will those characters affect gameplay meaningfully, or are they more narrative-driven? They’re very much part of the gameplay. Survivors can help solve puzzles and grant access to areas. But if the player fails to protect them, they’ll mutate into tougher, more aggressive enemies. Your choices have direct consequences, so be kind to the survivors. Q: Is replayability a core goal? If so, how do branching puzzles and survivor outcomes feed into that? Absolutely. Replayability is essential for a great survival horror experience. We’re including all the staples, clear times, grades, alternate endings based on who survives, and so on. But we’re also working on a Resident Evil 3 style “Mercenary Mode”, random item placements, and higher difficulties designed for players who want a real challenge. We want each run to feel fresh and test your mastery of the game. Q: You’re aiming for a mid-2026 release. What does your roadmap look like between now and then? Our focus is on expanding every aspect of the game, more areas, more enemies, more puzzles, adding boss fights. We’re also continuing to polish our core mechanics and narrative systems based on feedback. Expect consistent progress updates as we refine and expand the experience on social media. Q: What kind of feedback have you received on the demo so far, and how has it shaped your roadmap? Are you planning future demos or playtests to involve the community? The response has been amazing, we’ve loved seeing players pick up on the Resident Evil references and embrace the retro look. People have also given us tons of useful feedback on what they like and their main problems. We’re working hard to improve on the experience and really nail the classical feeling whilst minimizing frustration. We’re planning to host regular playtests through our Discord, especially as new areas come online. If you haven’t joined yet, hop in and try the demo on itch.io, we’d love your feedback. If you’re intrigued by what you’ve seen so

Niraya of ■■: Helpless Horror

You cannot fight. Yet, you must confront your fears. Set to release in late October, Niraya of ■■ is a Japanese horror game with Buddhist aesthetics. Developed primarily by Yuya Yamaguchi, whose past work includes Silent Hill: The Short Message, MGS Snake Eater 3D, and Final Fantasy Type-0 HD. Although largely developed by Yuya Yamaguchi, the game is supported by a team providing art, music, localization, QA, and marketing. His impressive resume includes collaborations on major Japanese titles. Not Classic Survival Horror Niraya of ■■ is not classic survival horror, instead it is what I would class as “Helpless Horror” or “run and hide survival horror” it diverges sharply from titles like Resident Evil. There’s no combat, Instead it takes inspiration from games like Clock Tower and Haunting Ground, where avoidance, timing, and vulnerability are at the core of survival. The game’s tagline, “You cannot fight. Yet, you must confront your fears,” captures its spirit perfectly. You play as Yuni, a defenseless child abandoned in a haunted world. Powerless to fight back, she must learn enemy patterns, manage her stamina, and rely on premonitions to avoid capture. It’s a minimalist experience that builds tension not through firepower, but through sheer helplessness. Inspirations Behind Niraya of ■■ While Western horror often leans on gore or ruined worlds, Niraya of ■■ draws from more cerebral and cultural roots. “Kuon was a big influence,” says Yamaguchi, referring to FromSoftware’s 2004 cult classic set in Heian-era Japan. The game invites players to experience fear from the viewpoint of an ineffectual child—a motif that places it closer to psychological horror, but with the survival mechanics to back it up. The Premonition and Stamina Systems Niraya of ■■ builds tension not through fast-paced action or violence, but through strategic evasion and resource management. Central to this is a dual mechanic: the premonition system and a strict stamina gauge that governs your ability to flee. Before a threat strikes, Yuni receives a premonition—a moment of foresight that reveals the enemy’s next move. This warning gives you a brief window to react, but reacting blindly can be just as dangerous. Every step Yuni takes depletes her stamina, and once exhausted, she’s left completely vulnerable. Enemies don’t simply chase you—they follow patterns. Survival means observation: learning how enemies move, memorizing escape routes, and finding the right timing to rest, hide, or run. Panic leads to mistakes. Calculated movement leads to survival. “The stamina limit is quite strict,” says Yamaguchi, “but it doubles the sense of accomplishment.” The result is a slow-burning horror experience where every encounter feels tense, every escape earned. You’re not solving combat puzzles—you’re surviving them by outthinking the threat. Coming This Halloween At 70% completion, the game is slated for a late October 2025 release, just in time for Halloween. Yamaguchi promises: “It’s a bit eccentric, but just the right game for horror fans—especially those who prefer unknown experiences.” My final question for Yamaguchi was about the cryptic symbols ■■ in the game’s title: “You can find out the meaning behind the ■■ after watching the whole story of the game!” If you’re intrigued by what you’ve seen so far, be sure to wishlist Niraya of ■■ on Steam to stay updated on its release. You can also follow Niraya of ■■ on Twitter/X for development updates, behind-the-scenes content, and more.

Vampire Huntress – Lament of the Sun – Interview

Vampire Huntress – Lament of the Sun just dropped a brand-new trailer, and with a demo in the works, we thought it was the perfect time to catch up with the developer to see what he’s been cooking up. After all, it’s not every day you see a survival horror game where the monsters are vampires—especially one that draws inspiration from classics like Resident Evil and Koudelka. In this interview, Borealis shares his journey into game development, the influences behind Vampire Huntress, and what players can expect when they step into this blood-soaked world. Q: To start things off, could you introduce yourself and share a bit about your background in game development? (no need to use your real name)  I’m Borealis. I’ve been working with games for most of my life. When I was a kid, I got Final Fantasy 8 randomly as a Christmas present, not knowing what that game was or what genre it even was, it changed my world completely, and I have wanted to make games ever since. I started with making levels for Tenchu 2 on the PS1, later moving on to RPG Maker, making my first full game when I was 17.  Later I studied programming and 3D art and ended up working as a 3D artist and level designer for several companies, even winning some awards while doing so. I’ve been wanting to work as an indie developer for many years now, but haven’t had the chance to really dive into it until now.  Q: Not many survival horror games focus on vampires — the only ones that come to mind are Vampire Hunter D and Countdown Vampires. What influenced you to focus on vampires?  I’ve been wanting to make a vampire themed game for a long time. I did my first designs for such a project in 2016, and it was a side-scrolling metroidvania style game, but it never got past prototype phases. I was busy with other things at the time and couldn’t really commit to it. But that idea of a vampire hunting vampires game has been in the back of my mind since, waiting for its time to rise once more. And that time is now.  Q: Vampire Huntress is inspired by the original Resident Evil and Koudelka. The Resident Evil influence is clear, but how did Koudelka shape your vision for the game?  So yes, originally the idea for Vampire Huntress was “What if Resident Evil 1 had vampires in it?”, but I like to have multiple influences that then help to find that ‘original angle’. The game was originally more influenced by Koudelka, with RPG elements, but I decided to cut those pretty early on as the scope of the game was getting bigger, and I didn’t manage to make the RPG stats and such work well in the framework of a RE1 style gameplay.  Ultimately, I think the Koudelka influence can be seen more in the main character (who was heavily influenced by Koudelka’s design herself), as well as the overall tone and mood of the game.  Q: Can you talk about the decision to offer both modern and tank controls?  So personally, I highly prefer tank controls, as they are really comfortable with fixed camera angles. However, the reality is that there are a lot of people who just don’t like to use them, and I get that. For this reason, I decided to offer both, just like in the Resident Evil 1 remake.  Q: Can you avoid combat in VH or will most enemies need to be dealt with?  We’re trying to strike a balance where you need to make that choice of whether taking out an enemy is worth the resources, or if you should risk getting past. Of course, dispatching an enemy makes it significantly easier to explore the areas. The enemies in Vampire Huntress are also quite fast, making exploring an area with enemies around that much more difficult.  So yes, it is possible to avoid combat, and sometimes it can be the correct choice to make as well, but Luna is a huntress, and the job of a huntress is to hunt!  Q: What core survival horror elements do you feel firmly ground VH in the genre, as opposed to more action-heavy horror titles? Open-ended exploration, limited inventory and resource management I think are the strongest pillars between Vampire Huntress and the genre. I want the player to be able to explore a larger area, and complete tasks in a semi-open-ended approach. The game isn’t open world or anything, but it’s not fully linear either. But ultimately you will have to do X to progress further in the game. Ammo is scarce and healing items don’t stack, so it is extremely important for the player to manage their resources efficiently. There is of course a safe box to store all your items, and there are even difficulty options that make the inventory management initially a little easier. Q: There’s been a surge of retro-inspired horror games lately—where do you feel VH distinguishes itself from others in that space? When I started working on Vampire Huntress – Lament of the Sun, I did my research for other indie titles in the genre and there weren’t many at the time. I remember seeing Heartworm, Lake Haven, Alisa, and a few others, but that was about it. The surge started happening shortly after I was already going full steam ahead with Vampire Huntress. However, with Vampire Huntress, I aim to create a full package and an original story. A game that does pay homage to the classics of the genre, but doesn’t dwell on them, and confidently stands on its own two legs. I hope that the final product will feel like a AAA survival horror game that was released 25 years late. Q: Do you have any plans for demo? If yes when can we expect it? The demo is coming! We have been working on the demo for quite

Soultracer Interview

We recently spoke with Alejandro, the indie developer behind Soultracer, an upcoming PS2-style survival horror game with classic roots and modern storytelling. Under the name Silent Archangel Studios, Alejandro is bringing a nostalgic yet fresh perspective to the genre. We asked him about his background, inspirations, the haunting town of Aerie Vista, and what makes Soultracer stand out. Q: Introduce yourself! Who are you and what is your background in game development?Alejandro:I’m Alejandro, a 25-year-old solo developer under the name Silent Archangel Studios, working on Soultracer. I’m based in Peru, where there aren’t many games being developed, especially in the survival horror space. That’s one reason I wanted to make my own. I started with Unity back in 2015, making a simple first-person horror game just for fun. I showed it to my friends at school, loved their reactions, and realized I wanted to keep creating. I returned to Unity in 2020, experimenting with new ideas until, in 2024, I finally felt ready to create the game I had always envisioned. Q: What survival horror games inspired you to create Soultracer?Alejandro:In 2005, I played the original Alone in the Dark on my family’s old computer. It couldn’t run modern games, so those classic ones were perfect. I loved how situations could be solved in creative ways, like avoiding combat by placing soup on a table. That really stayed with me. My older brothers also played Resident Evil on the PS1, which introduced me to survival horror. I later got into Dino Crisis, The New Nightmare, and others.What drew me in were the unpredictable elements and atmospheric tension. Soultracer reflects that. I love classic horror storytelling, where characters unknowingly walk into danger. In this game, it’s about saving the whole group, not just the protagonist. I want players to care about the characters and face genuine risk while navigating a world that always feels threatening. Q: Can you tell us more about Aerie Vista? Is it based on a real place or purely fictional?Alejandro:Aerie Vista is a fictional U.S. town, and unlike many horror game settings, it’s not abandoned. It’s actually beautiful, especially at sunset, with an oceanfront and rich history. In Soultracer, a group of friends finds themselves trapped in another world after discovering a mysterious gateway.The cast includes Rachel (rebellious and charismatic), Johnny (lighthearted and loyal), Ashen (quiet and intelligent), and the protagonist, who the player names. The group originally met online in a video game, and this is their first time meeting in person. There’s also a strange man who helps you early on. Each character affects the story in meaningful ways. Q: The ability to separate your soul from your body is a fascinating mechanic—it reminds me of The Nomad Soul. How does it work in gameplay?Alejandro:At certain moments, the protagonist can separate their soul from their body. When this happens, the camera shifts to first-person, you float above your own body, which is in pain. You can’t stay out too long or you’ll lose health.This mechanic adds a twist to puzzle-solving. As a soul, you can see things your body can’t and interact with objects in different ways. I wanted to expand on traditional horror puzzles by rewarding exploration and experimentation.There’s also a mysterious Bartender. Her bar acts as a hub where you trade collected souls for items and weapons. Backtracking is present but not excessive, more of a reward for explorers than a punishment. Like in Resident Evil, the map shows rooms that still have items, helping players avoid frustration. Q: Your Steam page mentions that things won’t always be the same on different playthroughs—what kind of changes can players expect?Alejandro:At the start, players answer a few short questions, including entering their name. These responses affect small but meaningful things. A cautious player might receive different starting items than a more aggressive one.Enemy placement and some story moments shift based on your answers. Later on, major decisions arise that can significantly change how the story plays out. Some might seem small at first but will have big consequences by the end. I want players to feel that their choices matter, encouraging them to replay and see different outcomes. Q: What do you hope players will take away from Soultracer?Alejandro:I hope they feel like they experienced a classic survival horror game with a modern heart. I want it to be atmospheric, meaningful, and personal—and for players to care about more than just survival. If you’re intrigued by what you’ve seen so far, be sure to wishlist Soultracer on Steam to stay updated on its release. You can also follow Silent Archangel Studios on Twitter/X for development updates, behind-the-scenes content, and more.

Kurai Yama – Upcoming Survival Horror

Introduction: Meet the Developer Horror and retro aesthetics go hand in hand, and solo indie developer D4C is bringing them together in Kurai Yama, a survival horror experience inspired by the golden era of the genre. Based in Tunisia, D4C has been experimenting with game design for years, crafting prototypes and refining his skills before finally launching his first official title. Despite being his first full game, Kurai Yama is shaping up to be a carefully crafted homage to the chilling atmosphere of classic survival horror games. Inspired by the Legends of Horror D4C’s love for survival horror started young, with Dreamcast and PS1-era classics shaping his vision. Titles like Resident Evil, Silent Hill, and Fatal Frame left a lasting impression on him, from their atmospheres to their unique control schemes. “That mix of tank controls, fog-drenched dread, and ghostly vibes it’s what lit the spark for my game,” he explains. This nostalgic inspiration is at the heart of Kurai Yama, a game that seeks to recreate the slow-burning tension and unsettling exploration that defined those early horror masterpieces. What Makes Kurai Yama True Survival Horror? Unlike modern horror games that often lean into action elements, Kurai Yama stays purely survival horror in design. It features: With no weapons to rely on, the game emphasizes the feeling of vulnerability, putting players in Saki’s shoes as she navigates the dangers of Hozuki. Story & Setting: A Haunting Mystery Kurai Yama follows Saki, a goth girl from Japan with a fascination for the supernatural. She spends her nights combing through obscure internet forums in search of ghost stories until she stumbles upon a thread about Hozuki, a town shrouded in rumors and disappearances. As she reads through the posts, she comes across something terrifyingly personal: her sister Reiko’s name, listed among the missing. Reiko vanished without a trace five years ago, and no one has been able to uncover what happened to her. Determined to find answers, Saki boards a train to Hozuki, a town steeped in dark secrets. What awaits her is a nightmare she never expected. Final Thoughts Kurai Yama is shaping up to be a true throwback to the survival horror era, bringing back the dread, tension, and vulnerability that made those early titles unforgettable. With classic gameplay mechanics, an engaging mystery, and a deeply atmospheric world, it’s one to keep an eye on for horror fans looking for something genuinely unsettling. Are you ready to step into the unknown and face the horrors of Hozuki?You can follow D4C’s journey on Twitter/X (@MarincessStudio) or check out his work at marincess-studio.com.

Kanpeki: Upcoming Survival Horror

Indie developers Streetlight Studio are taking a fresh yet nostalgic approach with their upcoming game Kanpeki, blending classic survival horror elements with unique mechanics and a striking aesthetic. I reached out to the developers of Kanpeki to ask what they are working on, and they shared their vision, inspirations, and challenges in bringing the game to life. Inspired by Classic Survival Horror When asked about their inspirations, the developers emphasized their love for retro horror games. Kanpeki draws from beloved classics like Haunting Ground, the Fatal Frame series, and the indie horror title World of Horror. The goal? To create a game that feels like a tribute to early 2000s PS2 style survival horror while integrating modern mechanics and storytelling. Beyond video games, the team also pulls inspiration from cult Japanese horror films such as Kami Kaze Girls, Noroi, and Suicide Club. These influences shape the game’s distinct visual style, combining traditional horror aesthetics with a surreal and cinematic approach. Innovative Gameplay Mechanics Kanpeki follows in the footsteps of early Silent Hill and Resident Evil titles in terms of gameplay, but with a twist. The most unique mechanic is the “breathing mechanic,” where the main character, Hoshi, holds her breath to the point of hallucination. This not only adds to the tension but also alters the game environment, revealing hidden threats and unsettling changes. Another standout feature is the “Stickers” system, reminiscent of the charm mechanic from Hollow Knight. This allows players to customize Hoshi’s abilities with a Gyaru-themed twist, reinforcing her personality while also affecting gameplay. A Story Rooted in Social Expectations At its core, Kanpeki tells a deeply personal and socially conscious story. The protagonist, Hoshi, is a Gyaru—a subculture often misunderstood and overlooked in media. The game explores themes of social expectations, identity, and the pressures young women face. Set in a rural Japanese town in the early 2000s, Kanpeki presents a world where people mysteriously disappear, yet no one seems to acknowledge it. Hoshi finds herself drawn into a parallel version of reality, where she must navigate twisted environments and terrifying encounters to escape back to her normal life. Each chapter is designed to explore a different aspect of social expectations, ensuring a thought-provoking experience beyond the scares. The Team Behind the Horror Streetlight Studio is a small but passionate team of indie developers, ranging from two to six members at any given time. Fresh out of video game school, the team hails from various parts of Europe, including France, Portugal, and Germany. Despite having no funding, they have poured their hearts into making Kanpeki a reality, balancing work with their creative vision. For those eager to follow the game’s development, the best place to stay updated is through their Discord, which can be found via their Linktree. Fans can also visit their official site on Neocities. What’s Next for Kanpeki? The team is currently working on a Chapter 0, which will focus on Hoshi’s life before the supernatural events unfold. This introduction, alongside a revamped Chapter 1, will provide players with a more immersive experience and deeper insight into the game’s themes. From there, the future of Kanpeki will depend on the reception and support from fans. For horror enthusiasts looking for something fresh yet familiar, Kanpeki is shaping up to be a standout indie title. With its blend of classic survival horror gameplay, unique mechanics, and a compelling narrative, it’s a project worth keeping an eye on.