Interviews

Solace Creek – Upcoming Stalker Horror

After playing the Solace Creek demo, I wanted to learn more about the project and what players can expect from the full release. The retro-inspired indie horror reminded me of games like Alien: Isolation and ROUTINE which are two of my favorite stalker horror games. Set within TARASET Station, Solace Creek combines exploration, puzzle solving and classic PSX-style visuals with a deliberate focus on atmosphere and tension.

I was curious about the origins of the project so I reached out to Manuel (Dust on X), the developer behind Solace Creek, who was kind enough to share more about his background, creative influences and long-term plans for the game’s development.

From FIFA to Stalker Horror

Manuel originally came from a software development background, although he studied Games Programming because creating games was always the bigger passion. Breaking into the industry was difficult at the time, particularly before remote work became more common, but he eventually landed a role at Electronic Arts, where he worked on several FIFA titles. However, he explained that working on such large-scale productions often meant being “just one small part in a huge global team”, which eventually pushed him towards creating more personal projects of his own.

That led to the development of Numina, a large-scale RPG passion project focused on player choice and a lengthy story campaign, which released in 2022. During this period, Manuel was also heavily involved in the RPG Maker scene, creating plugins and middleware for other developers.

Although the jump from a sprawling RPG to a stalker horror game might seem surprising, Manuel explained that the transition was not as abrupt as it first appears. Numina already contained darker, horror-adjacent moments and, over time, players began suggesting that he should try making a horror game. “That idea kinda planted its seed in the back of my mind,” he said.

He also sees a stronger connection between the two projects than their genres might suggest. While Numina and Solace Creek sit in very different spaces, both are fundamentally story-focused experiences. For Manuel, the move into stalker horror was less about abandoning one genre for another and more about exploring a different way of telling a compelling story.

However, when development on Solace Creek began, he felt RPG Maker had become too restrictive for the type of experience he wanted to create. With years of experience using more industry-standard engines, he ultimately decided to move development over to Unity.

Designing the Camera in Solace Creek

Although Solace Creek includes a few fixed camera angles, most of the game uses a freely moving camera positioned around the character. For a horror game, this immediately stood out to me, as so many titles in the genre rely on either strict fixed cameras or an over-the-shoulder perspective. When I asked Manuel about this, he seemed pleased that the camera had stood out, explaining that “a lot of work went into the camera system”. While Solace Creek is clearly aiming for a nostalgic feel, he also wants the moment-to-moment gameplay to remain accessible to today’s audience.

When I asked if any specific games had influenced Solace Creek’s free camera system, Manuel explained that it simply “felt natural” to design the camera this way, although there were games that helped shape his thinking. The game he studied most closely was the 2013 Tomb Raider reboot. Manuel said he went in-depth with the way that game handled camera movement, particularly its occlusion systems and how the camera avoids clipping into the surrounding geometry. It was an important reference point because, as he explained, camera systems are often at their best when the player does not consciously notice them. If everything is working properly, the camera simply supports the experience without drawing attention to itself.

The Team Behind Solace Creek

After completing the demo, one thing that stood out to me in the credits was the number of people listed as having contributed to the game. Manuel explained that while the core production team is mostly him, Solace Creek has still benefited from support in a range of areas.

Early character model tests for Solace Creek’s protagonist

One of the most significant contributors is his good friend Léo (ldsquillace on Artstation), who worked on the protagonist, the scientist model and a lot of the environment art. The game also includes a variety of free models generously shared online by 3D artists from around the world, with additional support coming through QA, code and the work being done by the game’s publisher, Monster Theater.

For Manuel, giving proper credit is important. He described it as “an important topic in our industry to give credit where it’s due”, which is why everyone has a place in the credits, even if they only contributed a single model. At the same time, Solace Creek remains a very personal project, with Manuel involved in almost every aspect of development, especially the writing, composing and programming.

Influences Behind Solace Creek

When I asked Manuel about the main influences behind Solace Creek, he explained that there was not one single game that shaped the project. Instead, he described it as “an amalgamation of a bunch of different games, books, movies and other experiences” that gradually formed the vision he has for the game today.

One of the biggest influences was Alien: Isolation, particularly its ability to make the player feel hunted by something oppressive and otherworldly. Manuel wanted to capture some of that same intensity, while also drawing from Silent Hill in the way players interact with NPCs and experience the world. He pointed to the bleakness of Silent Hill’s environments and how much of a role those spaces play in shaping the atmosphere.

However, Manuel does not want Solace Creek to be relentlessly grim. He also spoke about the importance of contrasting tense and unpleasant moments with something stranger or more unexpected. In that sense, Twin Peaks became another important reference point, especially for its surreal, sometimes funny and absurd approach to horror. From a world-building perspective, LOST was also an influence, particularly in relation to the ominous scientific organisation behind the mystery and the desire to keep players intrigued enough to want answers.

Combat, Hiding and Stalker Encounters

While Solace Creek features a stalker-style presence, Manuel was careful not to describe it as a straightforward monster to overcome. The full game will introduce more gameplay elements and new ways to deal with threats, but the goal is still to keep the entity frightening. As he explained, it is not something players are meant to “face head-on with a gun or similar”.

Hiding will remain an important strategy, but the full game should give players more tools and options without turning the experience into a traditional combat-focused horror game. Manuel also said he hopes players take away more from the entity than simply seeing it as “just a scary monster”, suggesting that the creature is tied more deeply to the themes and story of Solace Creek.

The encounters themselves will be a mixture of scripted and dynamic moments. Manuel explained that finding the right balance has been one of the biggest challenges, as it is “very, very hard” to make something feel dynamic without it becoming unfair or frustrating. Earlier versions of the demo were much more unpredictable, but this made the pacing feel too harsh for many players. As a result, the full game seems to be aiming for a carefully balanced version of stalker horror, where the threat remains unpredictable enough to create tension, but not so random that it stops being enjoyable.

If Solace Creek sounds like your kind of horror game, you can try the demo now on Steam.

JMMREVIEW

Site Editor

I’ve been making videos on YouTube since 2010, focusing on survival horror for nearly as long. I’ve always dreamed of creating a dedicated website for survival horror games, and now it’s finally here for you to explore!

Favourite Survival Horror Resident Evil 2

Follow Author