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 a while now, and the reason it has taken so long is because we’re not building a prototype or a vertical slice, the demo will be the beginning of the actual full game. It will be mostly feature complete, with only a few handful things coming later.

If you’re intrigued by what you’ve seen so far, be sure to wishlist Vampire Huntress on Steam to stay updated on its release. You can also follow Vampire Huntress on Twitter/X for development updates, behind-the-scenes content, and more.

Related articles

Heartworm: Review

Disclaimer: I received a free review key for Heartworm from the publisher. This does not affect my opinions — all thoughts and impressions in this review are my own. Heartworm isn’t just an indie survival horror game—it’s a deeply personal work, built from the streets, buildings, and small details of Vincent Adinolfi’s own life. It’s rare to see something so steeped in personal history, where every location feels lifted straight from a lived memory. The result is an experience where the environments feel authentic. You’re not wandering through generic level design—you’re navigating spaces that have been lived in, remembered, and reimagined, making Heartworm all the more immersive and rewarding to explore.  I was reminded of Hollowbody, which also features a stretch of suburban streets inspired by the developer Nate’s own background in the UK. But the streets there feel distant—abandoned, unreachable—partly because you can only pass by the houses, never step inside. Compared to Heartworm’s intimate spaces, it’s a colder kind of personal.  Another source of Heartworm’s warmth comes from its protagonist, Sam, voiced by M in their very first voice acting role. The game is filled with monologues that breathe life into Sam, offering not just exposition but a direct line into her thoughts and emotions. They’re both well written and beautifully delivered—authentic, intimate, and free from the kind of cheesy dialogue that made Resident Evil 1 so charmingly clunky. Gameplay & Variety At the start of the game, you’re given a welcome set of options: graphics can be retro (pixelated) or modern; movement can be tank-style (player-relative) or modern; and aiming can be tank-style (camera-relative) or modern (over-the-shoulder). It’s a smart touch that caters to a wide range of players, as tank controls can be quite divisive. When I played the demo, I opted for tank movement with modern aiming, but found the switch from fixed camera angles to an over-the-shoulder view a little disorientating—it took me some time to get my bearings. For the full game, I switched to both tank movement and tank aiming, and I’m glad I did: it made the combat feel far closer to classic Resident Evil games. Environments Survival horror locations are traditionally dark, grimy, and designed to make you feel uneasy. But Heartworm took one look at that and said, ‘Nah, we’re going to be beautiful.’ I don’t think I’ve ever played a more beautiful horror game — some of the environments are so gorgeous, I actually forgot I was playing a horror game. Before it’s release, I interviewed Michael Jentsch about the enviroments in Heartworm. I learned a lot about how the game was made, but Michael stayed very quiet about some of its best areas — and I’m glad he did. I was genuinely impressed by the scale and variety of the locations. During my playthrough, I explored an abandoned house, a quiet neighborhood, foggy small-town streets, a warehouse, wilderness, a clock tower, a school, a hospital, a subway station, and an office building — and that’s just to name a few. With so many locations to explore, it’s no surprise that Heartworm’s development took around five years to complete and required a small team of dedicated developers. Speaking of which, shout out to the small but passionate indie team behind the game: Vincent Adinolfi, Michael Jentsch, Carlos Lizarraga, Leonardo Esteban Montes, Michael “Goba” Tomczak, Jakub Graczyk, Yves Searle, M. Hart, and Suzi Hunter. Enemies & Combat  Feedback for Heartworm is generally very positive, but one area where I’ve seen some criticism is the combat and difficulty. Like Hollowbody, most enemies can be easily avoided. However, this didn’t surprise me, as both Hollowbody and Heartworm are influenced by Silent Hill 2, — a game where enemies are easy to avoid and combat is not the focus. Earlier this year, I also reviewed Post Trauma, another Silent Hill 2-inspired game, and it actually has far less combat than Heartworm. In fact, I thought the variety and number of enemies in Heartworm was very good. There are the bright, TV-like glowing copies of Sam that use a slow-motion attack, the dogs in the Wilderness, the stone statues that come to life with unique stone attacks, mannequin-style enemies, and licker-type creatures that leap from the ceiling. For an indie game, I was impressed by the enemy variety. There are plans to include an increased difficulty mode, but that’s not something I’m particularly interested in when playing a survival horror game. If I wanted really challenging combat mechanics, I’d play a Souls-like game (and I do quite often!). By the end of my playthrough, I had nine health packs and over 100 camera shots — but I think this is because Heartworm went for the Silent Hill-style approach, with enemies that are easier to avoid. In Resident Evil games, you’re often in narrow corridors, so avoiding enemies isn’t always a practical option. Heartworm, on the other hand, takes place in big, open areas and is mostly set outdoors. I didn’t fight any enemies I didn’t have to, which meant I ended up hoarding resources. Wow, what a mansion! When I first found out about Heartworm, I made the same mistake a lot of people did — assuming the gameplay and influences would be similar to Fatal Frame. Having now played the full game, I can safely say the gameplay is nothing like Fatal Frame, especially when you’re using tank controls and tank aiming, as I mentioned earlier. I think when you see a camera being used in a horror game, it’s hard not to make the Fatal Frame connection. However, in Heartworm, the camera feels more like a pistol in Resident Evil. It’s far more accurate to say that Heartworm is influenced by Resident Evil and Silent Hill. The Resident Evil 1 influence is hard to miss — the Clocktower section toward the end of the game feels like stepping right into the Spencer Mansion, complete with a replica of one of its staircases and hallways. I love seeing references and Easter

Read More

Survival Horror: How Much Action Is Too Much?

How much action is too much in a survival horror game? That’s the question I hope to explore with my Survival Horror Spectrum—a visual guide that maps where different games fall along a scale from pure action to pure survival. At one end of the spectrum (position 1), you’ll find action-heavy games with little or no survival horror elements. As you move up the scale, the action decreases and survival becomes the focus—often with limited combat or no combat at all. While most of us can agree on the core characteristics of survival horror, we each have our own personal threshold. At some point, too much action erodes the tension, resource scarcity, and vulnerability that define the genre. When that balance tips, the game doesn’t just lose its survival horror identity—it transforms into something else entirely: action horror. There are many factors that contribute to a game’s classification as survival horror, which can make the genre difficult to define. But too much action is often the clearest and most measurable disqualifier. At some point, when combat dominates every moment and tension gives way to constant gunplay, the game crosses a line. This isn’t a matter of personal taste or opinion; it’s a structural shift in both design and gameplay mechanics. If tension, and vulnerability are no longer central to the experience, then the game no longer fits the survival horror genre. True survival horror relies on elements like resource scarcity, player vulnerability, and the meaningful option to avoid enemies. In some horror games—such as Resident Evil 4, Dead Space, and The Evil Within—enemies frequently drop ammo, health, and other resources. This not only reduces scarcity but also actively encourages players to engage in every fight, removing any real incentive to avoid combat. Take Resident Evil 2 Remake, for example. Zombies are tough to kill, but relatively easy to avoid. Choosing to avoid them conserves ammo and reinforces the survival tone, even though combat is still present. If, however, those zombies dropped health and ammunition upon defeat, the game would shift to position 4 on my spectrum—below the survival horror cut-off point—pushing it into the realm of action horror. So, the main question becomes: Where is the line? Let’s start at the bottom of the spectrum with BioShock and Left 4 Dead—two of my favorite games of all time. First, let me make one thing clear: placement on the spectrum has nothing to do with quality. The games are ranked purely based on survival horror elements, not how good they are. While it’s true that in both games you’re technically fighting for your survival, the same could be said of almost any shooter. There has to be something more that sets survival horror apart from other genres—something beyond simply surviving. The main reason Left 4 Dead sits at the bottom of the spectrum is because of its relentless, unbroken combat. The zombie hordes are so frequent that there’s barely a moment when your finger isn’t holding down the trigger. As mentioned earlier, survival horror does include action, but it’s all about balance. Take Resident Evil 1 Remake (2002) its gameplay alternates between exploration, puzzle-solving, and sudden, tense combat encounters. The action isn’t constant or overwhelming—it comes in bursts, often catching you off guard. That’s in stark contrast to Dead Space 3 (2013). Side by side, I don’t think you could find two games more polar opposite in terms of gameplay and how you interact with enemies. As you can see in the footage below, there are moments in Resident Evil 1 Remake where you might encounter just a single zombie. In those situations, it’s often smarter to avoid the enemy and conserve your ammunition for tougher sections or boss fights. That kind of critical decision-making simply isn’t necessary in Dead Space 3, where you can mindlessly gun down every enemy in your path—and there are plenty to deal with. It’s not uncommon for the game to throw over 30 enemies at you in a single encounter, and avoidance isn’t even an option. They must be killed to progress, and they also drop health and ammo, giving you no incentive to avoid them. The meme below reads, “They’re the same genre,” which should obviously be taken as satire. Even based on these five-second side-by-side clips, it’s clear that these two games do not play the same way—and shouldn’t be classified under the same genre label. Survival horror cut off point After the success of Resident Evil 4 (2005), there was a noticeable decline in traditional survival horror games and a sharp rise in action horror titles. Following its release, the Resident Evil series leaned further and further into action, which is why Resident Evil 5 and 6 fall lower down the spectrum. It’s undeniable that the shift toward action horror became most apparent with Resident Evil 4—but what many people (including Wikipedia) don’t seem to agree on is whether Resident Evil 4 itself should be considered action horror. To be honest, I’d need to write a separate article to fully explain why I believe it is. There isn’t a single element that defines Resident Evil 4 as action horror, but rather a combination of factors that stack up over time. It’s the classic “straw that broke the camel’s back” scenario—we just have to decide how much straw (or in this case, how many action elements) it takes to tip the balance. Resident Evil 4 Remake does include more survival horror elements than the original—such as stealth, enemy evasion, and Crimson Head–style enemies. In the remake, some enemies can transform if not dealt with quickly, much like the Crimson Heads in Resident Evil 1. In general, enemies also feel more robust and less predictable, much like the zombies in the Resident Evil 2 Remake. In the original Resident Evil 4, if you shot an enemy in the knee, they would almost always fall, allowing you to follow up with a roundhouse kick. It was predictable and reliable. But in the remake, that

Read More

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.

Read More

Survival Horror vs Action Horror

Over the past year and a half, I’ve been cataloguing every survival horror game I can find, with the goal of creating the most comprehensive list of survival horror titles to date. During my research…

Read More

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

Read More

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.

Read More