Our editor-in-chief, Rodion Ilyin, was able to attend the Tokyo Game Show 2024. Rodion took on the role of correspondent and spoke with many developers, including Sergei Korolev, the game director of a new project in the universe of Howard Phillips Lovecraft – Stygian: outer gods.
You can read our extensive long read about all the sights of the exhibition here.
“You make your way through the darkness, but you are very curious about what awaits you on the other side.”
VG times: Please first tell us about your project in general: what kind of game is it, what is it about, what are its main features?
Sergei Korolev: Our main project is Stygian: Outer Gods – survival horror based on HP Lovecraft with RPG elements. The most important feature is that the game offers a lot of freedom. It’s non-linear, it can be completed in different styles depending on your level, and it has a very interesting scenario.
There is Stygian (Stygian: Reign of the Old Ones) is another part. We’re making a game in the same universe. The mechanisms are different, but the world is the same. It’s just like with series of other games, like Resident Evil and so on. That’s why we’re ready to offer players new experiences. I think there are quite a few games like this and with this combination nowadays.
We use Unreal Engine 5, Lumion, Nanite with all the advantages: graphics, physics and other various features. The game has currently been in development for just over a year. We plan to launch early access in the first half of next year, as this is being done by an experienced, well-coordinated team and we already have a lot ready.
At Tokyo Game Show we are showing a short demo, but it includes all the basic mechanics presented in the game: dialogues, crafting, leveling. There are difficult choices that cannot be changed, complex moral dilemmas.
According to the script, we find ourselves on Kingsport Island, where something incomprehensible happens. Here the place is frozen in space and we are trying to save some people. In the game you can play fighting, shooting and stealth. The game is played in different styles. This can be loosely compared to Resident Evil Village and Dishonored. But still, I think this is a pretty unique combination for today. We’re just trying to make a game that we would play ourselves.
VG times: Can you call yourself a gamer?
Sergei Korolev: Of course, yes, yes. I’m a fan of the genre. In fact, our studio is completely specialized in this genre: survival horror. We have tried for several years to study all its nuances in order to convey this experience as best as possible. At the same time, the emphasis is not on screamers, we have virtually none, not on horror, but on suspense, that is, suspense and mystery. You’re making your way through some darkness, but at the same time you’re very interested in what awaits you on the other side. This is what our games are about. Even if you don’t understand what’s going on, the game is still fun to play. This is not a walking simulator, this is exactly the gameplay we like. To some extent with immersive elements.
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VG times: Has it been in development for a long time? Where are you? Where is the team located, what is its composition?
Sergei Korolev: Actually, I’m the game director of both projects (we’ll talk about the second project later – editor’s note). That is, I determine the boundaries and the direction in which it develops. The development team consists of 20+ people. We have all been working remotely for over 5 years. Our headquarters are now located in Kazakhstan. As I said, we develop on Unreal Engine and have extensive experience with this. We started outsourcing and gradually started making our own games. Now that development is in full swing, it will be published by Fulqrum Publishing as they are the owners of the original IP.
VG times: Are they also investors?
Sergei Korolev: The main funding was provided by the publisher, yes.
VG times: Let’s talk about it. You’re in Kazakhstan for obvious reasons, right?
Sergei Korolev: Of course.
VG times: How is development going now, what problems do domestic developers have?
Sergei Korolev: In principle, there is now a multi-layered crisis. It exists both at the level of the global conflict and at the level of the industry itself – many studios are closing, there are many layoffs and there are global trends that are also having an impact – the investment climate has fallen. Our strategy is very simple: we try to focus on one genre and increase our expertise in it. That is, instead of being scattered, we try to go as deep as possible and become one of the best in our genre. I hope everything works out for us.
Nothing good has come out of Lovecraft’s universe in a long time. Stygian: Outer Gods has great potential. We are looking forward to a hit from our compatriots and believe that all their ideas will make it to release.
The interview was conducted by Rodion Ilyin.
Source: VG Times
Christina Moncayo is a contributing writer for “Social Bites”. Her focus is on the gaming industry and she provides in-depth coverage of the latest news and trends in the world of gaming.