Dark Moonlight’s lead game designer Marcin Kłosowski speaks with GamingBolt about the horror title.
We’re always down for a good horror game, and though it’s too early to say anything definitively just yet, Silent Bear Studio’s upcoming Dark Moonlight definitely looks like it could be yet another survival horror game to watch out for. A classic combination of combat, horrifying enemies, psychological horror elements, inventory management, and puzzle solving- it sounds like Dark Moonlight is bringing together all the elements that make this genre tick in one single package. The elements for something interesting are definitely all there, and to learn more about the game, we recently reached out to its developers. You can read our conversation with Dark Moonlight lead game designer Marcin Kłosowski.
"We are huge fans of big horror titles where puzzles and exploration are very important factor in the gameplay. Obviously we are preparing a lot of content in that matter, but let’s be clear- we don’t want the exploration and riddles to completely dominate in the game."
Dark Moonlight’s narrative premise is an interesting one, with its protagonist being burdened by a number of fears and phobias being one of its most intriguing aspects. How will that particular element play into the story? Can we expect this to have an impact on the gameplay as well?
Well, that element is extremely important for us, because we would like the player to make the deepest possible connection with our protagonist, which allows to intensify player’s fear to the limit. It’ll have a huge impact on the gameplay, however we don’t want to reveal too much in that matter for now.
Puzzles and exploration are usually core pillars of most survival horror experiences. What sort of a balance does Dark Moonlight strike between those two areas?
The answer is simple. We are huge fans of big horror titles where puzzles and exploration are very important factor in the gameplay. Obviously we are preparing a lot of content in that matter, but let’s be clear- we don’t want the exploration and riddles to completely dominate in the game.
Dark Moonlight promises encounters against all manner of demons and monstrosities. Given that, what can players expect from the game in terms of boss fights?
Players can expect a lot of fighting with various creatures in most unexpected moments, every encounter with a monster in Dark Moonlight we can call a boss fight.
"We are all tired of running simulators. It’s time to face the fears, even with melee weapons."
How much of an emphasis does Dark Moonlight put on combat?
A lot! We are all tired of running simulators. It’s time to face the fears, even with melee weapons.
Inventory management can be a tricky thing to get right in horror games. You don’t want to give the player too many resources, but you also don’t want to give them so little that they feel constantly helpless. How does Dark Moonlight approach inventory management, and what sort of a balance does it strike between those extremes?
We are preparing a flexible inventory system that can work on different difficulty levels, in short terms there will be limited space for player’s items with store chests placed here and there in the world.
Dark Moonlight’s visuals have caught the attention of many, and it’s impressive to see the kind of graphical fidelity the game is promising. How are you working to ensure that the final game lives up to the high bar it has set with its first impression?
First of all we are happy that you like graphical side of the game, however we want the game to look even better and we are constantly improving it visually.
Roughly how long will an average playthrough of Dark Moonlight be?
"Soon after the PC release, we are bringing the project to all available platforms such as PS4, PS5, Xbox, and who knows, maybe Nintendo Switch."
Do you have any plans to bring the game to more platforms down the line?
Of course, soon after the PC release, we are bringing the project to all available platforms such as PS4, PS5, Xbox, and who knows, maybe Nintendo Switch.