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	<title>moonless formless &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Withering Realms Interview &#8211; Horror, Action, Storytelling, Crafting System, and More</title>
		<link>https://gamingbolt.com/withering-realms-interview-horror-action-storytelling-crafting-system-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 18 Apr 2025 13:38:22 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[moonless formless]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Withering Realms]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=616901</guid>

					<description><![CDATA[Withering Realm is a follow-up to Withering Rooms, and will offer up multiple styles of gameplay between horror and action.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>rom the creator of <em>Withering Rooms</em>, <em>Withering Realms</em> is an action RPG that wants to meld the genre of horror with action RPG gameplay. With the game coming to PC (via Steam) later this year, its developer was kind enough to have a chat with us about the title on subjects ranging from the balance between action and horror, to progression systems, and even the differences between the gameplay depending on the in-game day/night cycle.</p>
<p><b>While <em>Withering Realms</em> is going for a spooky vibe, will horror be a big part of the gameplay, or will it focus more on action?</b></p>
<p>I think horror and action are often (but not always) at cross purposes, so I’ve purposefully turned up the “contrast” in this game to create a clearer separation between the two.</p>
<p>When playing as The Doll, the focus is more on action, with slightly less horror theming (although there’s no shortage of horrible things shambling about).</p>
<p>When playing as Althea, particularly when sneaking around where you shouldn’t be, the game plays more like a classic survival horror title with fixed camera angles.</p>
<p><b>What kind of progression systems can we expect in <em>Withering Realms</em>?</b></p>
<p>I’m a big fan of build expression and the feeling of becoming vastly more powerful by the end of a game. With my first game, <em>Withering Rooms</em>, it was really satisfying to see stats that are often ignored in other games, like Luck, become cornerstones of powerful builds. I’m hoping to expand on that with this game.</p>
<p>The Doll follows a traditional action RPG level-up progression system, but with a twist &#8211; you level up individual body parts. For example, you can improve your left arm, right arm, legs, etc., individually. You can also craft and level up a variety of equipment, including talismans that attach to specific limbs, replacement eyeballs, and spell catalysts for Clover(the ghost girl).</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-617235" src="https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-1024x576.jpg" alt="withering realms" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"I think horror and action are often (but not always) at cross purposes"</p>
<p><b>What is the style of storytelling you&#8217;re aiming for?</b></p>
<p>I really enjoy being thrown into a world and having to figure out my place in it rather than sitting through a lot of exposition. You will take control of Clover and The Doll within 30 seconds of starting a new game. There is a (mostly) linear main quest, multiple endings, and a lot of optional content, but all presented in a way that hopefully encourages the player to figure things out for themselves.</p>
<p><b>Will <em>Withering Realms</em> feature pastiches of classic horror tropes, or will it take a more serious approach?</b></p>
<p>There will definitely be some costume homages! I don’t want to reveal anything just yet but I will say that The Doll’s bald head is a canvas that can be painted many different ways.</p>
<p><b>What variety can we expect from the weapon crafting mechanics?</b></p>
<p>The various left and right arm tools have set behaviors and stats. While you will need to find the necessary resources to craft them, the tools themselves are not customizable.</p>
<p>On the other hand (no pun intended), the talismans you equip to limbs feature a deeper crafting system. For instance, you might craft a talisman that reduces stamina consumption and increases fire damage, then equip it to your right arm to make the heavy Flamethrower a more viable option. Later, when you’ve upgraded your right arm or core body stats so that stamina consumption is no longer an issue, you might craft a new talisman focused purely on fire damage.</p>
<p><img decoding="async" class="aligncenter wp-image-616903" src="https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-cover-1024x576.jpg" alt="withering realms cover" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-cover-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-cover-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-cover-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-cover-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-cover-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/04/withering-realms-cover.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"While you will need to find the necessary resources to craft them, the tools themselves are not customizable."</p>
<p><b>How much of a difference will there be between playing during the day versus playing at night?</b></p>
<p>In many games, nighttime is just a “bluer” version of daytime with a starry skybox. In <em>Withering Realms</em>, night is pitch black.</p>
<p>The game uses physical lighting units, so outdoor daylight is hundreds of thousands of times brighter than night. Clover, the ghost, emits a very faint glow that is completely washed out during the day but becomes the only way to locate your character at night if you don’t have any other lighting equipped. As such, you’ll need to use lanterns or spells to see.</p>
<p>At night, the really horrible creatures and ghosts come out. Since visibility is low, you’ll need to rely on sound. If the ground starts rumbling, you know something large is coming.</p>
<p><b>Will <em>Withering Realms</em> have a skill tree? If so, what kinds of upgrades can we expect?</b></p>
<p>No explicit skill tree &#8211; build variety comes from stat allocation and choosing which tools and talismans to invest in upgrading, as well as what you equip.</p>
<p><b>Can you share the release date for <em>Withering Realms</em>? Are there plans to bring it to PS5 and Xbox?</b></p>
<p>I’m aiming for Early Access on Steam, likely with a demo as well. I’ll have an exact date as we get closer. After that, I’ll focus on the full release on PC and consoles (PS5, Xbox Series X, and possibly others), likely with a publishing partner.</p>
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		<title>Withering Rooms is a 2.5D Horror Game Out Now on PC, PS5, and Xbox Series X/S</title>
		<link>https://gamingbolt.com/withering-rooms-is-a-2-5d-horror-game-out-now-on-pc-ps5-and-xbox-series-x-s</link>
		
		<dc:creator><![CDATA[Shunal Doke]]></dc:creator>
		<pubDate>Sat, 06 Apr 2024 12:02:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[moonless formless]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Perp Games]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[withering rooms]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=583748</guid>

					<description><![CDATA[Sidescrolling horror title Withering Rooms features a procedurally-generated mansion as its main setting.]]></description>
										<content:encoded><![CDATA[<p>Indie developer Moonless Formless and publisher Perp Games have announced that 2.5D side-scrolling horror title <em>Withering Rooms</em> is out now PC, PS5 and Xbox Series X/S. Check out the trailer celebrating the game&#8217;s release below.</p>
<p><em>Withering Rooms</em> makes use of a Victorian-era mansion known as the Mostyn House as its primary setting, with its levels and environments being procedurally generated. The mansion&#8217;s layout changes each night that the player spends time there.</p>
<p>As players explore the Mostyn House, they will be able to find weapons, items that can be used for distractions, magical artifacts, keys, and crafting materials. These items will have to be used against a large cast of monsters and bosses in the game that range from regular undead to invisible ghosts and axe-wielding madmen.</p>
<p>Alongside its release on PC and consoles, <em>Withering Rooms</em> has also been developed with the Steam Deck in mind. According to the developer, the game can be played on the Steam Deck from start to finish and meets all of Valve&#8217;s compatibility guidelines for the Steam Deck.</p>
<p>For more details about <em>Withering Rooms</em>, check out <a href="https://gamingbolt.com/withering-rooms-interview-1-0-launch-new-game-plus-and-more">our interview with the solo developer behind the game, Troy West</a>.</p>
<p><iframe title="Withering Rooms - Available Now (ESRB)" width="500" height="281" src="https://www.youtube.com/embed/ooXFI3Vz8YA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Withering Rooms Interview &#8211; 1.0 Launch, New Game Plus, and More</title>
		<link>https://gamingbolt.com/withering-rooms-interview-1-0-launch-new-game-plus-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 21 Mar 2024 12:08:46 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[moonless formless]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[withering rooms]]></category>
		<category><![CDATA[Xbox Series S]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=582091</guid>

					<description><![CDATA[Troy West speaks with GamingBolt about the upcoming 1.0 release of his 2.5D survival horror RPG. ]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">W</span>ithering Rooms </em>has been in early access for about a year and a half now, and though it&#8217;s flown under the radar for many, it&#8217;s received high praise from those who have been playing it, and looking at it, it&#8217;s easy to understand the appeal. Combining survival horror with Soulslike action, RPG progression, and roguelike design in a sidescrolling experience, it&#8217;s certainly delivering something that feels very unique. Soon, the game will be hitting a major milestone with its full 1.0 release on April 2, and ahead of that occasion, we recently had the chance to send across some of our questions about the game and what its upcoming update will bring to the table, among other things. Below, you can read our interview with <em>Withering Room&#8217;s </em>solo developer Troy West.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-582102" src="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image.jpg" alt="withering rooms" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"That core idea has remained the same, but feedback from alpha and Early Access has definitely shaped the game into something different (and better!) than I originally envisioned."</p>
<p><strong>On their own, RPGs, roguelites, horror games, and sidescrollers might not necessarily seem unique, but a game that combines elements of all four certainly does. How did that concept first come about, and how much did it change over the course of development?</strong></p>
<p>I’ve always loved survival horror games set in mansions <em>&#8211; Resident Evil 1, Clocktower, Haunting Ground</em>, etc.</p>
<p>I’ve also been a Soulslike fan <em>since Demon’s Souls</em> back in 2009. Playing through Boletaria 1-1 for the first time is something I&#8217;ll never forget. Creeping through with my shield up, looking in every corner for something that might kill me, it really felt like a survival horror game.</p>
<p>However, once you’ve memorized the layout of the mansion or level, the experience is never the same because you know what’s coming. That realization was the genesis of <em>Withering Rooms</em> &#8211; what about a survival horror game set in a mansion that changes each night so you can hold on to that feeling of not knowing exactly what monster or what treasure is behind each door?</p>
<p>That core idea has remained the same, but feedback from alpha and Early Access has definitely shaped the game into something different (and better!) than I originally envisioned.</p>
<p><strong><em>Withering Rooms’</em></strong><strong> procedurally generated Victorian setting is one of its more intriguing elements, especially because procedural generation isn&#8217;t something that we see too often in horror games in particular. How does the game use this design to its benefit, and how does it impact the replay value?</strong></p>
<p>When you first play a section of a survival horror or Soulslike game, you are paying close attention and really living in the moment because you don’t know what’s waiting ahead. Subsequent playthroughs are about mastery, which is also fun but clearly a different mindset &#8211; that monster is going to jump out of here so I’m ready for it, the next section I’ll do with ranged attacks so I can lure them out one by one, etc.</p>
<p>My hope is that <em>Withering Rooms</em> provides a blend of those two experiences. Particularly in later levels and New Game +, as the amount of randomness and player freedom ramps up, it’s great to enter a room and come face to face with a different set of enemies and challenges each night. It’s a big sanity bonus for me to still have that element of surprise when I’m play-testing an area for the thousandth time.</p>
<p><strong>Having spent roughly a year and a half in early access, what are the biggest ways that <em>Withering Rooms</em> has been able to benefit from feedback from the community?</strong></p>
<p>When the game first launched, the focus was much more on projectile and spellcasting builds. In fact, melee weapons only had a single attack each, and were designed as something to fall back on when you were out of jars, bullets and spells. It was obvious early on that many players were naturally leaning into melee, so the melee combat system was completely revised to have combos, heavy attacks, etc. as well as expanding the set of melee weapons considerably so it could be a true third pillar for builds.</p>
<p>Originally there were only a few outfits, and each outfit was a complete head to toe costume. Outfits were surprisingly popular, so I wound up splitting the head and body outfits and adding many more outfits with each update. There’s now close to a thousand combinations.</p>
<p>While the game launched playable start to finish, I knew I was going to be adding more content. The major areas of the game that were added during Early Access &#8211; the Cholera Clinic, Central Station, Bog, Cagewood and Blackett House &#8211; were chosen directly to answer some of the questions the community had about the backstory.</p>
<p>New Game + was added during Early Access, and was originally somewhat limited in scope. I was surprised when I saw just how many players were engaging with it, which made me want to expand on it significantly, including another ending.</p>
<p>Finally, as a solo developer, the Early Access community was critical for bringing up the quality of the game by finding bugs and balance issues that there are simply not enough hours in the day for me to find myself.</p>
<p>I’m incredibly grateful to everybody who took the time to play the game and give feedback or bug reports during Early Access. If anybody who plays the game today went back and tried the Early Access launch day build, they would be shocked.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-582099" src="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2.jpg" alt="withering rooms" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"As a solo developer, the Early Access community was critical for bringing up the quality of the game by finding bugs and balance issues that there are simply not enough hours in the day for me to find myself."</p>
<p><strong>How much will players&#8217; actions impact the way the story plays out? How radically do the game&#8217;s multiple endings differ from each other?</strong></p>
<p>There are four endings to the game, one of which is only accessible from New Game +. The endings are all completely different and they are only impacted by quests and choices you make towards the end of the game. It’s hard to explain without spoilers, but each ending represents a completely different fate for the game world and whether a given ending is “good” or “bad” is in the eye of the beholder. It’s been very gratifying to see community members give very different interpretations on which is the “good” ending.</p>
<p><strong>Will New Game Plus mode bring any exclusive new content or challenges for players to tackle?</strong></p>
<p>The New Game + mode is very robust &#8211; there’s new monsters, a new boss, new NPCs, and more. There’s also the novelty of playing the earlier chapters with more radically randomized monster layouts and all of your powerful weapons from the end of New Game. You can also keep playing past New Game +, a few Early Access players have played through over 30 times with their character, which is astounding to me.</p>
<p><strong>Roughly how long will an average playthrough of <em>Withering Rooms</em> be?</strong></p>
<p>Based on recent Early Access data, if you play on Standard difficulty, you can expect anywhere from 15-35 hours for New Game depending on what bosses give you trouble and how thorough you are with optional content (of which there is a lot). Achieving the final ending in New Game + and beyond varies widely &#8211; from 40 to 100+ hours.</p>
<p><strong>Can you tell us what the status of <em>Withering Rooms&#8217;</em> Steam Deck verification is?</strong></p>
<p><em>Withering Rooms</em> has full Steam Deck support, performs well and has been played start to finish by many players in Early Access on Steam Deck. Just waiting on Valve to get through their (presumably giant) queue of games to test so it can get officially verified.</p>
<p><strong>Do you have any plans for bringing the game to the Switch or last-gen consoles at some point down the line?</strong></p>
<p>As a solo developer starting out in the middle of the current generation, I faced some logistical issues getting the necessary approvals and development kits for last-gen and Switch. If the game sells well and there’s an audience I’d love to expand the game’s reach, but at this moment there are no plans.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-582100" src="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3.jpg" alt="withering rooms" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/03/withering-rooms-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Starting out in the middle of the current generation, I faced some logistical issues getting the necessary approvals and development kits for last-gen and Switch. If the game sells well and there’s an audience I’d love to expand the game’s reach, but at this moment there are no plans."</p>
<p><strong>Given that you have now worked on all the current gen consoles, h<span style="font-size: revert; color: initial;">ave you noticed any differences working on Xbox Series X/S and PS5, especially with the marginal differences they do have in their hardware?</span></strong></p>
<p>The short answer is no, but given the technical nature of the questions I can expand a bit on why.</p>
<p>Since <em>Withering Rooms</em> is heavily inspired by the stylized realism of PS2 horror classics like <em>Silent Hill 2, Rule of Rose,</em> or <em>Haunting Ground</em>, the raw geometry and texture detail don’t pose a problem for either machine.</p>
<p>However, because the game is procedurally generated it cannot rely on any pre-baked lighting. Most of the lighting in the game is from gas or candle sources, with subtle position and intensity variation over time. The player and their companions/familiars can add 6+ additional dynamic lights into the scene depending on what is equipped. That means there are a lot of full or nearly full screen dynamic lights with shadows and volumetrics drawn every frame.</p>
<p>So while the game is light on the CPU, and can’t really take full advantage of the SSD since it’s not streaming any giant baked lightmaps, textures, or large scale geometry, it does put an unexpected amount of pressure on the GPU (at least for a stylized indie title) when running at high quality settings.</p>
<p>Despite the difference in raw GPU specs, by the time I had put in the work to reach the game’s frame rate and resolution target on both platforms the performance was virtually identical. Both platforms have great toolchains that make it easy to spot problems. If I wasn’t a solo developer with the rest of the game to worry about, it’d be fun to spend time implementing features like ray-traced AO(or a time sliced AO pre-bake when a room is being instantiated before you enter) that might better demonstrate some differences between the platforms. But overall I’m very satisfied with the presentation on both machines right now.</p>
<p><strong>The Xbox Series S features lesser hardware compared to Xbox Series and Microsoft is pushing it as a 1440p/60 FPS console. Do you think it will be able to hold up for the more graphically intensive games as this generation progresses?</strong></p>
<p>After getting <em>Withering Rooms</em> to 4k/60fps on the Series X, I found that the Series S comfortably achieved the 1440p/60fps target and required no special effort on my part. This is the case I believe the Series S was designed around (half the resolution requires a quarter the GPU power).</p>
<p>However, many games are now targeting far below 4k on the Series X which makes the S a trickier proposition. Given the majority of Xbox players are on the S, I think it makes financial sense to invest in making S a great experience even if it’s not equivalent.</p>
<p><strong>What frame rate and resolution will the game target on the PS5 and Xbox Series X/S?</strong></p>
<p>The game targets 4k at 60fps on PS5/Xbox Series X, and 1440p at 60fps on Xbox Series S. It uses dynamic resolution scaling in some cases to maintain 60fps but usually runs at the full resolution target.</p>
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