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Timore Narhelma title in black lettering beneath a black-and-white face and orange flames.

Unraveling the Horrors of Timore Narhelma Exclusive Interview With Developer Vidas Salavejus

Posted on September 20, 2024September 23, 2026 By Ronny Fiksdahl

Vidas Salavejus on Building Timore Narhelma’s Unsettling Horror


Developer Vidas Salavejus discusses the psychological horror game
Timore Narhelma, its eerie design, and the existential themes behind the experience.

A Game That Explores the Mind

Related coverage: Interviews.

Related: Interviews.

“Timore Narhelma” is a psychological horror game that blends surreal visuals, haunting audio, and philosophical depth. Developed and published by Vidas Salavejus, it pushes the boundaries of the genre with chilling gameplay and introspective design.

Behind the Vision of Vidas Salavejus

In this interview, Vidas shares what inspired the project and how he approached sound, storytelling, and gameplay. His insight reveals what makes “Timore Narhelma” a standout title in indie horror today.

A Brief Look at the Game

Released on September 19, 2024, “Timore Narhelma” invites players on a surreal journey into the human psyche. It challenges them to reflect on fear, choice, and meaning through eerie environments and layered puzzles.

Haunted Studio

Q: If your game development studio was haunted, what kind of ghost do you think would be lurking there, and why?

A: A ghost of sleep for sure, haunting me and telling me to stop working on games for a bit and get some sleep 🙂

Soundtrack of Scares

Q: Can you share a particularly spooky or bizarre sound effect you’ve created for your games? What inspired it?

A: In the new Timore Narhelma there’s a part where you have a choice who to shoot with a gun. Right after it ends there’s a “scare” with a weird synth effect I made that keeps echoing. It’s hard to describe what it’s supposed to be, especially because this was supposed to be a moment of a gun firing but it doesn’t look nor sound like it, so I just found that to be an interesting approach to that moment with that sound effect.

Horror Marathon

Q: If you had to recommend a horror movie marathon based on the themes of your games, which movies would make the list?

A: The Ring movies, Silent Hill movies, and The Matrix movies. A combo of them all 🙂

Monster Mashup

Q: If you could create a game combining elements from two famous horror creatures or villains, which ones would you choose and what would the gameplay look like?

A: Slenderman and Samara from The Ring. You collect the 8 VHS tapes in the forest, but there are phones ringing and TVs playing static that can summon the creature to chase you.

Midnight Oil

Q: What’s the strangest idea for a game that came to you in the middle of the night?

A: To make a test-like game with serious, interesting, and existential questions (for example, what would you feel if you’d lose your arm – pain, grief for your lost arm, or spiritual acceptance). So I made the new Timore Narhelma, with many of such questions and situations.

Frightful Features

Q: Have you ever had to tone down a game because it was too scary? What element was it and why did you decide to adjust it?

A: I think I only have toned down the number of jumpscares in a game because too many of them made the game not as scary and just too much loudness and flashing things. Generally, I’m trying to make games as scary as possible.

Eerie Instruments

Q: What’s the most unconventional instrument or object you’ve used to create sounds for your games?

A: I really like to mess around with and distort voices from my voice actors (shoutout to Kwirkee and Cheshire Jack), making the voices glitchy or straight-up monstrous for certain situations.

Ghostly Gameplay

Q: Which of your games would you say is the most terrifying, and what makes it stand out in the horror genre?

A: Smile Simulation. It’s scary because it’s survival horror (the player is in constant danger) and it stands out for its visual style and the gameplay itself, where you have to find portraits and “de-smile” them by clicking a “Desmile” button—all of that while many different creatures are after you, each with their own unique abilities. The portraits themselves can be dangerous too. It’s a wild one.

Soundtrack Swap

Q: If you could swap soundtracks with any other game, which would it be and why?

A: I’m a fan of Silent Hill so probably its composer Akira Yamaoka is the first one that comes to my mind. He has a great mix of eerie and weird but also calm and beautiful feelings in his music. So more specifically to answer the question – Silent Hill 2.

Survivor’s Guide

Q: Based on your games, what top three tips would you give someone to survive a night in a haunted house?

A: Bring a flashlight, be ready to run away, and if you encounter a mannequin maybe don’t get too close to those.

Creepy Collaboration

Q: If you could collaborate with any other horror game developer, who would it be and what would you create together?

A: I think it would be very interesting to brainstorm with Tim Oxton (dev of Silkbulb Test / Flathead / Futureracer 2000) and see what weird existential experience could come out of that.

Image courtesy of Vidas Salavejus

Inspiration and Atmosphere

Q: What was the main inspiration behind Timore Narhelma, and how did you go about creating its uniquely terrifying atmosphere?

A: Timore Narhelma is inspired by human psychology, ideas of who we are, what if our body, brain or mind isn’t really us, what do we do if we get to control those things, and are we a soul or a virus in such a scenario. The game is a test-like experience as well as a game in between some questions. This game is about humans as well as new lore experience about the Timore mannequins that fans of the series were waiting for.

Player Impact

Q: After playing Timore Narhelma, what is the one feeling or thought you hope will linger with players?

A: The game literally asks the player a lot of existential questions and I hope some people will think about how much impact and possibilities they have in life, and how special they can be if they look for the right path.

Closing Thoughts

As our conversation with Vidas Salavejus wraps up, the creative depth behind Timore Narhelma becomes even clearer. This is more than a horror game—it’s a focused look at the human mind, using surreal visuals and sound to raise questions about identity, fear, and perception.

Vidas’s design approach—blending minimal storytelling with immersive mechanics—results in an experience that stays with the player. The atmosphere, soundtrack, and pacing are all crafted to make you think as much as feel.

Thanks to Vidas for sharing his thoughts with us. If you’re interested in horror that pushes boundaries, Timore Narhelma is worth your attention.

For more interviews and features on original indie games, keep following Fix Gaming Channel.


Written by Ronny Fiksdahl, Founder & Editor-in-Chief of Fix Gaming Channel.

Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.

Support independent games coverage on Ko-fi.

Developers, Gaming News, Indie, Interviews Tags:Indie, indie horror, Psychological Horror, Timore Narhelma, Vidas Salavejus

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