Welcome back to another one of our indie spotlights on Fix Gaming Channel. Today, we’re talking with Airem, the creator of HorrorCore: Labyrinth and Pools of Horror — a haunting and experimental title that stands out for its atmosphere and raw style.
From messing around with simple tools to crafting something truly distinct, Airem’s journey is all about pushing boundaries in horror game development. Let’s get into it.
Thanks for taking the time to chat with us, Airem. Can you tell us a bit about how you got started in game development and what keeps that creative fire burning?
“No problem, thank you for having me for this interview. I started with simple projects when I didn’t have full knowledge of game development. Over time, I started diving deeper into the subject, learning new tools and technologies. What excites me is the ability to create an atmosphere that players can feel at any moment during the game. I enjoy creating games that stand out from others, and that keeps me motivated to keep making games.”
Your upcoming release, ‘HorrorCore: Maze and Pools of Horror,’ introduces an intriguing camera flash mechanic instead of a traditional flashlight. What inspired this unique approach, and how does it enhance the horror experience for players?
“Back in the days when mobile phones didn’t have a flashlight app, people used the display to light up dark spaces or used the camera flash. I’ve also heard stories, like the disappearance of two Dutch students in Panama on April 1, 2014, who were probably using their camera flash to light the way. In some games, we also see cameras being used (like in Visage, Madison, etc.), so it’s possible that all of this influences my work, though I’m not consciously thinking about it while creating the game. I also played an old game called Fatal Frame, where I thought I would use the camera flash to light up dark rooms. But when I’m developing, I don’t consciously think about it. For me, it’s important to do something different from the usual flashlights or candles — something that’s new for players. Instead of a flashlight or candle, we use a camera throughout the entire game. It’s not something that many developers try because, of course, players prefer tried-and-true methods.”
You’ve developed a wide range of games from ‘Bro, where’s My head???’ to ‘Hovercars 3077: Underground Racing,’ and now to intense horror with ‘HorrorCore.’ How do you navigate the challenges of shifting between such diverse genres?
“Each genre requires a different approach, but these challenges help me create games across various genres. When I work on a game, I try to immerse myself in its atmosphere and understand what makes it unique. Shifting from fast-paced racing to a more methodical horror game requires a change in mindset, but it also gives room to experiment with emotions and tension. I need to adapt the pace and mechanics so that each game has the right dynamics, even if the styles are completely different. From a business perspective, it’s better to stick to one genre because you gain more experience, but the downside is that it can become monotonous.”
Having played ‘Apartment 1406’ and ‘The Liminal Dimension,’ I’ve noticed your distinct flair for horror. What is it about the horror genre that particularly appeals to you as a developer?
“Horror is a genre that allows for the exploration of human fears, which are often hard to express in other forms. I’ve always been fascinated by how simple elements like silence, darkness, and the unknown can evoke such strong emotions. I love creating an atmosphere that makes players begin to doubt what they see and feel.”
Over your career, how many games have you developed, and how do you manage the transition from one project to another, especially from something as fast-paced as racing to a methodical horror game?
“So far, I’ve created and released 16 full games, but there are probably over 100 in total (many games have been left on my hard drive, like The Liminal Dimension, which sat there for several months before I finally decided to finish and release it). Moving from one project to another requires a kind of reset in thinking, but I always carry something from each game with me that helps in the next project. Sometimes it’s experience with game mechanics, other times it’s understanding the emotions I want to evoke in the player. Every project is a new lesson.”
Puzzles are a staple in many of your games. How do you design these challenges, and do you personally enjoy puzzles that test the limits of one’s ingenuity?
“Yes, puzzles seem to be a key part of my games because they force the player to think. When designing them, I try to make them difficult, but lately, I’ve been adding more hints. I like when the solution to a puzzle isn’t immediately obvious (like in The Liminal Dimension), but it’s also not impossible to discover (like in The Impossible). Personally, I love challenges that require creative solutions, but I always try to tie each puzzle into the game’s story (like in Play with Me) and make sure there are hints.”
When developing games, especially horror titles, it’s often said that creators draw from their own fears. Can you share what terrifies you the most and how these fears inspire your game design?
“That’s interesting, I didn’t know creators do that. My approach to horror isn’t based on my personal fears but rather on what makes the atmosphere unsettling and intriguing. I prefer to explore the fear of the unknown and the mysteries that may lie in everyday places. Often in my games, I introduce elements that might not seem scary at first glance (like the silence in The Liminal Dimension), but in the context of the story and setting, they start to evoke a sense of unease. Sometimes my goal is to create a feeling of anxiety that doesn’t come from direct threats, but from the lack of control and unpredictability.”
With 2025 just around the corner, you have intriguing titles like ‘Rap Simulator’ and ‘Airhack: Hacking’ lined up. What can players expect from these games, and what sparked the ideas for these unique ventures?
“Players can expect completely different experiences in both of these games. ‘Rap Simulator’ is a humorous yet satirical journey through the 1980s in the world of hip-hop, where players must make decisions that will affect the rapper’s career. ‘Airhack: Hacking’, on the other hand, is a project about hackers, filled with challenges related to breaking security systems in a futuristic world. Both projects are the result of experimenting with different genres. In ‘Rap Simulator’, I was inspired by the development of hip-hop and its influence on pop culture, as well as games like PaRappa the Rapper and Game Dev Tycoon. ‘Airhack: Hacking’ is the result of my interest in technology, cybersecurity, and movies like Hackers from 1995.”
Your games showcase a wide range of mechanics and styles. Could you share more about your background in coding and development? How did you acquire the skills needed to create such varied gaming experiences, and what programming languages or technologies do you primarily use?
“My journey with coding started from my passion for video games when I was still a child. I began with simple projects in HTML and CSS, then moved on to more advanced languages like C# in Unity. Over the years, through online education and experimenting with various tools, I managed to master several technologies that I use in my games. I use many tools (Unity, Blender, Unreal, RPG Maker, Audacity, Reaper, etc.) and programming languages (C#, JavaScript, Visual Basic, Kotlin, Java, etc.). Play with Me: Escape Room was created in JavaScript, the same applies to Rap Simulator. Airhack is, for example, a combination of several languages, but mainly JavaScript and scripting languages like PHP. I use everything that can help me create a given game in a particular genre. Additionally, I strive to develop my skills by keeping track of new technologies and staying on top of development trends – I’m already slowly using AI today.”
The gaming industry is constantly evolving with new technologies and gaming platforms. How do you adapt your development process to keep up with these changes?
“Changes in the gaming industry are an inevitable part of this field, so I try to be flexible and adapt the development process to new requirements. I regularly test new technologies and tools to ensure my games meet the latest standards. I use beta versions of new engines, participate in developer communities, and implement best practices that work in my projects. I also use analytical tools to continuously assess player behavior and adjust games to their expectations.”
Can you describe a day in your life during a game development cycle? What are some rituals or habits you maintain to stay creative and productive?
“A game developer’s day is full of challenges, but also the joy of creating something new. I usually start the day by analyzing game statistics to understand what needs improvement. Then I spend several hours coding and solving technical problems. During the day, I try to take a break for a walk or exercise to recharge. In the evening, I usually review the completed game elements, check if everything is working as planned, and plan the next stages of work.”
How important is player feedback to your development process, and can you give an example where feedback significantly influenced the final product?
“Player feedback is crucial for me because they are the ultimate consumers of the game. I greatly appreciate feedback, both positive and constructive criticism. On the release day, I always try to be active and make many updates, as seen on the forum and in the update history on Steam. Later, I need to move on to the next project because I work solo, but I still update the games from time to time (saving various suggestions and bug reports from players). For example, Play with Me received updates for several years after its release and will still receive one more major update, codenamed ‘Remake.’ I recently updated my game, Moving Letters, which was released a few years ago, and further updates are on the way – there will probably be an update for CATAIRE soon.”
Are there any technologies or gaming innovations you are particularly excited about integrating into future projects?
“I am definitely interested in technologies related to virtual reality (VR), augmented reality (AR), and AI. I think these technologies could completely change the way players interact with games. I’m starting to experiment with VR in my projects, which opens up new possibilities in terms of immersion and experiences. I’m also eagerly awaiting the development of artificial intelligence, which could make in-game opponents more realistic and difficult to defeat.”
Beyond gaming, what are some hobbies or activities you engage in that help recharge your creativity?
“Besides game development, I enjoy making music and sounds. I often spend time creating my own beats or listening to new albums, which helps me take a break from daily duties and find new inspirations. I also take walks outdoors, which allows me to briefly disconnect from the screen and recharge my energy for further work.”
As we look forward to the release of ‘HorrorCore’ and your other projects, where can our readers keep up with your work and get the latest updates on your games?
“All the latest information about my projects, including ‘HorrorCore,’ can be found on my social media profiles and official website.
I regularly post updates on Steam,
Twitter,
Instagram,
Facebook,
Bluesky,
Discord,
LinkedIn,
Mastodon,
Reddit,
Threads,
TikTok,
Tumblr, and
YouTube – you can find information about new projects there. The one I use most is my
Steam developer profile, where everything is up to date.
Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.