Unraveling the Horrors of 'Timore Narhelma': Exclusive Interview with Developer Vidas Salavejus

20/09/2024

Welcome to a deep dive into the unsettling and surreal world of "Timore Narhelma," a game that pushes the boundaries of the horror genre by integrating psychological elements with chilling gameplay. Developed and published by Vidas Salavejus, this game is not just a journey through eerie landscapes but a probe into the depths of the human psyche.


Timore Narhelma

Release Date: September 19, 2024

Developer/Publisher: Vidas Salavejus

Genre: Horror, Atmospheric, Surreal

Platforms: Steam

Featured in: #FixIndieGamesShowcase

For a detailed Review of Timore Narhelma, head over to Ivan from Indie Gamer EU here

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In today's feature, we sit down with Vidas Salavejus himself to uncover the inspirations behind his latest creation, exploring the innovative approaches to sound, narrative, and gameplay that make "Timore Narhelma" a standout experience in indie gaming. This interview will not only give you a closer look at the game's unique elements but also provide insights into the mind of one of the most creative developers in the horror genre today.

Join us as we unravel the mysteries of "Timore Narhelma" and discover what it takes to craft a game that explores the very essence of fear and self-discovery.


About "Timore Narhelma":

Released on September 19, 2024, "Timore Narhelma" offers players a surreal journey into the human psyche, filled with philosophical quandaries and eerie explorations. Developed and published by Vidas Salavejus, this game intertwines horror with introspective puzzles, challenging players to examine their fears and actions within a beautifully terrifying world.


Full Interview with Vidas Salavejus:


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 on the amount 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 the many different creatures are after you, each with their own unique abilities, as well as 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."


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 a right path."


As our conversation with Vidas Salavejus comes to a close, the depth and innovation behind "Timore Narhelma" become even more apparent. This game is not just a journey through surreal horror but an exploration into the nuances of human psychology and existential questions that challenge our perceptions of reality.

Vidas's approach to game design—melding thought-provoking narrative with immersive gameplay—ensures that "Timore Narhelma" is more than just a game; it's an experience that lingers in the mind long after the screen goes dark. The haunting soundtrack, the ethereal visuals, and the unsettling questions posed throughout the game invite players to reflect deeply on their own fears and identities.

We thank Vidas Salavejus for sharing his insights and taking us behind the scenes of this intriguing project. For those brave enough to face the psychological depths of "Timore Narhelma," the game promises a journey filled with discovery and introspection. Explore it for yourself and see where your answers to its questions will lead you.

For more deep dives into innovative games and exclusive interviews with the minds that create them, stay tuned to our channel. The world of indie gaming is vast and full of wonders waiting to be explored, and we are here to uncover them with you.

By Ronny Fiksdahl

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