The upcoming social horror game, titled “Eyes of Hellfire“, is being developed by indie studio Gambrinous Games, known for their previous works like “Cardpocalypse” and “Guild of Dungeoneering“. Publisher Blumhouse Games is releasing this game. In “
In a recent conversation, Game Rant had the opportunity to delve deeper into ‘Eyes of Hellfire’ with Len Cunningham, the game’s lead writer and narrative designer, and Liam Cunningham, the voice actor for the host. The discussion centered around the game’s origins, along with its standout features. For better understanding, certain parts of the conversation have been condensed and clarified.
Eyes of Hellfire is Steeped in Irish Mythology
Game Rant: Can you talk about some of the mythology behind Eyes of Hellfire?
Len: You might be aware that we’re creating a multiplayer game with Gothic Horror themes, and our inspiration comes significantly from the notorious Dublin-based Hellfire Club from the 1700s. This exclusive club was renowned for the typical elements of a secret society: immorality, indulgence, criminal activities, and heavy drinking, to name a few. Rumors of devil worship, demonic invocations, and ritual sacrifices were common, and if you were a child growing up in Dublin, these tales about the Hellfire Club would be some of your earliest whispers on the playground. The club was always associated with real ruins.
Nestled high within the Dublin mountains lies an abandoned hunting lodge, which seems to hover above the cityscape. Over time, it has accumulated numerous intriguing tales associated with it. Stories about children who ventured there and were never seen or heard from again have been circulating for years. Moreover, a mysterious, flaming tower is occasionally visible from afar in that area. This place has always carried an ominous atmosphere.
Liam: A significant part was probably parents trying to keep their children from spending weekends away, consuming alcohol, and engaging in various activities. They might have warned them off such places with phrases like, “Stay away! It’s haunted!” or similar warnings.
When creating the character of Liam, the host in our game, we aimed to give him an air of mystery, much like an observer guiding the unfolding events. Can you share how this enigmatic persona was developed?
Liam: To be completely honest, my preferences play a significant role here for valid reasons. I’m quite particular about the projects I take up, and I strive to demonstrate this in my career by making thoughtful decisions. Usually, I decline 19 out of 20 job opportunities that come my way. I don’t engage in activities solely because they involve violence; instead, I’ll put it this way. The writing for this project was impressive, and the character was well-developed. When I requested incorporating some dry humor into the script, it was accepted. The Host seems to be relishing his role a bit too much. He’s not just a dreadful specter in the background; instead, he adds an enjoyable element to the events. My goal for him was to embody a character that you can’t help but love to despise.
I don’t play many games, but I did join Squadron 42 back in 2014, and even after eleven years, it hasn’t been released yet. I tend to be quite selective about my gaming choices. While I don’t spend much time in the gaming world, I’d love to engage more, especially if it means sharing the experience with friends in a unique setting like a horror movie-style game. Imagine being able to play together and jump at the same scary moments! That idea is quite intriguing. It’s fascinating because there seems to be some strategic elements involved, requiring lateral thinking. I find that aspect particularly appealing.
This version maintains the original meaning while making it more conversational and easy to read for a wider audience.
Len: We engage in proximity chat. The concept of walking along a hallway and gradually hearing someone’s fading voice becoming more distant is quite eerie. You’re chatting with your companions, and all of a sudden, their voices fade away. Last night, Liam and I were giving it a try. At one instance, I could even hear him scream because he couldn’t hear me anymore. It was thrilling!
Liam added, “It’s truly stunning and has an intriguing Gothic vibe to it. I believe the game looks fantastic, and I’m thrilled to have played a small part in its creation.
Len: Indeed, Fred Mangan is our talented art director. His work is simply outstanding, as he meticulously crafted an enchanting, evocative atmosphere for our project. It’s truly stunning to behold. At its heart lies a captivating mystery, intertwined with a compelling narrative. Drawing upon Irish folklore and mythology, it’s steeped in authenticity, referencing local legends and stories from the area. A rich tapestry of background and family tales contributed significantly to its creation.
Liam: It’s rare to find a castle in Ireland without at least a few ghostly inhabitants. This suggests a strong background in paganism and dark tales, as evidenced by figures like Carmilla and Dorian Gray from Irish literature. There’s an abundance of Gothic horror woven into the fabric of our literary heritage and media in general.

Liam, could you share some distinctive aspects of storytelling in video games versus television shows or movies?
As a game enthusiast, I find myself in a different league when it comes to entertainment. While TV and movies offer a mere viewing experience, you’re just an observer. Don’t get me wrong, there’s value in both. People often debate which is better, but now we have games to consider. They’re all forms of storytelling, each with their own merits. TV can be riveting, movies can be masterpieces, and games, they offer something unique. Games only come alive when you step into the role, when you become an active player in the narrative. The emotional engagement and the thrill that comes from being the one pressing the buttons could arguably surpass the experience of being on screen. That’s what makes games special – it transcends the role of a spectator and transforms you into an active participant. This unique interactive element sets games apart, offering an immersive experience that TV and movies simply can’t match. It’s not just about consumption; it’s about contribution.>
Len: At the beginning of my journey, I too delved into film studies. Liam often emphasized to me, “The story is paramount.” Essentially, it’s another method of narrating, and a unique type of tale that can be exclusively crafted within the captivating realm of this particular medium.
Liam: Regardless of whether it’s a small or large portion, I don’t focus on how intriguing it appears or its size. Instead, I consider questions like, ‘Would people find this appealing? Would I be pleased if I watched it?’ These factors matter the most to me. To me, the calculations are quite straightforward. If I believe people will appreciate it, that’s the primary consideration. My enjoyment in creating it comes second. There have been numerous instances where I’ve created something I’m extremely proud of, yet the process was incredibly challenging. However, one makes such investments, hoping the end result will be worthwhile.
Honestly speaking, crafting this was genuinely pleasurable, and being involved even in a small capacity has been delightful. One of the fantastic aspects of voice acting is that you get to portray a character without needing makeup or costumes. It’s remarkable how much you can transform a role without physically changing your appearance.
Game Rant: In terms of the Host himself, was the character written with Liam Hemsworth in mind?
Len: Here’s an interesting twist. When brainstorming the overall idea with my creative director, Colin Larkin, we initially considered making the lodge a sinister presence. However, being more of a character-focused person, I took the opportunity to craft something unique. Although it wasn’t specifically written for Liam, as soon as I finished, I realized it needed a captivating performance. The moment I thought of Liam for the role, I couldn’t shake the idea. I eagerly hoped he would like it, and fortunately, he did! It turned out to be a perfect fit for him.
In my younger years, he truly outdid himself. At one of my birthday parties, he essentially took on the role of a mystery game host for me and many friends. He acted as the game master, donned appropriate attire, used distinct voices, and delivered an engaging performance. His theatrics were captivating and left quite an impression on everyone. Admittedly, I was somewhat in awe.
Liam: Horror holds a special place in my heart, particularly since my family didn’t have many resources when I was young. At a family wedding, my uncle couldn’t afford to bring all the children. Afterward, he organized a party for us who missed out on the celebration. They were almost penniless, as the saying goes. My uncle hung up a bedsheet, and he had an eight-millimeter projector. We watched Frankenstein square off against the Wolf Man, which was likely my first encounter with a projector creating that captivating light show. It was truly remarkable.
I find this role particularly intriguing as it seems to complete my journey in horror films. I’ve starred in the third installment of The Mummy series and the werewolf movie Dog Soldiers. I also played a vampire in The Last Vampire, which was the first manga adapted for live-action cinema. Most recently, I worked on The Last Voyage of the Demeter, a project that takes us back to Bram Stoker’s original Dracula novel. Taking on a haunted house story now feels like I’ve come full circle, which is quite exciting.
How Curses and Hidden Objectives Work in Eyes of Hellfire

Question: Len, would you mind sharing some insights on the progression of the curses and secret goals throughout the development process?
Len: Initially, our goal was to create a cooperative game. The inspiration for this project stemmed from our desire to find a suitable Halloween game to enjoy with our friends. We sought a game that would evoke a spooky yet not overly terrifying atmosphere. Additionally, we wanted to avoid games that heavily rely on reflexes, as there are already many of those. Our hope was to develop something more thoughtful, immersing players in an engrossing environment.
Initially, upon inspection, we found very few instances of what we were seeking. However, it struck us later that this concept could be promising. Perhaps we could adapt this idea to suit the Hellfire Club, among other things. Originally, our intention was to create a collaborative game where everyone could participate, yet we also wanted to introduce an element of uncertainty and intrigue as well. It’s not a game about explicit betrayal like Among Us, where one player is deceiving others; instead, it subtly infuses doubt and mystery.
We aimed to establish an atmosphere of cautious suspicion, subtly hinting at questions like “What’s your true intention?” or “Can I trust you completely?” The Host’s occasional appearances add to this ambiance, potentially offering deals that could be hard to resist if personal gains are a priority. Simultaneously, there’s an escape room-like feel to the entire experience. You collaborate and cooperate to unravel the mystery, collect story fragments along the way, and occasionally pursue your own self-interest. This balance of teamwork and individual pursuits is the essence we wanted to capture.
Game Rant: How did you find that balance between the puzzle and horror elements?
Len: In truth, the elements blend surprisingly well. We aimed to exercise caution regarding the storyline and narrative, ensuring players don’t get interrupted during gameplay by lengthy cutscenes. Balancing this carefully has been our focus. As for puzzles, they prove to be quite effective in creating horror. Imagine trying to insert an object while a figure is creeping towards you from another part of the room. This setup generates a significant level of suspense. Furthermore, to solve some puzzles, you might need to separate into different areas, which could mean you can’t hear each other in other rooms. I believe this feature enhances our objective of establishing an unsettling, Gothic ambiance filled with dread and tension at times.
When it comes to this game, what do you think is the aspect that you’re most eager for players to enjoy while they’re playing it with their companions?
As a devoted fan, I can’t help but share my enthusiasm for the intriguing elements in Len’s game! One fascinating aspect is the group dynamics, where players cast votes on who among their friends is most likely to perform certain actions, potentially stirring up some friction within the group.
There’s also the captivating Eyes of Hellfire mechanic, which adds an air of mystery and suspicion. In this game, one player holds the Eyes of Hellfire, trying to unravel another player’s secret objective, asking questions like, ‘Is that person hoarding items because they’re hiding their true curse, or are they just following instructions?’ The tension is palpable!
I can hardly contain my excitement about another intriguing feature-occasionally, you might perceive something in the lodge that isn’t actually there. That’s all I’ll divulge on the matter for now. All in all, I can’t wait to witness how these elements unfold and contribute to the players’ overall experience!

The early access stage offers a fantastic platform for games that are still in development. So, what can gamers anticipate regarding content updates within the subsequent 12 months?
Len: After our Early Access launch, we have numerous thrilling features lined up. One key reason for Early Access is to collect player feedback, opinions, and suggestions, which we’ll incorporate into the game. This has been a significant part of our past game development process as well. We conduct extensive play testing and value player input since, ultimately, their enjoyment is what truly matters. Early Access offers an excellent platform for gathering such valuable feedback and making engaging alterations.
The game will debut with one comprehensive scenario to play through, which you can replay. However, due to the intricacy of the mystery, you won’t be able to fully experience everything in just one go. Upon launch, we’ll offer this single-scenario setup, and post-launch, we have more ideas up our sleeve.
Liam: Here’s another distinction between films, television, and video games. For instance, in film production, test audiences are utilized to gauge reactions, essentially allowing viewers to influence the movie’s ending. However, in the gaming realm, soliciting feedback from players about their preferences, thoughts on initial concepts, and opinions on various game aspects is a brilliant strategy, as opposed to surrendering creative control to viewers like in film.
Game Rant: Do you see this type of social horror game becoming a larger trend in the horror genre?
As a gamer: It’s refreshing to witness games like Phasmophobia pioneering a blend of horror and comedy, with Lethal Company following suit. This fusion seems to be gaining traction, and I’m thrilled about it! For quite some time now, I’ve felt that this genre was due for a comeback. In these challenging times, people are yearning for interactive experiences that foster social connections despite geographical barriers. It’s heartening to see such innovative approaches to gaming.
In my opinion, I’ve found great pleasure in playing the games I’ve previously mentioned, not only by myself but also with friends lately. Particularly during these challenging times when schedules are hectic, these gaming sessions have become even more cherished. The horror genre, in particular, is incredibly diverse and thriving, boasting a passionate community of creators. Horror can be found in various forms – experimental, action, comedy – across films, games, and literature. I’m always excited to witness new developments in this captivating genre and eagerly anticipate the future of gameplay.
I genuinely enjoy playing the games I’ve talked about earlier, both alone and with friends recently. Given the busy schedules we all face these days, these gaming moments have become even more special to me. The horror genre is particularly fascinating due to its dedicated followers and the multiple ways it can be explored – from experimental to action, comedy, and more, across various mediums like films, games, and literature. I’m always thrilled to discover new developments in this genre and am eagerly waiting for what the future holds for gameplay.
Liam: To me, it became clear right away that playing video games isn’t typically a solitary activity. For instance, Len’s brother. I’ve never seen him laugh so hard as when he’s engaged in team games like Rocket League with his friends. He also plays Battlefield, and since he’s often gaming with his buddies, I occasionally have to step in and close the windows because they’re all shouting. I suspect our neighbors might think we’re harming him or committing some sort of crime. The social side of it is simply amazing. It’s almost unbelievable. It’s just a fantastic experience.
[END]
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2025-08-27 13:10