Horror games don’t necessarily have to rely on loud scares or graphic content to create an unsettling atmosphere for players. Often, it’s the gradual transformation of seemingly familiar spaces into something unfamiliar that leaves a lasting impression. That’s where the game P1: Anchor Light by Deadbolt Interactive and Perp Games comes in. This anomaly-hunting game places you within a towering art-deco lighthouse, a setting that initially appears normal but gradually reveals its true nature as you delve deeper.
In a recent chat with Game Rant, lead game designer Antonio Alvarado from Anchor Light (a studio) and Grant Wilde, head of production and design at Perp Games, shared insights about how their anomaly-hunting game stands out in its genre due to its unique blend of atmosphere, mechanics, and narrative. They delved into the sources that inspired the project, the difficulties in creating a visual landscape that is both enchanting and ominous, and the team’s aim to make every instance question players’ perceptions as they ascend further. Here’s a condensed and clarified version of their conversation.
Setting P1: Anchor Light Apart in the Anomaly-Hunting Genre

Interview with Game Rant: What initially attracted you to the genre of anomaly hunting, and in what ways does your approach differ from existing titles? Also, how do you preserve the eerie ambiance when using a more polished visual style?
Or simply:
In an interview with Game Rant, discuss your fascination with anomaly hunting games, unique aspects of your take on the genre, and maintaining a chilling atmosphere while utilizing a more sophisticated aesthetic.
Wilde often enjoys gaming in a social setting, finding that even horror games designed primarily for solo play can be enhanced with friends. He also has a tendency to persuade his closest friends to try out new interests sparked by his ADHD, which includes introducing some non-horror fans to the genre. It seems we all developed a fondness for puzzle-solving games at an early age!
In the same genre, many fantastic games exist, yet there remains much unexplored territory. Games like these, including anomaly-hunting ones, are often strategically placed in familiar settings to create a false sense of security among players. While this tactic serves its purpose for introducing anomalies, the locations themselves can sometimes be less captivating to explore.
In contrast, our game P1: Anchor Light aims to create an environment that is both intriguing and unsettling, immersing you in a world that is somewhat recognizable yet strangely alien – an oddity, if you will. This unique approach makes the lighthouse feel ominous, providing an exciting foundation upon which we can build anomalies!

Initially, we devoted a significant portion of our time to shaping every space to feel authentic and engaging, ensuring no further work began until these spaces were perfected. Subsequently, we developed a captivating storyline, detailing the lives of those who once inhabited these spaces, including the harrowing incidents they experienced. This narrative breathed life into each area, as it was crucial that we accurately represented their histories and served as vessels to share their untold stories, given that they can no longer do so themselves.
The design of the space has always been thoughtfully crafted, considering both light and darkness. To me, the hidden elements lurking in the shadows are more chilling than what’s openly visible. It stirs curiosity. We deliberately made parts of the space darker than usual in games, yet we occasionally introduce abrupt flashes of brightness to distort and reveal the concealed. Furthermore, this element seems to infuse the building with a sense of vigilance, as if it were peering at you. Interestingly, our central event space was influenced by the grand entrance hall at Eltham Palace, an Art Deco mansion near me in Southeast London.
Game Rant Inquiry: Why was an opulent Art Deco lighthouse chosen as the backdrop for creating such a psychological gaming environment?
Alvarado: Stepping into an unanticipated space can cause an unsettling feeling. The art-deco style of the place is quite alluring yet raises several questions. It seems strange and inappropriate at first glance, like a deceptive lighthouse that provides a false sense of safety. Upon closer inspection, it’s as if the place wears a stunning facade, one where appearances can be misleading. Initially, what you see may not be what you experience, but as you ascend, the mask begins to slip, revealing its true characteristics.

Question Refrased: In Game Rant’s interview, they asked about your inspirations being Dredge and BioShock. Could you explain how these influences are reflected in the game’s design, ambiance, or narrative?
Alvarado: When creating the design for the lighthouse, we aimed to evoke an eerie sense of wonder about its purpose. The game, BioShock, effectively accomplishes this with its immersive world, particularly through the use of subtle environmental storytelling and atmosphere.
As a devoted gamer, I find myself captivated by the shared elements between BioShock and Dredge: lighthouses, expansive seas, and enigmatic perils that lurk in the shadows. Despite their numerous differences – goals, genres, gameplay mechanics, and artistic styles (to name a few) – there’s an underlying nod to thalassophobia (fear of deep water) and megalophobia (fear of large objects, such as buildings or structures). The subtle suggestions of these phobias weave together seamlessly, both in terms of psychological tension and environmental design. It’s the lighthouse setting that really sets off my alarm bells, even though initially I’m left wondering why.
The Rules of the Lighthouse

Game Review: Could you explain the workings of the anomaly detection feature in this game? How does it differ from other “find the differences” mechanics compared to other games?
This mechanic serves to amplify suspense in various manners. Since the timing of the music interruptions is unpredictable, it necessitates constant alertness. As a run continues, the impact of even minor errors escalates, consequently increasing the tension that builds up during these segments.

The game also enhances the experience by challenging you to confront the unexpected. Unlike many other anomaly-finding games where encountering an anomaly means turning back to redo a loop, in P1: Anchor Light, you’ll often find yourself staring at something deeply disturbing, aware that any movement could be your last. Frequently, you’ll feel utterly powerless, wrestling with the inner voice urging you to flee.
In our game, we emphasize the social aspect that’s a key feature of the anomaly horror genre, and to enhance this experience, we’ve incorporated competitive elements for players who prefer such challenges. Drawing inspiration from the speed-running community, we’ve included tools to facilitate diverse playstyles. Consequently, our game, P1: Anchor Light, will debut with leaderboards across all modes and an “Endless” mode specifically designed for competitive gaming.
Game Rant: Could you elaborate on the role of player decisions and individual perceptions in creating the ongoing psychological tension that’s more about suspense rather than traditional terror, in your games?
Alvarado mused as the search for anomalies grew increasingly challenging: “Am I on the right track?” became a recurring question in his mind, especially before deciding which door to take, despite knowing exactly where the anomalies lay. Making a choice feels like putting everything on the line; one slip-up could mean game over. This heightened sense of alertness adds an exciting layer, as it feels as though paranoia starts to creep in. Our aim is for the vastness and diversity of the anomalies to erode players’ confidence in themselves as they advance through the space, creating a feeling of being on edge, even bordering on madness.

🎮 As a Gaming Enthusiast: Is there a progression system, multiple paths, or storyline developments based on my precision in this game I’m playing?
Alvarado: The game features a progression system that increases in difficulty from regular to terrifying. As you delve deeper into the game, you’ll unlock tougher difficulties, and as you play longer, you’ll unravel more of the story due to new revelations. This means spending more time hunting anomalies and taking risks with every step as you explore each level before the music stops. We presume that anyone who has committed the lighthouse layout to memory and conquered nightmare difficulty will aspire for the leaderboards. To keep such tenacious players engaged, we’ve introduced an endless mode where the challenge escalates as you ascend, eventually transforming into a nightmare even more daunting than nightmare mode!
Game Analysis: Does the game have a conventional ‘game over’ state, or does it approach victories and losses in a less tangible, mood-evoking manner instead?
Wilde states that in the game titled “P1: Anchor Light, there are two methods for experiencing failure. Initially, if you breach a “Don’t Move” sequence by moving, and secondly, if you select the incorrect door. Unlike many other games that primarily offer jump scares, we aimed to adopt a unique strategy in our game. If a player makes an error, they might not immediately realize it.
In simpler terms, could you tell me how the graphics change as you climb the lighthouse in Game Rant? Does the journey through the floors have a consistent theme or symbolism?
In the game design, it was essential to maintain consistency in the levels, yet provide players with a clear sense of advancement. To achieve this balance, we incorporated an external climbing segment to ascend the lighthouse, offering visual progress as you move between floors, which not only rewards players but also enhances tension during gameplay. Lighthouses symbolize light and safety, but in our game, your objective is to turn them off – however, the reason behind this mission remains a mystery.

Question Refrased: Game Design – Was the symbolic significance of lighthouses a factor in shaping your game world, and how the peculiarities are interpreted within it?
In more simplified language, Alvarado associates lighthouses with feelings of being lost at sea but eventually finding a guiding light. The story’s central idea revolves around longing to be discovered and seeking truth, which is symbolically represented by the lighthouse’s light illuminating its own dark events.
Game Analysis: How significant is the sound design in creating suspense within this game, particularly by avoiding excessive jump scares and utilizing other methods instead?
Alvarado emphasizes that sound is fundamental in this game and significantly contributes to creating suspense and setting the ambiance. The intricate sound design is intended to maintain your interest and make you question what’s happening. You’ll notice numerous subtle sounds within the game, resembling hidden layers that you uncover as you progress. I believe many players will find themselves questioning their perceptions as they climb the tower, thinking “Could that have been a sound I heard?
Game Development Insights: Could you share with us some of the most satisfying or unforeseen hurdles encountered during the process of creating this game?
Alvarado: One of the major hurdles we faced was designing the layout for our continuous looping floor, aiming to convey the sensation of climbing a colossal structure. It was no easy task finding an appropriately spacious area that would keep players engaged and eager to explore again and again. Another significant challenge was fine-tuning the game’s balance and difficulty levels to ensure continued enjoyment during play. This required a good deal of adjustments to perfect!

GameRant asks, considering that independent horror games are quite numerous nowadays, what strategies are you using to stand out, particularly for a game that offers a more nuanced or subtle experience?
Wilde posits that games like “An Arcade Full of Cats” show a desire among genre enthusiasts to explore diverse settings, even those that are more lively and adorable, rather than horror-focused. Not every gamer enjoys horror or relishes jump scares. The game “P1: Anchor Light” provides an appealing contrast between elegance and the unsettling, similar to the cult classic horror/suspense film “The Others“, which gradually reveals a complex and harrowing tale (without relying on countless jump scares). This is where “P1: Anchor Light” finds its niche and stands out in the market.
As a curious gamer, diving into the world of P1: Anchor Light feels like stepping into a grand yet shadowy palace dripping with elegance and mystery. Every corner seems to whisper secrets, each room inviting exploration. Glancing at its screenshots or trailers, I can’t help but feel drawn in, thinking, “Wow, this looks intriguing. I can’t wait to unravel its mysteries.
Game Rant: Is the story in this game self-contained, or do you think it could be expanded upon and developed as part of a broader, interconnected narrative world?
As a devoted admirer, let me express that all the games I’ve created exist within a broader thematic cosmos, intertwining or referencing each other in various ways. This concept has been brewing in my mind for quite some time, with an abundance of ideas waiting to unfold. While P1: Anchor Light tells a standalone story, rest assured that there’s much more to uncover, delving deeper into the supernatural and unexplained phenomena. Keep your eyes peeled for future revelations!

Question for Consideration: After climbing the lighthouse, what emotions or thoughts are we hoping players will experience or ponder upon?
As a devoted player, immersing myself in the intricate details of the lighthouse during game development has left an indelible mark on me. It’s as if it’s become a cherished companion, offering a unique blend of comfort and unease that I’ve grown to appreciate. The characters we’ve nurtured have become more than just creations; they’re like dear friends whose well-being we genuinely care about, affectionately referring to our protagonist as “our boy.
Despite many mysteries being resolved by examining both anomalies and floppy disks, there will remain some unanswered questions about Anchor Light. I enjoy embedding Easter eggs within my creations and am eager to see if anyone discovers them. I’m also intrigued to learn how closely players’ theories align with the stories set within the lighthouse and the larger narrative. This curiosity will grow as more details unfold in upcoming installments.
[END]
On September 9, 2025, the game “Anchor Light” will debut for PC via Steam; it will then be released for PlayStation on October 14, 2025, followed by its launch on Xbox on November 11, 2025.
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2025-08-29 16:07