In brief, “Ritual Tides” is an upcoming psychological horror game developed by Vertpaint Studios, a collective of experienced developers with a common enthusiasm for chilling narratives and daring aesthetics. This captivating title takes place on an isolated British island that resonates with ancient occult history and folklore. The game draws its inspiration from the masterpieces of H.P. Lovecraft, the pioneer of cosmic horror literature. But unlike a mere tribute to Lovecraftian terror, “Ritual Tides” intends to submerge players in a realm where fear is existential, reality is fluid, and the enigmatic remains truly inscrutable.
Game Rant recently spoke with Vertpaint CEO and creative director James Macleod about “Ritual Tides”, sharing details on the upcoming horror game’s production, aesthetics, narrative, and mechanics. In this interview, Macleod revealed significant insights into what fans of horror can anticipate from “Ritual Tides”, which aspires to be one of the gloomiest and most unsettling Lovecraftian horror gaming adventures ever crafted. (For concise and clear understanding, the transcript has been condensed.)
Ritual Tides’ Development and Design
Could you share some insights on the motivation behind Ritual Tides, and explain how Lovecraftian elements will be incorporated within its storyline and visual aesthetic?
I’ve long been captivated by the genre of cosmological horror, with H.P. Lovecraft often being considered its pioneer. When I ponder cosmological horror, I can’t help but conjure up images of unconquerable terror. This isn’t like Jason from the popular horror movies, who possesses supernatural abilities but is still essentially a man wielding a machete. Instead, Azathoth and Cthulhu represent unfathomably knowledgeable entities that transcend our understanding. Much of this influence can be seen in the game and its narrative.
I absolutely adore the story “The Thing on the Doorstep”. It significantly influenced my creativity. What particularly grabbed me was the possession narrative. Not only did it intrigue me from a human perspective, but also in terms of the unique creature designs. My goal for this game has always been to provide a platform to delve into those designs. Therefore, we have Cthulhu, along with other entities. Let’s bring them to life on-screen and creatively intertwine their existence with humanity.
A: I was wondering if we could discuss Vertpaint as well, since it’s developed by a collective of diverse developers in an independent studio. How has combining your individual backgrounds impacted the creation of Ritual Tides, and have you faced any difficulties due to this collaboration?
B: From the onset of our company, we chose to function as an outsource developer rather than scripting and demonstrating our work for a publisher, or opting for a commercial route by establishing an outsource studio and gradually accumulating funds. Instead, we decided to invest heavily in our game and use it as a model. In essence, we pursued the latter option. We made up our minds to enter the professional commercial arena since we all have AAA backgrounds.
Speaking about the hurdles, we find ourselves incredibly fortunate. Our good fortune lies in choosing that approach initially. Things could have taken a turn for the worse. We might have ended up with no clients and no demonstration, which was, in my thoughts, a significant concern. Instead, what transpired was around five years of collaboration, working on some of the industry’s most prominent projects. Our individual backgrounds are becoming more evident, but so is the experience we gained by working together as a team.
I may not be particularly sports-savvy, but I view our studio as a dynamic team, where the training environment and individual abilities are equally important. Sometimes, the best ideas for design come from unexpected places, such as our programmers, and similarly, artists have surprised us with brilliant gameplay concepts. I believe one of our key strengths lies in our experience with numerous projects, which enables us to avoid repeated mistakes and focus on what truly matters.
Our team, like all others, has its fair share of errors, and we’ve encountered some significant stumbling blocks. To mitigate these issues, we’re going to strive to sidestep problems related to X and Y. This approach has proven more advantageous than detrimental thus far. Contrarily, our team boasts some robust personalities, yet everyone understands the project at hand and is working towards the same objective. Having such dynamic individuals on board has only added positivity to our journey so far, as creative disagreements have been minimal.

A: You’ve hinted at it before, but I’d like to delve deeper into this topic. Not having an external publisher significantly impacts my creative direction and the overall development process. Could you provide some additional insights on this subject?
A: It fits perfectly within the storyline, but I’m unsure of how to sell this concept to a publisher. I can easily describe it from a broad perspective, such as “Here are our favorite games, here are the games that have influenced ours, and here’s what we aim to add uniquely to the mix.” We can discuss the mechanics quite comfortably. But when it comes to the story itself, there’s a sense of apprehension. And I think that’s a positive sign because it means we care deeply about it.
The narrative of the story carries deeply unsettling undertones, and these dark elements serve to underscore just how sinister the antagonistic force in this work truly is. There are indeed malevolent characters within the game, and we could have chosen to soften or avoid their depiction altogether. However, we opted to confront this aspect head-on as it plays a significant role in creating the overall eerie atmosphere of the game.
In a publisher setting, such content wouldn’t have been approved. With experience from multiple employers, we’ve faced the ‘cutting room floor’, understanding what can pass and what cannot. We recognize that much of this content might not be accepted. I emphasize this: if something served no purpose other than to be excessive, it would not advance the story. Since these elements support the narrative, we believe their inclusion is essential. The dark themes in this game are intriguing to us because they align with our creative vision.
A: What do you believe will make the greatest impact on players and truly differentiate your game within the horror genre, ensuring an unforgettable gaming experience?
A: It’s fascinating because the response varies based on my focus area. From a mechanical standpoint, there are definitely novel aspects we’re exploring, which I find thrilling. My creativity was sparked by first-person horror video games, particularly noteworthy ones such as Resident Evil Village. This game combines action and shooting elements with a strong emphasis on creating an eerie atmosphere. The way it executed that concept is truly impressive to me.
In a nutshell, when discussing our advancements in moving the formula forward, we’ve fundamentally redesigned how the camera operates within Unreal Engine 5. To put it simply, we’ve established a sophisticated camera system for first-person perspective that mimics an arm and axis setup with certain limitations. What sets us apart is the complexity of our camera rig, which conforms to the structure of the rig itself, enabling us to execute some exciting features.
Our goal is to make you feel completely engrossed as you interact with the game world by executing various actions. Technically, this is how we are innovating the first-person perspective. In terms of visual appeal, we have room for improvement but we’re aiming high and claim that our upcoming game will offer the most lifelike experience yet. This ambition is primarily driven by the advanced technology we’ve been developing in-house.
It’s great that once we launch our projects, people can easily spot any issues, which means there’s no room to hide mistakes. Considering the substantial budgets of some games and more, we’re really thrilled about this accountability. Being a compact team allows us to design workflows that might seem inefficient to others. They may not be ideal, but given the numerous components we manage, it’s challenging for a large team like a hundred-person one to adapt to such unique workflows. I wouldn’t suggest this approach for a AAA-level project due to its complexity.
As a gamer, it’s clear that having total control over every aspect of our game’s development offers us an incredible opportunity to create something truly spectacular. There’s no place to hide when you’re striving for the best visuals, and we want everyone with their magnifying glasses on, ready to compare our game side by side with others. Unfortunately, from a marketing standpoint, it’s not feasible to claim we have the best-looking game right now. However, I can only hope that a few influential gamers will pick up our game and showcase its unique features in comparison to others. That’s my dream, at least!
In a nutshell, our game is a product of our passion for creating exactly what we desire. To support this claim, I’d refer to a highly respected horror author whose work I admire greatly. When I drafted the initial script, I sought validation beyond just myself and my team, as self-validation can sometimes be unclear – we tend to favor what we create. Fortunately, I managed to gain the endorsement of this esteemed horror writer, which served as a go-ahead signal for me.
It’s challenging to single out my favorite aspect of that game, as it’s rather unique. The storyline is something unprecedented in gaming, and I’ve encountered intriguing narratives in other games too. Games like Amnesia have a particularly captivating narrative for me, with the player gradually uncovering secrets and possibly reaching incorrect conclusions or arriving at solid ones. This element of discovery excites me.
A: In what way does the environment contribute to the overall ambiance? Could you describe the layout of the island, and explain how its design amplifies your involvement and intensifies feelings of apprehension and terror?
In relation to the British style, an intriguing horror encounter I envision is the eerie cult-like Pagan atmosphere, reminiscent of Lovecraftian themes. This setting immerses you in a vast cult, where two factions are at play. The ambiance echoes distinctly British elements of Paganism, rituals, and witchcraft. Our goal is to keep the player uncertain throughout their journey. They are aware they’re on a fictional island, but also discover that this island was once home to cultists and now houses these individuals. However, there’s a rich history hidden beneath the cult’s rule on this island.
The game features a substantial amount of mining-related infrastructure, including tin mines from as early as the 1600s in Cornwall. We’ve extensively researched the historical context for this period, even delving into the past of these mines that play a significant role within the game. However, this new cult that has emerged supersedes the original use of these structures. Traditional architectural styles have been employed, but we’ve also incorporated how such a sinister cult might adapt and misuse these buildings to create a more complex setting. I must be careful when discussing certain aspects of the story as it delves into significant themes. The atmosphere is reminiscent of a dark, Orwellian-like Britain, emphasizing the importance of the game’s setting.
The game boasts a considerable amount of mining infrastructure, with tin mines dating back to the 1600s in Cornwall being prominent features. We’ve delved deeply into the historical context for this era, even exploring the history behind these mines that are integral to the game. A new cult has risen since then, causing a shift in the purpose of these structures. The architectural style remains traditional, but we’ve also considered how such a wicked cult might reuse and expand upon these buildings. I must handle certain plot details carefully as they delve into important themes. The game’s setting carries an ominous, Orwellian tone, underscoring the significance of its atmosphere.
Undeniably, our enthusiasm for Britain runs deep. Places like Dartmoor, for instance, brim with chilling tales from various eras and communities. This rich folklore is woven into the game, along with a distinctly Pagan flavor. Moreover, there’s an otherworldly ambiance that subtly shapes the game world, leaving players wondering if they’ve ventured into another dimension. We’ve cleverly scattered clues to create a vivid image suggesting a specific location, but we won’t reveal whether it’s accurate just yet. Britain plays a crucial role in crafting this eerie atmosphere, and its unique charm is palpable throughout the horror genre.
What role does the sound design in the horror game Ritual Tides play in enhancing its mood and drawing players into the experience?
Our audio director has done an exceptional job of overhauling sound mechanics within Unreal Engine, which we are incredibly proud of. We’re eager to connect with the developers at Unreal, share our work, and discuss our innovations, as it’s a thrilling prospect. During the early stages of production, Seth frequently ventured to coastal areas to record various sounds and revisit them. He often emphasizes the concept of pressure, specifically the pressure felt in the eardrums.
As you stroll along the shoreline, turning one ear towards the sea creates a stark contrast in pressure, resulting in sensations you might not anticipate. It seems there’s a significant connection with low-frequency sounds and other factors. He often discusses occlusion systems. His goal is to establish a hierarchical structure for managing what you hear. For example, coastal sounds may be ambient and far away, but when you enter a building and open a door or window, you don’t want it to sound like a random stereo system. Instead, he envisions an integrated system that seamlessly blends the outdoor sounds with those indoors.
In essence, you have the ability to effectively surprise or startle the player with unexpected moments in the game. A successful jump scare is similar to a good joke – it catches you off guard and defies your expectations. The tight control over audio gives us an opportunity to create some exciting and unconventional experiences. Removing sound can even be a great moment for a jumpscare, just as silence in a comedy can heighten the impact of a punchline. We have some intriguing and off-beat tricks up our sleeves that you won’t see coming!
Ritual Tides’ Story and Gameplay

A: I’d be happy to delve deeper into the narrative structure of Ritual Tides, and discuss the role of player agency within this framework. Does player agency play a part in the game? If so, how?
A: I’m eager to gradually reveal pieces of the storyline as it captivates me more that way. However, I can’t disclose your character yet since the narrative design is such that you don’t initially know who your character is in the game. To give you an idea, you’ve landed on the beach, seemingly by chance, and were rescued by someone who took you to a cove. It soon becomes clear that this rescuer isn’t from these islands either; they’re here not for leisure but to aid someone else in need.
In summary, you have two friends, Malcom and Edward, who grew up in starkly different environments. Edward, born into an aristocratic family, experienced a rigid, unloving childhood. His interest lies in the mysterious realm of the occult. On the other hand, Malcolm was an orphan and thus lacked familial love as well, but his circumstances placed him on the less affluent side of society. Despite their contrasting backgrounds, they formed a bond, finding in each other a kindred spirit. Together, they delved deeply into the world of the occult, captivated by every story that came their way.
They shared their childhood and attended Cambridge University together. To put it simply, Edward disappeared during his second year, leaving the authorities helpless, his family unable to help, and essentially vanishing from existence. While the world moved forward, for Malcolm, Edward was like a cherished relative. Interestingly enough, Malcolm pursued engineering, steering clear of the occult history path. Instead, this academic interest in engineering served as a bond, connecting him to his friend.
One day, he stumbles upon something that leads him to Edward’s location. Using these hints as his guide, he eventually reaches the island. Essentially, he discovered a journal containing notes from Edward, which provided him with some unsettling details and spurred him into action. In essence, he chose to pursue Edward into the unknown, setting the stage for the game’s narrative, even though the story structure doesn’t emphasize the significance of their actions.
These elements are crucial for the storyline as they initiate certain events and serve as a medium to convey information not otherwise accessible to the player. I’m thrilled about their role in the narrative, but the players themselves aren’t privy to much information. The game suggests that someone compassionately saved them from the sea, with Edward being the focus of the searcher’s subsequent endeavors. This benefactor is off looking for someone else after the rescue.
In addition to discussing player agency, we’re planning to create a game where the player can decide to go left or right. However, it’s crucial to address horror elements in this game, unlike Skyrim which isn’t based on scaring players. Our aim is to provide freedom to the player; they are stranded on an island, making it ideal for them to choose their path. Yet, there will be certain areas where you’ll be confined, and subtly concealing these restrictions is a key aspect of good design. We want players to discover things unexpectedly, but ultimately, they remain in control of their actions.
Is there anything in Ritual Tides that guides or encourages players towards a specific path, such as audio or visual prompts?
Absolutely! In our game, we motivate players to explore thoroughly and search for items that could benefit them. As creators, we understand the importance of this, so we design challenges that are more than just punitive measures. We aim for a balance where the game isn’t solely about the developer setting traps for the player. That wouldn’t be enjoyable for either side. Instead, it’s intriguing to observe how far players will go in their quest for success.
We understand you’re searching for something. Shall we direct you somewhere interesting? If you venture into specific zones, there’ll be plenty of excitement awaiting! I find the most chilling moments arise from the self-guided journey – those experiences can be the scariest because they’re yours to confront.
A: In Ritual Tides, how should the blend be of suspenseful moments (jump scares) and overall mood (atmosphere)? Given your background, I might expect a stronger emphasis on atmosphere. However, is there still a reasonable equilibrium between the two elements? As opposed to some horror games that rely solely on jump scares, I personally value the atmosphere more.
One thing I enjoy is analyzing movies since some of my most memorable horror encounters have been from them. I find games particularly intriguing due to their distinct storytelling approach, which is why I’m captivated. My goal is to contribute something original to this formula from a horror standpoint. We’ve examined many films by looking at the minutes they occupy on screen. We’re interested in determining how much time is spent creating an atmospheric build-up or suspense versus the actual jump scare, and it turns out that jump scares account for a minimal proportion of the total runtime.
Instead of relying on sudden jumpscares, we aim to create fear as an artistic expression rather than a collection of tools. While there are many elements at play, we don’t want you to anticipate being startled. Instead, we focus on crafting an ominous atmosphere and building tension, much like in a Lovecraft story. Often, the most terrifying aspect is not the climax but the anticipation itself – that moment when you feel fear is about to strike. In this context, we place great emphasis on immersive visuals, aiming to make you feel fully engrossed in the world we’ve created.
A: Could you provide some insight into the unusual combat method employed by Ritual Tides, a detail we don’t often hear much about? I was wondering if there’s any information available on this topic.
B: We keep modifying our design, even though we have a set one. However, as more work progresses, we’re finding ourselves experimenting with it even more. It turns out that some aspects we anticipated wouldn’t work as well as we thought, and this has been quite intriguing. On the surface, certain ideas might seem exciting, like in an MMO context for instance. Ideas that appear thrilling on paper for an MMO can often turn out to be the most uninteresting, mundane elements when put into practice.

From our standpoint, we intentionally minimized the emphasis on gunplay in the game design. For us, horror isn’t primarily about battling enemies or shooting objects, and it never will be. By eliminating player control over combat, we found that it significantly reduced the feeling of authentic survival in the game. Instead, we often imagine you in various scenarios and ask, “What would you do in this situation?” Interestingly, many times your response is, “I’ll find something to protect myself with,” which is the thought process at that moment. In our latest updates, we have added more combat elements, including shooting mechanics.
Discussing the unusual aspects can be challenging because they introduce a unique twist to the narrative, making it deeply entwined with the storyline. To put it simply, not all parts of this game resemble Earth; instead, they follow their own set of rules or conditions.
A: Could you elaborate on the diversity of adversaries in Ritual Tides? I understand that they play a significant role. You mentioned some formidable enemies. How did you craft these adversaries to ensure a fresh gaming experience, avoiding repetition as one progresses through the game?
As a devoted admirer of Silent Hill, I’ve always been captivated by its intricate design, particularly the meticulous attention given to each enemy variant. What stood out to me as a young fan was their dedication to exploring the psychological aspects of the game, creating an atmosphere of creeping dread that deepens with investigation, much like peeling layers off an onion. This is the essence we’re aiming to capture in our interpretation of enemy variation.
We’ve been exploring aspects that make us, as a team, uneasy and finding ways to represent those feelings with a single symbol instead of multiple characters. This approach isn’t about using all the characters available. On one hand, it can desensitize you to the situation, and on the other, it reduces the excitement factor. Interestingly, our game rewards players by allowing them to engage with enemies. Our goal is to create an experience where the outcomes are significantly different for each player, much like in the Silent Hill series.
Characters that are deeply unsettling, revealing more disturbing aspects as you delve deeper into them. This element seems to be a key focus of the game. For me, the diversity in enemy designs would be a major selling point if I were unaware of the project and considering a purchase.
How challenging and time-consuming is Ritual Tides? Will participating in it be quite tough?
A: In the game, there are challenging sections. What makes Ritual Tides unique is our aim to create diverse parts of the game that don’t immediately feel familiar to players. We want them to struggle initially rather than mastering it right away. However, not all parts of the game are this way. Instead, a significant portion of the game is designed to immerse you in its world and generate an atmosphere, leaning more on ambiance. The majority of the tension and immersion isn’t necessarily challenging in terms of mechanics but can be psychologically demanding. It’s similar to walking through a frightening environment; despite the mechanics being straightforward, it can still be difficult.

In a similar vein to the challenging nature of Silent Hill, we aim to make our game’s difficulty level engaging and interactive. There are indeed some complex sections, but this is intentional as we want to incorporate skill checks throughout the gameplay experience. To prevent monotony, we’ve integrated various traversal mechanics to keep players actively involved. Our concern was that simple forward movement might not be engaging enough. Players aren’t just spectators; they are active participants in our game, and their actions have repercussions. For instance, swimming is crucial in our game. If it weren’t gamified, it would simply become a passive viewing experience of someone swimming.
Regarding its lifespan, I’m afraid I can’t provide an exact answer at this moment because we’re still in the process of refining and expanding it. It’s a dynamic development that keeps us excited, but the excitement comes from the fact that it’s constantly evolving, not just checking off tasks on a to-do list. It’s more like a wishlist where ideas are proposed, then discussed about their feasibility. Unfortunately, we don’t have a set timeline yet, which can be frustrating.
Q: Are you still aiming for a Q3 2025 launch for Ritual Tides?
B: We’re making every effort to achieve our goal. We know from game development experience that targets can change, but in this case, we’re hoping ours stays fixed. Our ambition is to create a cross-platform game, playable with both mouse and keyboard, as well as optimized for controller use – which happens to be my preference as a PC gamer. The challenge lies in whether we could launch the game simultaneously across all platforms, if we decide to support controllers. That’s the ideal scenario for me.
Q: It might be too early to ask, but do you have any post-launch plans or hopes for Ritual Tides?
A: I have high expectations as we’ve penned quite a bit so far. Currently, there are three core narratives that have been developed. One of them is fully realized – that’s Ritual Tides. The other two have received significant attention but we felt they needed to be expanded to create a cohesive intellectual property (IP). If you get drawn into the world of Ritual Tides, it serves as an origin story. In the lore, there’s an ancient origin to some of these ominous entities, but this is essentially the beginning of the major antagonistic force within the Ritual Tides universe. We’re not only focused on creating a standalone game, despite our great enthusiasm for it.
Q: Is there anything else that I didn’t ask that you wanted to throw out real quick?
As a dedicated gamer, I can’t hide my thrill! Not only have we grabbed the attention of Daz Games, but they’re bringing our game to life with the voice of one their talented artists. This character I’ve been crafting for years? It’s now in the hands of this master storyteller. And to top it off, I’ve long admired Daz Games, so this collaboration is truly a dream come true for me!
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