Titled “Dark Mass,” this chilling first-person psychological horror game hails from the creative minds at indie Spanish studio Path Games. As per the creators, “Dark Mass” delivers an authentic underwater terror journey, inviting players to delve into a submerged ancient mansion teeming with an ominous force. Although no official release date has been announced, the developers are aiming for fall 2026, with plans to launch on PC, PS5, and Xbox Series X/S platforms.
In the game titled “Dark Mass,” players assume the role of Alice, a deep-sea investigator who stumbles upon a shipwreck that was uncovered following an earthquake. However, hidden beneath this wreckage lies an ancient manor, cursed for centuries. The objective is for Alice to decipher its mysteries by solving puzzles derived from actual historical torture techniques and maintaining contact with her brother Reed via a walkie-talkie connection. The decisions players make will significantly impact the outcome of Alice’s journey, be it favorably or unfavorably. In an interview with Game Rant, creators Virginia Calvo and Gonzalo G. Luna from Path Games discussed their primary inspirations for “Dark Mass” and explained how a completely submerged setting enhances its terrifying gameplay experience. This conversation has been condensed for succinctness and clarity.
The Inspirations Behind Dark Mass’ Deep Sea World
Question: What led to the choice of an underwater setting for Dark Mass, and how does this contribute to creating a terrifying atmosphere?
For quite some time, our team has harbored a fervor for diving, and an intriguing concept kept swirling in our minds – blending first-person horror gameplay with a fully submerged underwater mansion. This idea took shape during the development of Insomnis, and when The Deep House (a relatively obscure underwater horror film featuring ghostly elements) was released in 2021, it served as the catalyst for us to start seriously exploring this concept.
Movies serve as a significant wellspring of our inspiration. We have a deep affinity for outstanding horror movies, and we aimed to honor legendary works such as “Rosemary’s Baby,” “Twin Peaks,” and “Jaws” by creating something reminiscent of them.
A: For what reason was it that the team opted to incorporate actual Inquisition torture techniques into the challenges of Dark Mass? What additional historical aspects might gamers discover within the game?
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A: Why did the team choose to feature real Inquisition tortures in the riddles of Dark Mass? What other historical elements will players encounter in the game?
When developing a game, we take great care to consider every aspect thoroughly. The impact is stronger when the player immerses themselves in the game world. To achieve this, the world needs to feel authentic and connected to our reality. As we crafted the game’s plot and villain, it was crucial for us to have a robust, realistic backstory at its core.
As a gamer with Spanish roots, I’m fortunate to have easy access to historical sites steeped in the past. We aimed to capture that rich tapestry in our game, Dark Mass. However, we didn’t stop at mere replication – we’ve creatively reinvented and reimagined historical elements to feel genuine yet enveloped in the mysticism we wanted to instill.
Q: How does the walkie-talkie system influence the game’s eerie narrative?
The walkie-talkie serves as a vital connection, alleviating the crushing solitude beneath the waves. Although there may be periods of nerve-wracking quiet, interacting with Reed adds depth to the experience. Gamers can impact both the gameplay and their character’s destiny through their decisions. At times, Reed will also aid players in solving puzzles when they encounter difficulties.
A: Could you provide some information on Alice and Reed, their personalities perhaps, and explain how their brother-sister bond impacts the narrative of the story?
Alice and Reed are siblings who tragically lost their parents at a tender age. Beyond being an older brother, Reed assumes a fatherly role towards Alice, aiding her in navigating the plot and helping her make sound choices. However, it is Alice who holds the ultimate decision-making power. In our underwater setting, we delve into their relationship – through recollections of their past, shared memories from childhood, and playful exchanges. Their bond lends a rich emotional context to the horror genre.
Path Games’ Approach to Underwater Physics and Other Horror Elements

Q: What was most challenging about addressing fears like claustrophobia and thalassophobia?
The game design clearly incorporated claustrophobia: it focused on vertical layout rather than the traditional horizontal (X and Z axes). By doing so, we amplified the fear sensation. Instead of just a wide world, it’s also deep with narrow passages and high spaces that intensify the anxiety levels.
Thalassophobia, or fear of the ocean, is a unique subject. A game named “Still Wakes the Deep” creatively explores this topic. Although “Dark Mass” undeniably stirs up that fear since most of it happens underwater, one might need to have already managed their fear to a certain extent to fully immerse. However, we’ve carefully crafted the gameplay to be suspenseful and unsettling without being excessively challenging. Our aim is to instill fear through atmosphere rather than making the gameplay overly punishing.
Q: How did the development team approach underwater physics and unique mechanics in Dark Mass?
We’ve spent quite a bit of time figuring out the physics of objects when they’re underwater – whether they float or sink, how different materials move, etc. It’s been a tough but enjoyable process. While our game isn’t required to be completely realistic, we want the players to feel like the underwater world follows logical and believable rules. As for the mechanics, we’re not starting from scratch – we ask ourselves practical questions such as “How would I open this underwater?” or “Can I carry this item?” It’s all about finding creative solutions to these problems and pushing our ideas as far as they can go.
A: In your own words, I could rephrase that as: “Could you describe how you managed the acoustic and illumination arrangements for the submerged mansion? What role do these factors play in intensifying the fear-inducing atmosphere?
Just as in any well-crafted horror game, sound and silence serve a vital function in creating an atmosphere of fear. To achieve this, we’ve carefully constructed multiple audio layers for each setting, either intensifying the tension or providing fleeting moments of tranquility. Some of our soundscape ideas originated from iconic horror film scores that we admire, such as the chilling music from Sinister.
Contrarily, light behaves differently in underwater environments. As you descend, less light permeates, leading colors to blend into hues of blue and green. This peculiarity presents a significant challenge when directing players, as the absence of bright visual cues makes navigation tricky. However, we’ve devised solutions using devices like walkie-talkies and other strategies to prevent players from feeling disoriented or utterly lost.
What to Expect from Dark Mass’ Gameplay

A: In the Dark Mass trailer, we see Alice being attacked by a creature resembling a corpse. Could you provide insights on other dangers that players might encounter in the game?
there will indeed be more!) and devising new methods for players to engage with these creatures and their surroundings. In the upcoming trailer, we’ll unveil some completely distinct elements — brace yourselves for some major surprises! However, you’ll have to be patient for a while longer!
A: Could you elaborate on the various conclusions and interactive decision-making process in Dark Mass? In what ways does the game foster repeated playthroughs?
In Dark Mass, the choices you make impact more than just the final outcome; they shape Alice’s interactions with her challenging surroundings throughout the game in significant ways. These decisions not only alter the narrative but also influence the mechanics of play. Crucially, they ultimately decide the course of your character’s journey. It’s worth noting that these choices aren’t confined to text-based selections; they can also involve how extensively you investigate the environment or whether you uncover specific items.
As a devoted enthusiast, I’d like to share that our primary aim isn’t about replay value. Instead, we aspire to let players live their unique tale – one that echoes their individuality and intuition. Should they choose to revisit it, they’ll discover fresh opportunities. However, the initial journey? That’s their narrative. Just like in games from Quantic Dream or Supermassive Games: you can traverse it numerous times, but there’s just one “first time,” and that one moment remains etched forever.
Question: Was there any knowledge or insights gained from the horror game development project at Path Games (with Insomniac) applied in the creation of Dark Mass?
A: In the early days of Insomnis, resources were scarce, so we had to make do with what was available. However, this is where we established the groundwork for creating our immersive worlds. We discovered that players appreciate making significant decisions and enjoy exploring intricate environments. Instead of relying on a multitude of cheap jump scares, we aim to provide an engaging narrative that can be succinctly summarized in two sentences and leaves the player feeling our genuine love for cinema throughout their experience.
Q: Is there anything else you’d like to share?
B: Mainly, we’d like to express our gratitude. This is our first in-depth interview about the game Dark Mass, and it’s been quite thrilling. We appreciate your interest, your complimentary remarks, and everyone who’s shared the trailer – your support means everything to us. As soon as we can, we’ll be sending you gameplay, and we truly hope you enjoy playing it as much as we do creating it!
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