In many fantasy and medieval games, you often see a familiar design – stone castles from Western Europe, rulers influenced by Roman politics, and magic inspired by mythology. However, BlackThorne Keep, created by Limiar Studios, presents a unique take on fantasy. This upcoming indie game envisions what a medieval setting could be like if it originated in Brazil, drawing inspiration from native heritage, South American architecture, and a history that hasn’t been typically featured in the genre.
At Gamescom Latam, Game Rant had the opportunity to chat with Roberto Garcia, head of Limiar Studios and the mind behind the game “BlackThorne Keep”. In this conversation, Garcia discussed at length the design aspects of “BlackThorne Keep”, focusing on creating a fictional medieval Brazil that never existed, as well as the game’s narrative, which leans towards low-fantasy and offers Role Playing Game (RPG) mechanics. For your convenience, the dialogue has been condensed and clarified.
Crafting Medieval Brazil
A: Sure, I can certainly explain our approach to discussing the absence of a medieval period in Brazil. We are essentially imagining or creating a hypothetical scenario for this time period. If you’d like to know more about how we do that, I’d be happy to share!
One of the most enjoyable aspects of designing this game has been the opportunity to step into the past, almost like a journey of the imagination. Imagine if we had to construct such buildings and technology in ancient times. To explore this idea, we delved into the reality of medieval architecture. If you examine an old medieval fence, you’ll notice it typically consists of multiple layers. The base is usually rock, followed by a layer of stone and plaster. How could that concept be applied to Brazil? This is how our creative process began.
Another way of putting it could be: In fantastical worlds, every location boasts of an ancient civilization. This is akin to Egypt, Rome, or England in our reality. When you visit England, you encounter remnants of the Roman era that predate modern England. What would be the equivalent in South America? Unlike South America’s lack of a Roman Empire-like entity, we can point to civilizations such as the Incas and Aztecs whose empires existed before colonization. In our world, these are often referred to as ancient civilizations that showcase structures built using megalithic architecture, like Machu Picchu, Loto Tambo, and Sasuyama – a term we use to describe this type of ancient civilization architecture.
In blending all these elements together, something unique emerges – the concept of a native warrior clad in full plate armor. I’ve never encountered such a sight among Brazilian indigenous warriors. Yet, when we first came across this fusion, it resonated deeply – this was the identity we sought, the direction we desired to take. This melding process led us to various ideas, such as discovering a fantastical location, an RPG setting, or even a medieval landscape that resembles Rio de Janeiro.
Since the characters of BlackThorne Keep are modeled after genuine indigenous peoples, Limiar Studios relies on an actual indigenous individual, Aredze Xukuru, to conduct all the necessary research. He functions as their cultural advisor for indigenous matters.
In another step, we took a cue from “The Lord of the Rings” by assigning Art Nouveau to elves and Art Deco to dwarves. Similarly, we applied this concept to Brazilian modern art. For instance, in Rio de Janeiro, you’ll find many neoclassical buildings downtown. We pondered, “While these aren’t medieval structures, neither were elven or dwarven styles in ‘Lord of the Rings’. Could we blend modern art in Rio and other places with our game, giving it a medieval twist? And that’s exactly what led to the creation of the medieval-inspired South American art style you see today.
Telling an Original Story That Still Hits Close to Home
As a gamer diving into BlackThorne Keep, let me share some insights about immersing myself in its unique narrative, particularly focusing on the distinctly Brazilian medieval flavor. I’m excited to see how this cultural influence shapes the storyline and adds depth to my gaming experience.
In the game, BlackThorne Keep stands as a fortress on the borderlands, inhabited by the game’s equivalent of Europeans, whom we refer to as Euphesians. Despite maintaining a castle, they aimed for peace with the indigenous populace. However, this did not sit well with their empire, which coveted the land. A truce was established, marking an agreement to divide the land. The game seeks to translate contemporary issues in Brazil, such as colonization and land disputes, into a medieval fantasy context, making it more relatable for players.
Today, indigenous Brazilians face issues with land boundary marking. They struggle against large individuals and corporations encroaching on their territories, which is often overlooked by many. To address this, we aim to narrate a tale that subtly touches upon culture, architecture, history, and the colonization of South America. This topic should not be swept under the rug or disregarded; instead, it needs open discussion. We want to share what transpired and why certain events unfolded as they did, all while making this information engaging enough that people feel like they are part of a narrative rather than mere recipients of facts.
In playing BlackThorne Keep, I envision myself immersed in a magical realm, embodying a hero, yet this game offers more than just fantasy. It subtly educates about the historical struggles and contemporary realities faced by native South Americans, mirroring experiences that still resonate today. This layer of depth is seldom seen in games set during medieval times of our world, but it’s a reflection of the complexities found in colonized continents like America.
Could you elaborate on a few of the low-fantasy aspects you referred to, as well as how you’ve integrated magical elements into your work?
In our game design, the focus is primarily on a sword-fighting RPG experience, but we aim to provide players with more than just swords and sticks for power. The supernatural aspect of the game is embodied by an artifact known as the Thorne. The protagonist must negotiate with this artifact in an attempt to navigate the conspiracy being orchestrated by the empire, as they believe it’s unfavorable to coexist peacefully with the natives.

As a gamer, I’ve got hold of an intriguing artifact that grants me a variety of abilities, yet nothing too over-the-top. I won’t be blasting fireballs or casting spells like a mage. Instead, I can complement my swordplay with these powers. The game offers a card system where I collect, combine, and use cards. These cards can either provide a one-time significant boost when consumed, or a persistent benefit when equipped. The challenge lies in deciding whether to equip a card for its ongoing effect or save it for a critical moment, like when my health is low and I need to restore it completely, even if the card disappears afterwards.
In addition to using these cards for gameplay, you’ll also need to choose when to upgrade by giving up some cards. Each time you level up, you must discard certain cards to add bonuses to your character sheet. These cards come in varying levels and rarities, so deciding which ones to keep, use, or sacrifice becomes a significant choice, especially when facing tough opponents. This adds depth and weight to the decisions made during gameplay.
Question: Could you elaborate on the role-playing game aspects for a moment? Do these features include options and similar interactive elements within the game?
A: One goal we had for the game was to offer multiple paths, but without making it an extensive 200-hour experience. Instead, we aimed to create a compelling narrative that players could begin and complete, leaving them with a sense of understanding the overall purpose. To achieve this, there are three distinct endings in the game, each dependent on various decisions you make. The game also provides alternative routes for reaching these conclusions.

There are various routes available for you to traverse. If during your journey, you manage to acquire the Thorne’s power, you’ll be able to access the monastery. However, if you didn’t locate the Thorne, your path will lead you towards the river, where you’ll encounter mountains and a cave. Inside the cave, you can discover the Thorne’s power, which will then enable you to enter the monastery. This experience is somewhat reminiscent of Metroidvania games, allowing you to revisit areas, take different paths, uncover various items, and achieve multiple endings.
The unique aspect lies in the types of structures players can construct using the cards, as well as the distinct abilities of Thorne and various weapons. This is where players will develop their fighting style. Some players may opt to accumulate all artifact cards, creating a magic-focused build that allows for frequent use of lightning, boosts, healing, and minimal swordplay. On the other hand, others might focus on amassing strength cards and wielding weapons with maximum damage potential.
Additionally, you’ll find progression systems too. This is where you can distribute your character’s initial abilities or skills. For instance, how proficient are they in climbing? How skilled are they with various types of swords and weapons? You could assign points to a sword skill to reduce its stamina usage, making your character better suited for sword fights. Furthermore, there will be multiple choices you’ll need to make based on your character’s perspective and the game’s decisions. These choices will essentially carve out your path towards the ending. Of course, we aim to offer more than three endings, but that’s a start.
A: How well-developed is the character Athos BlackThorne? Does it matter who portrays him, or would two players playing him create distinct versions of the character?
In this game, your choices will significantly impact the overall experience. You’ll need to consider various aspects as they arise during gameplay. The game incorporates a moral quandary system, presenting you with ethical dilemmas that aren’t always clear-cut. Good and bad aren’t always distinct in these situations, and it’s often challenging to determine the best course of action. As you progress through the game, you’ll face these dilemmas, which will lead you down different paths and into various scenarios. Your character will develop based on the decisions you make.
In this game, the protagonist, Athos BlackThorne, uncovers his true identity, and the various endings mirror this theme. Essentially, it’s a tale of exploration, both for the character and the player, as we aim to have the player experience this journey alongside him. The storyline serves as a platform to share intricate details about the culture, customs, and society that are often overlooked, with many aspects influenced by my perspective on South American culture.
As a passionate gamer with a deep love for fantasy, I used to immerse myself in worlds created by others, like D&D and Lord of the Rings, always looking beyond the borders of Brazil. But one day, while engrossed in a game of D&D, an idea sparked in my mind – why not create my own D&D setting inspired by our own rich Brazilian culture and history? This shift in perspective opened up a whole new world for me, and I yearn to share it with others.
I want fellow gamers to discover elements of their own culture and heritage within the game. It’s not just about playing a game; it’s about uncovering the stories that make Brazil unique. You might find out who Athos is – a character deeply rooted in our history and lore, whose influence shapes the castle and the lands around it. Through this journey, I hope players will not only enjoy an immersive gaming experience but also learn something new about their own culture and history. After all, sometimes we don’t realize the depth of our own stories until we start exploring them.
A: Yesterday, you noted that you’re still searching for a publisher. Could you tell me more about your current path towards publication?
Our goal is to launch the game no later than Q1 2027. I began working on it alone for a year before establishing Limiar Studios at the end of 2021 with my brother, Tony, and two other friends. Since then, we’ve been functioning as an outsourcing studio in Brazil to fund our development efforts. With experience producing numerous games as an outsourcer, we plan to continue developing this game if we can’t secure funding from a publisher or investor. However, finding support would undoubtedly expedite the process and make our journey smoother.
[END]
BlackThorne Keep is currently in development by Limiar Studios.
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2025-05-05 13:42