Midnight Walk Devs Reveal Secrets of Handmade Horror and Friendship

The Midnight Walk

In an upcoming spooky-thrilling game known as The Midnight Walk, players will assume the character of The Burnt One, teaming up with their sidekick Potboy to restore light and warmth in a world shrouded by darkness. Expected for release on May 8, this intriguing title promises an unparalleled sensation of chilling unease on the PlayStation 5, PSVR2, and personal computers (PC).

To breathe life into the game, developers crafted over 700 distinct artistic elements, which they then incorporated. For a sneak peek at what players might encounter in a contemporary fairy tale shrouded in darkness, Game Rant chatted with co-founders of MoonHood Studios, Klaus Lyngeled and Olov Redmalm, about their upcoming title, The Midnight Walk. Here’s an abridged version of the conversation.

Creating the Roots of The Midnight Walk

Q: Are the fairy tales in The Midnight Walk rooted in specific stories? If so, which ones?

Klaus: A few of these narratives draw inspiration from some Nordic authors like H.C. Andersen, specifically his story “The Little Match Girl“. Mostly, Olov and I developed these stories, and they stemmed from the themes of light, darkness, and flame.

While crafting dialogues for the game, I occasionally drew inspiration from old texts, poems, or fables, including some of Buddhist origin. It’s no wonder that people have been contemplating and writing about fire for centuries, and each person has their own personal connections with it.

Question: What difficulties might you have encountered while developing the game for both Virtual Reality (VR) and traditional, flat-screen formats?

Klaus: As we crafted the game with both versions in mind right from the start, the challenge wasn’t particularly tough. The eye-tracking function of the PSVR2 headset sparked our creativity to create something distinctive on the standard screen, like simulating eye closure. At first, I assumed this would be exclusive to the VR version; however, it turned out to be an enjoyable aspect in both formats. Additionally, we had to emphasize more on gameplay centered around the player and reduce the use of cutscenes compared to our usual practices. In VR, it’s a fantastic experience to view everything directly through the player’s perspective.

A: Could you tell me how many types of matches are used in the game, and could you also explain what makes each type special or unique?

Matches serve as a versatile resource in numerous situations and challenges. Common matches are utilized for igniting flammable items, such as fires or candles associated with puzzles. Different candles yield varying effects; some are time-sensitive or linked to specific devices, while others necessitate being struck from afar using your reliable matchlock. Some even necessitate teamwork between you and Potboy. Moreover, certain creatures are drawn towards fire, making lit candles a useful distraction tactic.

* Question: In what way did working on Flipping Death and Lost in Random impact The Midnight Walk, and what message would you share with fans who appreciate those games if they are curious about The Midnight Walk?
* Answer: Our work on Flipping Death and Lost in Random certainly influenced The Midnight Walk. We carried over the same attention to detail, storytelling, and character development that made those titles successful. To the fans of our previous games, we say: If you enjoyed the unique blend of humor, mystery, and puzzle-solving in Flipping Death and Lost in Random, then you’ll definitely want to check out The Midnight Walk! We think you’ll find it a rewarding addition to your collection.

Klaus: We have a passion for creating character designs, narratives, and voice acting. Many of our voice actors are veterans from our past projects like Stick It to the Man, including Flipping Death, Ghost Giant, and Lost in Random. We often build gameplay and puzzles around characters, a practice that stems from our extensive experience with classic point-and-click adventure games. These games taught us the importance of understanding the world and the characters’ objectives to navigate your journey effectively. However, it’s important to note that The Midnight Walk is primarily focused on action-horror rather than puzzles.

Working with clay or physical objects isn’t something unfamiliar to us. We designed “Stick It to the Man” to resemble a craft made from cardboard, and “Ghost Giant” shared a similar look. Taking this approach felt quite organic for us.

In our new game, The Midnight Walk, we delved deeper into ideas that were either discarded or unexplored in Lost in Random. For instance, having a companion character like Potboy is one such idea, which feels more lively than Dicey. We’ve put great effort to make him interact with the game environment. Additionally, creating the entire game using clay was a logical progression from our digital work in Lost in Random. As we began developing The Midnight Walk, 3D scanning technology had advanced enough for us to efficiently work with it!

In terms of tone and narrative, “The Midnight Walk” carries a slightly darker, mature vibe than “Lost in Random“. We anticipate that fans of our past games will find it resonates with their own growth along with ours.

Creating a Tangible World in The Midnight Walk

Q: When did you first create Potboy? I believe you said you began with him.

Two years and a half ago, Klaus presented me with the initial design of Potboy. From that moment, we began brainstorming a narrative and a pitch. A tiny lantern creature with a light emanating from its head sparked intrigue in us. It seemed to demand exciting gameplay and captivating storytelling. The concept developed organically from there. Both of us were eager to rekindle our creative flame after the demanding and lengthy project, Lost in Random, and we managed to do so quite literally with Potboy’s flame.

Q: What were the challenges of creating so many unique pieces to bring the game to life?

Klaus: One might assume that building the world in this manner would be a slow process, but surprisingly, it’s been swift and incredibly enjoyable. Perhaps it’s quick because it’s enjoyable. The fascinating aspect of creating tangible items is that they are rich in detail. A seemingly ordinary clay lump can appear exceptional in Unreal once scanned. The key lies in the scanning procedure, which has proven to be user-friendly.

In our production, we prefer an authentic, handcrafted aesthetic. Therefore, it’s acceptable if your objects appear slightly imperfect, such as using cardboard for some parts or visible glue on models. These elements contribute to the illusion that you’re in a miniature world. I believe many modern stop-motion films could benefit from maintaining this charming, homemade quality.

Just as any game requires a harmonious blend of elements, so does it call for exceptional art direction to ensure everything cohesively fits. Fortunately, we’re fortunate enough to have Victor Becker, our Art Director from “Lost in Random,” and Kenneth Bakkelund, our lead artist, on board. Their work has been truly impressive!

Q: How did you go about envisioning gameplay with Potboy as an initial inspiration?

The fiery emanation from the protagonist’s head sparked a desire for gameplay where players could ignite objects. This led to debates about the narrative implications and the balance between the right and excessive amount of fire, as well as its moral connotations. Generally, it seems that fire is more good than bad in this context. The gameplay revolves around illuminating a gloomy world and restoring warmth to its inhabitants, but there are additional aspects yet to be revealed, which hint at a darker side to fire and light.

“Can you tell me the name of the group you are associated with, and why did you choose to work together with them in particular?”

Joel Bille serves as the composer, while his band goes by the name Bortre Rymden. In our collaborations, we’ve worked with Joel on “Stick It to the Man”, “Fe”, and “Ghost Giant”. We appreciate that Joel brings a unique flavor to the soundtracks, setting him apart from many other titles. His work is personal, tactile, flawed, and authentic – much like our clay sculptures! Just as we immerse you in our small-scale clay universe, the music offers an intimate and close experience. It feels as if the band is playing right in your room, trying to share something special with you.

A: In what part does music feature in The Midnight Walk, and how were you able to create the sound that you referred to as tangible?

Olov: Joel, Klaus, and I had an in-depth discussion about the spiritual aspects of our story, the emotional highs and lows we aim to convey, as well as character development. Music is crucial here because it mirrors the intensifying narrative. As the flame ignites, so does the music. We’ve devised a theme for fire, encompassing its expansion, security, and warmth. There are also more ominous undertones that interweave with the themes of light and safety at times. These elements complement each other and cannot exist independently.

As a Gamer: I’m totally drawn to the way Joel crafted the music – it feels tangible, as if I could reach out and touch the strings of a guitar or cello. It’s like he sculpted each note with clay, making the music feel real and physical in my ears.

A: In what manner did you blend the comfortable and scary themes, and which aspects from the comfortable genre held significant importance for you?

In our game, we aim to balance the intense horror aspects with moments of tranquility. This includes bonding with your companion Potboy, as well as encountering enigmatic characters along your journey. Fire serves multiple purposes, including providing comfort and action. Our goal is to convey a narrative about warmth by making you experience it. We strive to achieve this through the interactions with Potboy, the encounters with strange communities, and relaxing by the fireplace with creatures from this world who seek some semblance of peace.

Though I’m not quick to embrace horror, I can endure a movie or story if I care for the characters. There should be elements of humor and depth in the narrative, rather than just grim death and destruction. The setting of The Midnight Walk faces numerous challenges, but it is not devoid of hope.

A: Why did you choose to design Housy as a mobile base, and what steps did you take to make Housy have its own character?

Olov: Klaus can provide insights about the model creation, but what I found delightful was the concept of having your residence accompany you like a companion. It’s simply charming and inviting. It offers a sense of comfort. Regardless of how ominous it might seem, you’ll feel secure wherever you go since your home becomes wherever you step.

Klaus: It’s hard to deny that Howl’s Moving Castle, inspired by Baba Yaga’s Hut folktale, hasn’t left an impression on me. I admire the concept of breathing life into ordinary objects. If you add legs to something, it becomes a living entity. Many people might feel their possessions have a soul. I often find myself attributing spirits to my own home and boat. I’ve come across Tsukumogami from Japanese folklore, which is the belief that objects gain a spirit after long-term use.

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2025-04-04 00:05