The ambiance plays a crucial role in any horror game, but it’s particularly significant in anomaly-hunting games. Unlike other horror games that build fear primarily through jump scares, anomaly-hunting games excel when they create an overall feeling of discomfort instead of just a fleeting fright. However, this doesn’t mean that anomaly-hunting games completely avoid using jump scares to instill fear; it’s more about highlighting the importance of setting the right mood, lighting, sound design, and rhythm. The impact of finding anomalies diminishes if the fear is self-induced through doubt rather than from a sudden shock. Deadbolt Interactive, developers of their upcoming anomaly-hunting game P1: Anchor Light, have given careful thought to this balance, even emphasizing the contrast between the game’s beautiful environmental design and the terror lurking beneath.
Nestled within an ornate art deco lighthouse lies the intriguing indie game, P1: Anchor Light. Contrary to its impressive exterior, this game subtly exudes a chilling atmosphere, deriving most of its horror from an underlying feeling that something is amiss within the lighthouse. During an interview with Game Rant, Antonio Alvarado, the lead game designer at Deadbolt Interactive, explained how P1: Anchor Light doesn’t aim to be overtly frightening but instead elicits a profound, unsettling sensation that seems out of place given the lighthouse’s elegant appearance.
Anchor Light’s Lighthouse Is More Than Meets the Eye

The usual pattern in anomaly-hunting games is for them to be overly familiar with their own nature. They are aware that players are entering their virtual worlds seeking a thrill from fear and adrenaline, so they tend to stick to the standard gloomy lighting, grungy textures, and ominous settings. From the start, these environments convey an air of dread, and even though it may initially feel unsafe, over time, it starts to seem a bit more safe simply because players anticipate it. However, P1: Anchor Light aims for something novel by presenting a setting that is welcoming at first, allowing the anomalies discovered later to feel like true interruptions. Alvarado elaborated on this approach:
As a captivated admirer, I must admit that stepping into an unexpected space adorned with lavish art deco charm can be a bit disorienting at first. The allure of this aesthetic is undeniable, yet it leaves me with intriguing questions swirling around in my mind. At times, the space seems out of place, even somewhat amiss.
Upon entering, one cannot help but feel drawn to it, as if ensnared by a lighthouse’s beacon. But this false sense of security masks a hidden allure that subtly influences our initial reactions upon crossing the threshold. It’s almost as though the space is donning an enchanting mask – an exterior that belies its true nature.
As you delve deeper, the mask begins to slip and reveal its genuine colors, showing the true essence of the space. The allure that first drew us in transforms, offering an altogether different experience as we ascend higher.

Additionally, it’s unusual that a place like a lighthouse, traditionally seen as a symbol of safety and guidance, would be the setting for a game focused on finding anomalies, such as “P1: Anchor Light”. In the past, these structures were essential navigational tools, helping ships navigate coastlines and reach harbors safely. Although some still serve this purpose today, their function has been altered by technological advancements. What makes a lighthouse an odd choice for a game like “P1: Anchor Light” is that it was once a beacon of safety, but now serves as a home to supernatural horrors instead.
The lighthouse in the game “Anchor Light” may not always appear as welcoming as it initially seems, according to Alvarado. He described it as wearing a “disguise” that slowly fades as players advance. As they make more progress, they’ll start to see the lighthouse for its real nature. Interestingly, this idea came to Alvarado after being influenced by games such as “BioShock” and “Dredge”. In fact, “BioShock” entices players with a lighthouse-like structure following a plane crash, leading them into something much more ominous and incomprehensible. Alvarado further expounded on these influences.
I find myself drawn to settings like lighthouses, open seas, and eerie, hidden dangers, which are all elements found in both ‘BioShock’ and ‘Dredge’. Despite the many differences between these two games such as their goals, genres, mechanics, and visual styles, there are also subtle hints of thalassophobia (fear of deep water) and megalophobia (fear of large structures or buildings) that are present. These shared themes create a sense of psychological and environmental unity which adds to the isolation found in lighthouses, causing one’s mind to trigger alarm bells, even when at first it is unclear why.

The game, titled “Anchor Light“, creates terror by emphasizing the tension between serene aesthetics and discomforting unease. By luring players into what appears to be a safe environment initially, it gradually erodes their sense of security with each progression. This design strategy ensures that every anomaly encountered feels like an unwelcome intrusion rather than a typical shock tactic. This unique approach could potentially distinguish “Anchor Light” from other games in the subgenre, as they often reveal their scares too early on.
On a thrilling note for gaming enthusiasts like myself: I’m excited to share that the much-anticipated game, Anchor Light, is set to drop! Here are the release dates: September 9, 2025, on PC via Steam; October 14, 2025, for PlayStation; and finally, November 11, 2025, for Xbox. Can’t wait to dive in!
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2025-08-27 16:04