In most survival games, the excitement comes from unpredictable situations that arise due to the freedom of choice and dynamic gameplay. Essentially, The Alters stands out as an exceptional choice for survival enthusiasts because it offers these spontaneous moments in a unique way.
In a daring move for its genre, The Alters presents an innovative gameplay design and a well-structured, deliberately paced storyline that branches out as you progress through the game.
However, making choices in the experiment isn’t limited to just the initial and final steps; the game presents numerous distinct characters, each influenced by the protagonist’s past decisions. Moreover, it’s a survival-based game that eschews combat, and “The Alters” provides a clear beginning and conclusion.
11 Bit Studios’ dedicated team is responsible for these distinctive design methods. In the very heart of Warsaw, Poland, we had a chat with Katarzyna Tybinka, their Senior Writer, in her homeland.
Tomasz Kisielewicz, the Game Director, will discuss peculiarities in sci-fi, the unease of an emergency landing on an alien planet, and undeniably, the pivotal character, Jan Dolski.
Stranded But Not Alone With Katarzyna & Tomasz

A: I’d like to begin by discussing the key influences that shaped The Alters. A name that frequently comes up in discussions is ‘Death Stranding.’ Was this game the source of your title, and could you mention other influential factors as well?
Tomasz shared that multiple influences shaped The Alters. From a visual standpoint, Death Stranding served as inspiration. On a personal level, he admires Death Stranding, but The Alters, in terms of gameplay, is significantly distinct from it since the two games offer very different experiences.
When posed this question, I often mention two games that come to mind. I believe that fans of Subnautica and Persona would find appeal in The Alters as well. As you delve deeper into the game, it will become clear why these comparisons are apt. This is due to the fact that The Alters shares the social aspect found in Persona, while also incorporating base management and survival mechanics.
Striving for a harmonious blend of survival, construction, crafting, and Alter management has been our aim from the start. Yet, we’ve got an element of action-adventure too, so let’s ensure the gameplay experience reflects that for our players.

In our game, we aimed to create an otherworldly experience similar to Death Stranding, but with a unique twist – a fully realized physical universe. To emphasize the protagonist’s isolation, we made the environment incredibly sparse and desolate. Additionally, we wanted to give each biome a distinctive character by incorporating elements that would significantly differentiate each area.
The unusual gravitational force, which shapes and molds the stones in your surroundings, was something we aimed to illustrate as a testament that this place is not an idyllic haven; instead, it’s essentially inhabiting a massive, floating stone.
In the initial stages of our project, I found a documentary titled “Three Strange Brothers” particularly impactful. This film centered around triplets who were separated at birth and raised in distinct settings, offering insights into how their upbringing influenced their lives.
Could you tell us, Katarzyna, about any additional sources of inspiration that may have influenced the creation of The Alters?
Katarzyna: During the writing phase, I found myself contemplating a game that might appear unrelated, but for some reason, Returnal consistently popped into my mind. This game is rarely brought up by others, yet it was the sense of solitude and isolation, along with the concept of progressing to return, looping, and confronting one’s inner struggles, that I kept returning to.
Plus, that overall gloomy mood and the musical score draw a lot from Returnal.
A: It’s clear that elements from Returnal are present, but I thought more references to 11 Bit Studios’ earlier games would be included. Can you explain the extent of their influence on The Alter’s creation process?
Tomasz: Indeed, it’s crucial not to overlook our past titles, such as This War of Mine and Frostpunk. Particularly This War of Mine, since several team members from that project are also involved in the creation of The Alters.
Incorporating insights gained from previous endeavors, we applied them to The Alters for designing the survival mechanisms and economic structure.

However, the evolving story that unfolded during this project is our greatest takeaway, and what makes it truly distinctive and special.
The key insight we’ve gained from this project is the developing narrative, which sets it apart in a unique way.
Is it apparent that This War of Mine has had a significant impact, but what I’ve observed is that The Alters, despite sharing similar game mechanics, isn’t as oppressive. Was there an effort to strike a balance between the absurd, the fantastical, and the somber in this game, and intentionally reduce the intense emotional impacts of earlier games?
Tomasz initially aimed to blend a serious theme, as seen in This War of Mine and Frostpunk, with a more lively and entertaining aspect during game development. This approach appeals to him in various books, films, and video games he enjoys, recognizing that a balance between sweet and sour elements is crucial.
If a heartwarming cheese-laden scene, akin to a song from the game, occurs, subsequent events, similar to those in the second act, become more impactful. As tension escalates, it adds another layer of difficulty. To me, this enhances the narrative’s depth.

Katarzyna: Yes, it’s something that displays a variety of life’s aspects. It’s not just about darkness or fun all the time. Speaking of inspirations, I used to play some quirky games like Space Quest and other Sierra titles.
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Katarzyna: Absolutely, it’s a representation of life in all its forms. It’s not just about being somber or joyful. By the way, talking about inspirations, I used to enjoy playing games like Space Quest and other titles from Sierra.
The game was remarkably superficial, and I suspect that’s the basis for the notion that our games should not delve too deeply or philosophically. Regardless of the serious topics Jan discusses about his past, they are usually embedded within ordinary, sometimes humorous conversation.
A: Certainly, I agree that the phrase ‘you need the sweet with the sour’ is quite fitting here. Regarding the game’s narrative, it’s unique because it has a clear beginning and end, unlike many survival games where you just aim to survive as long as possible. When designing this story, what factors did you take into account, and was the difficulty adjusted to make sure no one misses out on the late-game storyline?
Tomasz: We’ve had numerous talks about this, focusing on finding the right equilibrium. Structurally, it’s advantageous that we’ve divided the acts distinctly since there are significant storyline points, but the game provides a more dynamic experience by incorporating an open-ended system for magical interactions to unfold.
Regarding the challenge level, it’s unclear exactly how much time was dedicated to debating this point. Our concern was that it could potentially be too challenging for some players, especially those who prefer narrative-driven games, or perhaps not challenging enough for survival enthusiasts.
After testing various groups with the game, we settled on providing multiple levels of difficulty. This allows the strategy, economic, and action elements to be more accessible for beginners or challenging for advanced players.
The levels of challenge will be broken down into three tiers: Moderate, Hard, and Simple. Personally, I find the tough settings to be quite enjoyable, however, given my extensive playtime which spans thousands of hours, it might not accurately reflect the experience of someone less familiar with the game.
If a novice decides to explore the survival game genre starting with The Alters, what single piece of advice would be most beneficial for them?
This way, the question remains clear and easy to understand while maintaining its original intent.
Tomasz: It’s crucial to attend to all the Alters, understand their thoughts, desires, and needs, and strive to fulfill them. Sometimes it may seem unimportant, but listening is essential. Avoid overemphasizing the mission to ensure balance.

Katarzyna: In another way of phrasing, I would add, try not to get discouraged by thinking that you’ve made a poor decision or the wrong choice. Trust your instincts instead, for at times what appears as an Alter’s displeasure might lead to something wonderful.
Among all the Jan Dolskis, which one do you feel a strong connection with the most?
Tomasz: To me, it doesn’t come as a shock, but it seems that Jan would be the primary choice. His qualities, such as his regrets and uncertainties from the past, resonate with me because they are also something I can relate to.
But, if I had to choose from the Alters and not the original Jan, I would probably say Refiner.
Katarzyna: I was about to make the same observation. He’s an intriguing individual who has faced a lot in life and is struggling to cope. His narrative is captivating, and the way he handles his past struggles resonates with many.
A: At least neither of us mentioned Miner, or we would have needed to conduct a wellness check on one of us. Let me conclude by discussing another favorite topic of yours. I think that your room (Katarzyna) was the meditation space, while your room (Tomasz) was the social area. Something that struck me in the social area was the movies and the videos featuring Chris and Jack. Can you tell me about the circumstances that led you to connect with those guys?
Tomasz admitted that one of our team members was already familiar with the channel and had suggested it as an option during testing. Since I wasn’t aware of it beforehand, I was convinced when presented with the idea by my colleague and production, thinking it was a great fit for us.

The collection of science fiction episodes they possess features outrageous ideas intertwined with humor, making them an ideal match for our game.
Katarzyna: It just feels like something that all the Jans would watch.
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2025-05-22 18:12