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ILL game director interview

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[INTERVIEW] ILL Devs Double Down on Features People Thought Were Too Good to Be True

"Variants we showcased in our early previews haven't gone anywhere."

aberration closeup on bloody face


We sat down with Max Verehin, CEO of Team Clout, the indie studio behind the heavily anticipated, gore-soaked action-survival horror game ILL. Verehin took us through some of the hyperrealistic features and designs that have kept players' attention since 2021, as well as the game's cinematic inspirations, the development team's creative ambitions, and what the studio hopes to achieve with its debut.

ILL Presents Classic Horror Tropes in a Brutal New Light

Team Clout is Thrilled to Terrify

bloody head attached to spider legs with hand sticking knife through it


ILL shocked horror fans with a cinematic gameplay preview on YouTube in 2021. Five years of development and a collaboration with Mundfish Powerhouse later, indie studio Team Clout has grown from a four-person team to a global operation 70 artists strong.

We sat down with Team Clout CEO Max Verehin following ILL's story trailer and release date reveal during PlayStation's State of Play on June 2, 2026, and were treated to new insights about ILL's lore, gameplay, and development.

The studio's upcoming debut is one of the most talked-about titles from State of Play and is among the most anticipated games in the horror genre, with over one million wishlists on Steam as of January 2026.

Verehin thanked players for their support and expressed the team's surprise at the public reception of the game, as well as their excitement to deliver an "unforgettable, nerve-wracking experience" for eager fans.

"While we always knew we were crafting a genuinely terrifying game that would resonate with the community, we could have never anticipated that public interest would surge to such an incredible level."

Development is On Track

bloody hospital hallway


ILL finally announced its 2027 release window with its first story trailer during State of Play. "Development is moving forward exactly on track," Verehin confirmed.

The studio is currently shooting cinematic cutscenes featuring performances from real actors and involvement from artists who worked on iconic horror projects such as Until Dawn, IT: Welcome to Derry, and Longlegs. "We are leveraging this collective expertise to ensure that the cinematic presentation in ILL is executed at an exceptionally high tier."

While the team is focused on developing the base game now, Verehin stated that they are "open to introducing additional features down the line."

The Role of Sight, Sound, and Sense in Crafting the Perfect Scare

Realism is Key and Sounds are Half the Scare

dark stone tunnel with light and monster at the end


ILL's focus on realistic visuals is typical of the body horror genre, a subgenre of horror that relies on grotesque depictions of the human body to disturb and provoke. (Verehin personally cites body horror classic The Thing by John Carpenter as a major inspiration). Perhaps more than any other genre, body horror understands the importance of video and audio working together to create a truly terrifying experience.

Aside from cinematics, Verehin holds that sound and music are "critical pillars" of the game, accounting for at least half of its scares. "We implemented a robust binaural audio system. It maps out every minor rustle, ambient echo, and monstrous screams in a true 360-degree soundscape, getting right under the player's skin and making them feel physically trapped in the world."

Their collaboration with musician Alan Mor for the game's soundtrack even actively inspired new ideas and fresh perspectives for the team, said Verehin.

Gameplay and Narrative Are Equally Important

first person pov holding gun looking out at snowy sky and metal structures


Gameplay, of course, joins audio and video as a core aspect of the "uniquely disturbing" interactive experience that Team Clout aims to deliver with ILL.

"The narrative and the gameplay mechanics are treated with equal importance in ILL. From the very inception of the project, we mapped out our core storyline alongside specific monster concepts, mechanical systems, and combat scenarios. Throughout production, these two halves constantly iterate on one another, dynamically influencing and shaping each other into one cohesive experience."

first person pov standing on narrow crumbling ledge with water at the bottom


ILL is "fundamentally an action-horror title backed by a deep cinematic foundation," according to Verehin. However, he confirmed that the game's narrative intersects with themes typical of the body horror genre such as human fragility and vulnerability.

Although categorically not a psychological horror, ILL aims to "present classic genre tropes in a fresh light [and deliver] an experience that is both intensely visceral and genuinely thought-provoking."

A Narrative-Driven Fight for Survival

Linear Story, Singular Setting

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Verehin confirmed that ILL is a linear story with no branching narratives, which takes place in a singular setting. However, he also assured players that there will be plenty to do and discover. "A self-contained facility doesn't mean the environment will feel small or repetitive," he said.

"On the contrary, the fort features incredible spatial diversity, offering vastly different sectors ranging from an abandoned hospital to laboratories and other unannounced locations. Players will seamlessly transition from claustrophobic indoor environments to sweeping outdoor areas exposed to the freezing open air, ensuring a highly varied journey through fear in its many forms."

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As shown during State of Play's story trailer, players control a protagonist who wakes from a coma and goes blind into a "rapidly unfolding catastrophe" within a massive, isolated research fort.

"Beyond uncovering the source of this grotesque nightmare and fighting to survive, he is driven by a vital personal mission to preserve and protect what he holds dearest," said Verehin of the protagonist's core motivation.

Expect A Lot of Environmental Storytelling

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He left the game's most sought-after secrets for players to discover themselves, such as what exactly is causing the existence of Aberrations or what really hides behind the ominous locked vault from the trailer. Prompted by a scene in the trailer where a man asks the protagonist if he "fell from the moon," we asked whether the game would feature aliens or other otherworldly elements.

"While we want to avoid premature spoilers, I can tell you that the phrase "fell from the moon" is entirely a figure of speech," said Verehin, proceeding to share some lore about the scene in question and demonstrating the kind of environmental storytelling players can expect from ILL.

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"If you examine that scene closely, you'll notice a space-themed painting hanging in the background behind the character. The phrase simply ties into the character's thoughts and his environment. Furthermore, in the context of the 1970s Eastern Bloc setting, "falling from the moon" was a highly common idiom of the era, essentially acting as an expressive way of saying, "Are you living under a rock? How could you possibly not know this?""

Hyperrealistic Horror Still in Full Focus

Story Trailer Simply Introduced New Classes of Aberrations

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(Left: 2025 Trailer, Right: 2026 Trailer)

Following ILL's State of Play feature, some players observed that enemy designs shown during the story trailer were different from those seen in past previews. Comparing side-by-side screenshots, they noted that Aberrations now look less fleshy and decayed and more fit and agile, prompting fears that the game won't live up to its initial teaser, which some felt promised too much.

Despite the skepticism, Verehin ensures that the team is not backing down on the hyperrealism which players have come to expect from previous trailers.

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(Left: 2025 Trailer, Right: 2026 Trailer)

"The latest trailer simply introduced new classes of Aberrations," Verehin confirmed. "Variants we showcased in our early previews haven't gone anywhere - they are present in the game. For this particular Story Trailer, we simply felt that focusing on these specific, agile monster types was a better fit for maintaining the trailer's narrative flow and consistency."

Advanced Enemy AI Allows for Dynamic Interactions

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Delivering on the promise of dynamic enemy AI shown in previous trailers, monsters in ILL will actively use items in the environment against the player. "Combined with our advanced physics engine, objects will fly, shatter, and react dynamically mid-fight, to the point where rampaging Aberrations can actually collide with and knock each other down during chaotic fights," Verehin said.

Gameplay Updates

Gun Jamming Cut from Development

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Players can fight monsters with weapons they pick up on their journey. Verehin confirmed that the weapon-jamming mechanic they previously revealed has been removed due to feedback from internal playtesting, which showed that when combined with in-game environmental conditions, "mechanical jams induced more frustration than genuine tension."

However, ammunition will still run out, and melee weapons will actively degrade and eventually break. "[This ensures] players never feel entirely safe or possess a singular, ultimate weapon that trivializes encounters," said Verehin.

Kick, Stomp, and Punch

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In addition to the infamous kick from a previous trailer, players will also be able to perform a stomp and hand punch. However, Verehin asserts that ILL will not turn into a hand-to-hand brawler. "Letting monsters get that close is far too dangerous, so these will be rare exceptions to the rule."

A Message from the Devs

Grateful for Community Support

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Since its first ever teaser in 2021, ILL has cultivated a dedicated following, with fans even supporting the game's creators on Patreon. "We are profoundly grateful to our core fanbase," Verehin said. "They stood by us from the very beginning and actively helped translate our ideas into reality - their early contribution to the project is absolutely invaluable. Their support continues to fuel us today."

He shared that the dev team even meticulously reads community feedback and discussions to deliver a game that fans will love, but clarified that the studio has never compromised its creative direction. Since the game's story trailer, Verehin said that they have been joyfully watching fans dissect the teaser and spin fan theories.

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To the fans of ILL, Verehin sends the following message: "I want to extend our heartfelt thanks once again for their incredible, unwavering support. We are anticipating the day ILL gets into their hands with a profound sense of excitement, and we cannot wait to watch them explore our world, experience the terror firsthand, and uncover the truly horrifying revelations waiting for them."

Nothing Lined Up, But Strictly Sticking to Horror

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When asked about Team Clout's future plans, Verehin stated that the team is wholly focused on their debut game. "Right now, 100% of our team's energy is channeled into making ILL a horror experience that fulfills our creative promises and delivers pure terror and fun to gamers worldwide."

However, he confirmed that they have also brainstormed about how to evolve and expand the ILL franchise, and that the studio plans to stick to horror.

"We intend to explore the horror genre as deeply and comprehensively as possible. We want to venture into its most unconventional, terrifying, and dark corners, continuously pushing the boundaries of the genre and testing just how much terror players are willing to open their minds to in order to experience truly visceral emotions."

Read Full Interview HERE

 
Read the full interview below.

Congratulations on the recent PlayStation State of Play feature and the confirmation of ILL's official 2027 release. You've crossed a major milestone with this announcement.

You released a story trailer at State of Play, which introduced a lot of new lore to pair with the impressive graphics and gameplay that drew people to the game in the first place. So, I really wanted to talk about some of the things we saw in that trailer, as well as Team Clout's design experience and inspirations while working on the studio's debut game. First, from a team of four, you've grown into a team of 50. How much has the game's original scale and design evolved since the initial concept teasers from 2021 and your partnership with Mundfish?


Thank you so much! We were absolutely thrilled to be a part of State of Play and to finally start lifting the curtain on our narrative. Regarding our team's growth - we have actually scaled up to around 70 talented individuals working remotely from various corners of the globe, spanning from Canada all the way to Asia.

Looking back at our initial concepts before our partnership with Mundfish Powerhouse, we actually had to split our focus and work on external projects, including movies, TV series, and freelance design gigs, just to fund the development of ILL. Naturally, during that difficult period, we began brainstorming what features we might have to cut from our original vision just to survive. However, once we partnered with Mundfish Powerhouse, we were able to establish solid internal pipelines, significantly expand our roster, and transition into full-scale structured production. This crucial step allowed us to preserve our original vision and confidently pursue what we initially set out to build. Of course, features naturally shift and evolve over the course of any development cycle, but that is an integral part of the creative process. Ultimately, we remain fully dedicated to realizing the bold ideas that brought us together in the first place.


ILL officially reached 1 million Steam wishlists in January, and is one of the most talked about games from State of Play. Did you always intend or anticipate that the game would reach this massive scale of popularity?

We are incredibly grateful to the players for showing such immense support for ILL. While we always knew we were crafting a genuinely terrifying game that would resonate with the community, we could have never anticipated that public interest would surge to such an incredible level. Right now, our team is entirely focused on executing our ambitious vision and delivering the unforgettable, nerve-wracking experience that our fans have been eagerly anticipating for so long.


ILL has been in full production since 2025. How much of the game is left to make?

Game development rarely translates into a simple 'percentage of completion' metric, as it's an incredibly complex, multi-faceted process where many puzzle pieces only click into a cohesive picture near the final stretch of production. Having announced 2027 as our release window, what I can share right now is that the core foundation and concept of the game are incredibly solid, and development is moving forward exactly on track.

Right now, for example, we are heavily involved in shooting our cinematic cutscenes. Given our team's extensive background in the film industry with a collective portfolio that includes working on such acclaimed films and series as Until Dawn, IT: Welcome to Derry, V/H/S/Beyond, Longlegs, Azrael, and various Sony Pictures horror projects, we feel right at home in the recording studio. We are leveraging this collective expertise to ensure that the cinematic presentation in ILL is executed at an exceptionally high tier, perfectly mirroring our production background and creative ambitions.


Last year, you estimated that the game would take about 10 to 12 hours to complete. Are you planning any side content, or post-completion goals like speedrun rewards akin to Resident Evil, to keep the game exciting past its base runtime?

At this moment, our absolute focus is locked on the core experience to ensure that the main story campaign is as dense, impactful, and thrilling as possible. While we are open to introducing additional features down the line, we will properly evaluate those ideas after we deliver a highly polished, thoroughly optimized, and, above all, terrifying base game.


The State of Play trailer was intriguing narrative-wise. It was also one of the goriest trailers I've ever seen, even by body horror standards. What inspired the creation of ILL? When you began developing it, was there a story you wanted to tell, or did it simply grow out of a desire to create a genuinely terrifying interactive experience?

As I mentioned, our entire team, and our founders in particular, possess a deeply rooted background in art, monster design, games and filmmaking. Over the years, we accumulated an arsenal of bold, uncompromising ideas and creative solutions that we desperately wanted to bring to life ourselves. We knew we wanted to channel them into an interactive medium - specifically, a narrative-driven action-horror game. This shared ambition was the exact spark that formed Team Clout. We fed off each other's creative energy, loved the concepts we threw around, and knew that together, we could build a uniquely disturbing experience that horror fans and players worldwide truly deserve.


From what I've seen so far, ILL's gameplay and plot seem equally matched in terms of how engaging they are. I'm curious about your pipeline: during development, was the gameplay and narrative developed separately and stitched together later, or was it more of an iterative process where the two evolved together and influenced each other?

The narrative and the gameplay mechanics are treated with equal importance in ILL. From the very inception of the project, we mapped out our core storyline alongside specific monster concepts, mechanical systems, and combat scenarios. Throughout production, these two halves constantly iterate on one another, dynamically influencing and shaping each other into one cohesive experience.


That trailer left me with so many questions about the game's story and setting. One scene that really caught my attention was a man asking the protagonist if he "fell from the moon." So far, ILL seems fairly grounded in real-life physics despite the presence of Aberrations. But I have to ask, was that "fell from the moon" line just a figure of speech, or will the game's narrative feature aliens or otherworldly elements?

We are absolutely delighted that the trailer left you with so many burning questions, as that was exactly our objective - to spark deep narrative curiosity while only scratching the surface of the plot. While we want to avoid premature spoilers, I can tell you that the phrase "fell from the moon" is entirely a figure of speech.
If you examine that scene closely, you'll notice a space-themed painting hanging in the background behind the character. The phrase simply ties into the character's thoughts and his environment. Furthermore, in the context of the 1970s Eastern Bloc setting, "falling from the moon" was a highly common idiom of the era, essentially acting as an expressive way of saying, "Are you living under a rock? How could you possibly not know this?" As the trailer establishes, the protagonist awakens from a coma directly into a rapidly unfolding catastrophe, entirely blind to the situation. Both he and the players will have to piece together the revelations behind this bloody horror side by side.


About the game's setting, we know that ILL takes place inside a research fort, but the trailer teased even more areas. Specifically, we get a glimpse of a mysterious locked vault with an ominous swirl pattern that the protagonist is seemingly trying to reach despite being told not to. Can you share any hints as to what lies behind that door?

We obviously cannot disclose what is hidden behind that vault door just yet, but we can confirm that the entirety of the game takes place strictly within the boundaries of this massive, isolated research fort. We are massive proponents of self-contained settings that players must thoroughly map out and investigate from top to bottom, rather than constantly teleporting between different countries or geographic locales. This approach allows the central environment to breathe and evolve into a character of its own, complete with its own history, dark secrets, and architectural quirks.
However, a self-contained facility doesn't mean the environment will feel small or repetitive. On the contrary, the fort features incredible spatial diversity, offering vastly different sectors ranging from an abandoned hospital to laboratories and other unannounced locations. Players will seamlessly transition from claustrophobic indoor environments to sweeping outdoor areas exposed to the freezing open air, ensuring a highly varied journey through fear in its many forms.


A white-haired young woman in the trailer seems to give the protagonist a choice: try to reach the locked vault or take her help. In previous trailers, we've seen armed reinforcements in tactical suits drop into the facility and fight off the Aberrations. It really made me wonder about what the protagonist's main goal is, aside from surviving. Is he trying to escape the facility, or break deeper into it? Will players get to choose different paths and unlock multiple endings, or is ILL a linear story with a fixed ending?

ILL features a definitive, linear story with a single fixed ending - there are no branching narrative paths. We want to deliver a complete, fulfilling storyline that leaves no critical questions unanswered where they are needed. That said, the research fort is packed with environmental storytelling details, allowing lore enthusiasts to piecemeal together the broader history of the world and the facility.
Regarding the protagonist's core motivation, beyond uncovering the source of this grotesque nightmare and fighting to survive, he is driven by a vital personal mission to preserve and protect what he holds dearest. As for the theory regarding a "choice between reaching the vault or accepting the scientist's aid", I would say that interpretation isn't necessarily correct. To discover what is truly happening beneath the surface, you'll have to experience the mystery yourself when the game launches.


We also got to see some seemingly new enemy designs in the recent trailer. The Aberrations appear to be less fleshy and decayed, and more fit and agile than what we've seen from past previews. Is this a change in art direction, a difference in the enemy types which appeared, or perhaps a narrative clue pointing to some kind of biological process that Aberrations go through?

Without giving away major narrative points, I will put it this way: the latest trailer simply introduced new classes of Aberrations. Variants we showcased in our early previews haven't gone anywhere - they are present in the game. For this particular Story Trailer, we simply felt that focusing on these specific, agile monster types was a better fit for maintaining the trailer's narrative flow and consistency.


One of the most terrifying and unique mechanics I've seen from ILL is enemies' ability to use the environment. In the trailers, they pick up objects to attack and even meld their bodies with rebar. You've mentioned that the environment is an active part of gameplay. Does this mean enemies have access to the exact same environmental tools and weapons as the player?

Monsters won't necessarily utilize the exact same tools as the player, but yes, they can dynamically scavenge makeshift objects from the environment to weaponize them against you. Combined with our advanced physics engine, objects will fly, shatter, and react dynamically mid-fight, to the point where rampaging Aberrations can actually collide with and knock each other down during chaotic fights.


On the topic of weapons, the gun maintenance and melee durability mechanics you've designed really heighten the game's realism. Can you share more about the conditions that cause a gun to jam? Do environmental factors play a role in weapon degradation?

Regarding weapon jamming, we have actually simplified that direction. During internal playtesting, we observed that when realistic weapon handling was combined with environmental physics, mechanical jams induced more frustration than genuine tension. First and foremost, we are developing an action-horror game. While we absolutely want players to feel scared, vulnerable, and psychologically uncomfortable, we draw the line at making the game feel clunky or unrewarding - we want the core combat loop to be deeply engaging and satisfying.

Melee degradation, however, remains a key pillar. Players can tear pipes straight off the walls to defend themselves when ammunition runs dry or when they choose to conserve resources. However, these makeshift weapons will actively degrade and break with use, ensuring players never feel entirely safe or possess a singular, ultimate weapon that trivializes encounters. It forces players to approach combat strategically, managing inventory on the fly and tactically assessing enemy types and environmental advantages.


Speaking of combat, will there be more weaponless combat options aside from the famous kick?

Players might find it amusing right now, but when you are actually playing the game under constant tension and being attacked, it's not so funny anymore - it's pretty terrifying. In addition to the kick, you will also be able to perform a stomp and a hand punch, so players will indeed be able to handle certain situations without weapons. However, ILL definitely won't turn into a hand-to-hand brawler: letting monsters get that close is far too dangerous, so these will be rare exceptions to the rule.


ILL has gotten a lot of well-deserved praise for its visceral gore, terrifying monsters, and unique mechanics, but something I don't see talked about as much is the game's score and audio design. Perhaps more than any other genre, body horror understands the importance of audio and video working together to create a visceral experience. How important was music and sound effects to the game's realism, and did some of the game's influences, such as classic horror films, influence your audio design?

Sound and music are absolutely critical pillars of ILL, accounting for at least half of the overall atmosphere, tension, and raw fear. This is precisely why we implemented a robust binaural audio system. It maps out every minor rustle, ambient echo, and monstrous screams in a true 360-degree soundscape, getting right under the player's skin and making them feel physically trapped in the world. As massive fans of classic body horror cinema, like John Carpenter's The Thing, we strive to deliver those exact raw, primordial emotions, ensuring that fighting through the game's environments feels thoroughly disturbing and unsettling.


You collaborated with the composer Alon Mor for the game's soundtrack. How was your experience working alongside him to shape the game's musical identity?

The soundtrack is an essential extension of our horror landscape, and it is handled by the incredibly brilliant Alon Mor. The musical scores he creates are simultaneously bizarre, uncomfortable, and frightening, yet hauntingly beautiful. They flawlessly capture and elevate the shifting moods of our environments. We collaborate very closely with him, constantly trading concepts back and forth. In fact, some of his musical pieces have actively inspired our team to brainstorm new ideas or look at existing ones from an entirely fresh perspective.


The body horror genre usually explores themes of control, identity, decay, and even technology. These stories tap into the human fear that our bodies are fragile, temporary, and constantly vulnerable, and they're so terrifying because they hit so close to home, so to speak. Although ILL is clearly not a psychological horror, is there an underlying message or question you would like to convey with the game?

This touches upon a very core theme at the heart of ILL, which makes it difficult to dissect openly without spoiling major plot points. It's true that our game is fundamentally an action-horror title backed by a deep cinematic foundation rather than a psychological horror game. However, the narrative absolutely carries a distinct message and thematic focus that intersects with some concepts you mentioned. We are working hard to present these classic genre tropes in a fresh light, delivering an experience that is both intensely visceral and genuinely thought-provoking.


You already have quite a strong fanbase. The ILL fan community has been involved with the game from the start, even helping fund some game-related expenses through your Patreon. How has community response been to the release date reveal and the recent lore drops, so far?

We are profoundly grateful to our core fanbase. They stood by us from the very beginning and actively helped translate our ideas into reality - their early contribution to the project is absolutely invaluable. Their support continues to fuel us today. We are incredibly happy that with the official announcement of our 2027 release window, our community finally feels the game drawing closer. We've been watching them dissect our trailer and spin wildly narrative theories, which our team follows with immense interest and joy.


Has fan interaction and reception affected the game's development at any point? Do you consider fan opinion or preferences when making decisions about the game, such as content, features, or release dates?

We meticulously read through our community's feedback and discussions because our primary goal is to deliver a game they will absolutely love and remember. However, first and foremost, we are driven to execute our bold, original vision and create something uniquely our own. While we closely study their comments, it does not fundamentally alter or compromise our creative direction or overarching design. Our community trusts our experience and expects fresh, uncompromising solutions from us, so we are entirely focused on executing that vision to the highest possible standard.


Is there a message you would like to send to the ILL fan community?

I want to extend our heartfelt thanks once again for their incredible, unwavering support. We are anticipating the day ILL gets into their hands with a profound sense of excitement, and we cannot wait to watch them explore our world, experience the terror firsthand, and uncover the truly horrifying revelations waiting for them.


After ILL is finally released, what's next for Team Clout? Are there plans to continue development for ILL, or is the team already workshopping ideas for future projects? Or both?

It is a bit too early to open up about our long-term plans. Right now, 100% of our team's energy is channeled into making ILL a horror experience that fulfills our creative promises and delivers pure terror and fun to gamers worldwide. Naturally, as creators, we are already brainstorming how to evolve and expand the ILL franchise further. We have amassed a vast number of ideas pointing in completely different directions that we will gladly share when the time is right, but right now, our focus remains squarely on the debut game.

Is Team Clout strictly a horror studio, or do you plan to explore different genres?

We have no plans to stray into other genres. Instead, we intend to explore the horror genre as deeply and comprehensively as possible. We want to venture into its most unconventional, terrifying, and dark corners, continuously pushing the boundaries of the genre and testing just how much terror players are willing to open their minds to in order to experience truly visceral emotions.
 
To me the most important part of any survival horror game is enemy design. despite not liking first person I'm willing to play this just because enemy design alone.
 
Shame about the gun jamming feature. I can imagine it would really add a lot of tension though I can see people get frustrated about it -- a trade off I'd be willing to accept as a game designer (gamers will find something else to complain anyway). Looks absolutely incredible so far!! But the dialogue needs some better writing.
 
My most anticipated game in 2027 alongside Judas.
This looks to be a hell of a ride, and I can't wait. I will be locked in with my 3d-audio headset in front of the monitor in pitch black darkness, and it will be so awesome!
 
I sacrifice a goat and 2 rats in an altar every week hoping this game is gonna be even half as good of how it look.

Please dont fuck this up.
 
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curiosity GIF

Game looks great, I'm not a massive horror or gore fan to be honest but this looks especially creepy. If gameplay is good this could be a real hit. Looks scary!
 
Injecting this into my veins on release probably. Looks absurdly good to me, and tries what hasn't been tried or is abandoned elsewhere.
 
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