Hello, this is Black Cheeze, the developer of DOSMIC.
I recently sat down for an in-depth interview regarding the game's development. While the original interview was conducted in Korean, I wanted to share the core essence of our conversation with our global community here on Steam.
In this interview, I spoke openly about why I began creating DOSMIC, the challenges and thoughts that came up during development, and the ideas I hope to express through this project.
If you’re curious about the world, tone, and direction of the game, I hope this gives you a deeper understanding.
👉 Original interview (Korean): https://blog.naver.com/hashiruka48/224184990142
(Thanks to hashiruka48 for the interview.)
Since the interview was conducted in Korean, I’ve included an English translation below for those who would like to read it.
Hello, I’m Black Cheeze, a solo developer.
For the past 10 years, I worked as a director at a game development outsourcing company, where I gained experience across the entire production pipeline. After facing a sudden and difficult business downturn, I went through a period of uncertainty, but I chose to turn that crisis into an opportunity and began my journey as an independent developer.
The name “Black Cheeze” reflects my desire to transform dark and difficult moments (Black) into something hopeful and uplifting (Cheese — symbolizing smiles).
My goal is to create games that stay with players like a memorable film — experiences where the emotions and lingering feelings are what matter most. Right now, I’m pouring all my energy into developing my first project, DOSMIC.
DOSMIC is a name inspired by the words “Dark” and “Cosmic Horror.”
It represents a story set in a dark world where the player encounters overwhelming, incomprehensible entities. Rather than defining the title too explicitly, I wanted the word itself to evoke a sense of unfamiliarity and unease.
DOSMIC is a 3D cinematic puzzle platformer.
While built with 3D graphics, it uses a fixed camera perspective to enhance deliberate visual direction. The story is told without dialogue or text, relying instead on environment, atmosphere, and gameplay flow.
The initial release is planned for PC via Steam.
For 10 years, I helped bring other people’s projects to life, but I realized that the story I personally wanted to see and experience didn’t exist. To fill that gap, I decided to bring together everything I’ve learned and create it myself.
I was heavily inspired by cinematic adventure titles like INSIDE, LIMBO, and Little Nightmares, especially their ability to convey emotion through atmosphere and direction without relying on dialogue.
One day, a catastrophe strikes the world where a boy named Nero and a girl named Snoa live.
As Snoa goes missing, Nero begins a dangerous journey through a strange world filled with towering and mysterious beings in search of her.
Players take on the role of Nero as he searches for Snoa.
He begins as an ordinary boy, but gradually gains special abilities throughout the journey, allowing him to overcome increasingly dangerous situations.
The game combines platforming that focuses on hiding and escaping, puzzles that utilize 3D spatial awareness, and occasional combat sequences.
These elements are designed to flow seamlessly with cinematic direction to support storytelling.
Rather than focusing on mechanical difficulty, the game emphasizes observation and intuition. Players who carefully observe their surroundings should naturally discover solutions, allowing immersion to remain uninterrupted.
The world is inhabited by massive, grotesque entities that constantly pressure the player. Some observe from afar, while others actively pursue, creating a strong sense of tension.
Atmosphere and flow.
I focused on creating a dreamlike visual tone using lighting and fog, ensuring that the pacing feels smooth and uninterrupted to maintain immersion.
As a solo developer, managing everything alone was physically demanding. Fortunately, talented composers from overseas generously supported the project with high-quality music. Drawing on my experience managing outsourcing projects, I optimized production workflows to maintain quality.
The soundscape aims for a cinematic and dreamlike atmosphere, combining grand musical themes with detailed sound design to enhance spatial presence and emotional depth.
To achieve a surreal tone that’s neither overly realistic nor overly stylized, I applied brush-like textures to 3D assets. Combined with lighting and fog, this helps emphasize the protagonist’s isolation and the mysterious scale of the world.
While many games in this genre leave the story ambiguous, DOSMIC aims to deliver a clearer narrative. The journey itself — beginning from childhood and gradually evolving — is a core part of its identity.
Early on, music was a major challenge. I reached out to a cinematic composer from Hungary whose work I admired, and they kindly agreed to help. More recently, a composer from Italy also joined voluntarily, significantly elevating the project’s quality.
The game is currently targeting a July 2026 release. A demo is already available, and an updated version with enhanced puzzle elements is planned for March.
When players reach the ending, I hope they feel chills — like they’ve just experienced a powerful film. I want it to be a game that stays in their minds, something they revisit and reflect on long after finishing.
Thank you as always for following DOSMIC and for your continued interest in the project.
I’ll keep sharing updates as development progresses.