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Chorus of CarcosaNewsDeveloper Diary - The Idea
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Developer Diary - The Idea

Chorus of Carcosa · published 25 Jan 2025, 13:37 UTC

All newsPlayers around this dateRead on Steam

Hey everyone!

In these updates, we’ll talk about our ideas we’ve used while making the game. We’ll also include some concept art and work-in-progress stuff to show you how everything is coming together.

Chameleon 42 has been a reliable partner in creating video games for many studios for years. We specialize in game art of different complexity. At the end of 2023, we decided to create something of our own. After researching different genres and exploring lots of ideas for our first game, we chose psychological horror.

The main source of inspiration is quite obvious—it’s Robert W. Chambers’ collection of stories, The King in Yellow. While working on Carcosa (the reverse side of reality), we often looked to the original Silent Hill tetralogy for guidance (there have been countless hot debates within the team about which game in the franchise is the best).

The team has absorbed so much diverse content in the horror genre—from games and movies to anime and literature—that it feels like we’ve created a kind of collective subconscious where ideas are born.
Also, we have a deep love for H.P. Lovecraft’s work and its rich mythos. However, once the overall concept of the game and the themes we wanted to explore came together, we immediately knew that The King in Yellow would be the perfect foundation.

The thin line between reality and madness, and the creeping dread of the unknown aligns perfectly with the atmosphere we wanted to create. Additionally, The King in Yellow explores a lesser-known corner of horror, giving us the opportunity to create something unique while staying true to the broader Lovecraftian theme.

*Early concept of apartments

But what kind of experience do we want the player to have? In the early chapters, we focused on the protagonist’s growing anxiety. Some team members know firsthand what it’s like to live with this kind of feeling, having dealt with it their entire lives. We’ve tried to portray this feeling as authentically as possible (within the limits of the universe we’ve chosen).

When something as simple as stepping out to pick up a package can feel like a trial. When a slightly open door is more terrifying than monstrous creatures. When a knock at the door can completely throw you off balance.

Above all, we aim to create an atmospheric horror experience that tells an engaging story. The short 2-3 hours format allows us to keep the game packed with action and free of unnecessary fillers.

And beyond that… Well, it’s hard to avoid spoilers! If you’d like to learn more about the game, follow us on social media and stay tuned for upcoming posts.

🟡Twitter
🟡Discord

Thanks for reading,
Chameleon 42

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