Whist scouting for even more exciting-looking games on crowdfunding platforms, I came across yet another ambitious and promising title boasting a lot of very potentially groundbreaking gameplay features. The Silent Tombs, currently under development at Dundee-based Primordial Game Studios and recently posted on Kickstarter, is a procedurally generated, puzzle-based exploration game planned for release on Steam in December 2021, whereby players must explore tombs and uncover deep-rooted secrets of ancient British civilizations such as the Celtic, Gaelic, and the Anglo Saxons. The gameplay makes use of a decibel meter, which incorporates a strong element of psychological horror, similar to the likes of Eternal Darkness: Sanity’s Requiem, but in a much more open-ended environment.
Wanting to know even more about this project, I reached out to the game’s principal designer Vaughan Holloway to ask some further questions in regards to the project, and about what gamers can expect to indulge in whilst playing this wonderfully innovative title. Here’s what Vaughan Holloway of Primordial Game Studios had to say about The Silent Tombs:
What were the influences behind the game?
The original idea actually came from the tabletop game ‘Escape: Curse of the Temple!’; I used to play it with friends when I was working at Junkfish; while brainstorming betas, I put together a culling system that allowed for a real-time progen system that kept 95% of the game culled at any time. I put those two things together with my love of history, and the original build of ‘Silent Tombs’ was born!
What has the developmental process been like?
It’s been about 8 months since I met Konstantinos at a networking event in Dundee, and since then we’ve gathered a really great team of people around this central theme. We all have full-time jobs, so we’ve been working on ‘the Silent Tombs’ in our evenings and weekends, mostly. I did the design and programming and constructed the build, while Konstantinos built and imported artwork and Alasdair provided the music.
How close are we to seeing the final product?
We’re hoping to have a soft release for our Kickstarter patrons in Nov 2021, and the game will be officially released in Dec 2021.
What has been the most exciting aspect of development?
The first time I was able to test the game using Konstantinos’ artwork in the game was amazing; we were able to build the game and test it with the HDR Pipeline. The Volumetric Lighting and new materials just completely blew me away.
What has been the most challenging aspect of development?
Before we did the Kickstarter, we were preparing a video and pitch deck for the Global Games Pitch in Nov 2020; before that, we mostly working in our spare time and suddenly having a set deadline, especially for a Livestream pitch was the most challenging and nerve-wracking part of the development, so far.
Have there been any Gameplay elements planned for inclusion that have been scrapped or reworked?
Originally, we were planning on having ghosts and skeletons coming after the player if they make too much noise, but the animation / AI elements of creating enemies would have been too much. Like a lot of games like Slenderman / Phasmophobia, it’s not the enemy that’s scary but the anticipation of running into the enemy anywhere… so, instead I wanted to have the feel of the tomb itself bearing down on the player. We’re planning on using scripts called Proximity Shaders to change the level around the player. We haven’t ruled out the possibility of physical or otherworldly enemies in the game yet in some form, but I want the threat to be more subtle.
How well has the game been received so far?
It’s been slow going trying to get the game out to the community at large, but of the people that have looked at the game on our website, socials, or Kickstarter, it’s been a mostly positive response! I think people are excited to see more, and we’re looking forward to buckling down to developing the game again.
You and the team clearly have a deep-rooted passion for ancient British history. Where did all that originate from?
Personally, my grandfather was a teacher, and we visited a lot of ancient sites in my childhood; I’d visited Sutton Hoo at least three times before I was 15. As I’ve grown up I’ve tried to get out and visit places myself, especially after my grandfather passed away. I’ve been lucky to find work in Scotland, there is so much to see! I don’t think people, especially people outside of the British Isles realize how deep and amazing British history is, and I’m hoping this game not only inspires them to have a look but also gives them some information on sites that can get them started!
What platforms are you looking to bring the game to?
PC, to begin with; we will be launching on Steam and GoG.com in Dec 2021.
Have any elements of the previous titles game that your or the rest of the development team been incorporated into The Silent Tombs?
For me, there haven’t been any direct elements to inspire ‘The Silent Tombs’; I drew a lot of design inspiration from ‘Escape: Curse of the Temple!’, which I played a lot during my time at Junkfish. While working on Monstrum 2, I did a lot of work using procedural generation and I tended to experiment with building progen prototypes. It was these two elements, plus my passion for British history combined to make the first early build.
Do you have any advice for aspiring developers that may be reading this?
Absolutely! First, it sounds kind of rough, but ideas are cheap. If you want to build something people want to play, build a lot of -one-day prototypes’ (really simple gameplay concepts that only take an afternoon or evening to flesh out) and get lots of different people to test them. Don’t get discouraged; you learn more from negative feedback than positive feedback.
Where on the Internet can people find you?
We have a website at www.primordialgamestudios.com, and our Twitter / Insta handles are GamePrimordial; our Kickstarter is currently running under ‘The Silent Tombs’, go check it out!
You can also check out The Silent Tombs on Kickstarter via the link below if you’d like to support the project:
but for now, I’d like to take this opportunity to thank Vaughan for sharing as much about The Silent Tombs as he could, and to wish him and the rest of the development team the best of luck with the Kickstarter campaign and the release of the game. The Silent Tombs is one of the most unique upcoming games I’ve come across in a long time, and I for one can’t wait to sink my teeth into this title upon release. I hope you guys have enjoyed learning more about this, as indeed I did.
Scouse Gamer 88