Uncanny Suburbia, PSX Nightmares, and Old-School Survival Horror: Behind the Making of Heartworm
All things considered, horror games seem to be in a relatively healthy place at the moment. Last year, Alan Wake 2 was a peek into an alternate universe where big-budget games are allowed to be truly weird, a feat that helped it become Paste’s favorite of 2023. Resident Evil 4 and Dead Space were mostly positively received, and while they were both remakes instead of original projects, that’s probably more a criticism of the current state of the industry than the genre itself. But fermenting underneath these polished, expensive endeavors is a Petri dish of wonderfully rancid creations, many of which are using a particular moment in the past to build something new.
Specifically, one of the most exciting trends in the indie scene is the ongoing PS1 horror revival, a movement that builds on the aesthetics of classics like Silent Hill and uses this as a jumping-off point to craft stifling lo-fi purgatories. While the polygonal graphics and ambiguous textures of the time were mostly born from technical limitations, a wave of creators have realized these visual imperfections are a valuable tool for stoking the imagination.
There have been many standout projects, but some of the best vertical slices of this trend are the 2020 and 2021 Haunted PS1 Demo Discs, which compile dozens of fascinating experiments. Heartworm, one of the titles featured in the 2020 edition, is an upcoming survival horror game recently picked up by publisher DreadXP. It follows Sam, a woman who travels to an abandoned home to find lost loved ones, but finds herself trapped in a shifting suburban hellscape filled with digital ghosts. Paste got a chance to talk with the lead developer on the project, Vincent Adinolfi, about the game, his influences, the indie horror scene, and more.
Paste: Heartworm was previously a solo dev project, but then you were able to take on a few more team members. What are the benefits and drawbacks of making a game with a smaller team?
Vincent Adinolfi: Good question. I think I’m definitely learning a lot of the benefits and drawbacks as I go. But I think the biggest one for me is just having more control over everything that we’re doing and the decisions that we’re making. If the team was larger, I’m sure a lot more people would be involved in every decision that was made. But now, with the small team, everyone working on it has pretty strong feelings about what the game should look and feel like, and I think it’s helpful to have such a concentrated group of people working on it.
Paste: How long has the game been in development?
Adinolfi: I started it myself in late 2019, I think. It feels like it was a year ago, but apparently, it’s been like five years since I started making it. And then last year is when I brought other people on.
Paste: Were you planning on making a full game when you started out, or was it more of an experiment?
Adinolfi: Yeah, I mean, I definitely didn’t think I’d be at this point with a publisher trying to ship a game. But I did want to release some kind of full, fleshed-out project. I had never used Unity before this. Everybody always says, “Don’t make your dream game first.” I’ve heard that for like 20 years on the internet, but I didn’t want to make a game that I didn’t care about. So, I was like, we’ll see what happens. And then, it kind of just spiraled from that point.
Paste: As you alluded to, the game was recently picked up by publisher DreadXP. How did that line up?
Adinolfi: I had been on and off in touch with Henry from DreadXP for a while in the process of making this game. It wasn’t even necessarily publishing-related. He just offered advice at various points when I had questions because, again, I’m pretty new to all of this. So, I really didn’t have a great network of people to talk to about the problems or complications that can arise when you’re making this kind of project, but he helped me reach out to people. When my previous publishing deal fell through, he asked, “Do you want to pitch it to us?” And I was like, absolutely. So yeah, it was just kind of good timing.
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