

Are there simple answers? Of course not, and that’s the beauty of it. We all play our roles, but who are we exactly? Have we put our own imprint on society or just been imprinted by society? Are we indeed ourselves or are we just a creation of the surrounding world? Developing a game about an actor trying to perform the role of a lifetime, while losing his grip on reality allows us to tackle these questions in many creative ways. “All the world’s a stage,” as Shakespeare said. There’s no right or wrong here, there is just a subjective interpretation of what we have created for you. We want players to think about what they’re doing in a game, and how their actions correspond to their own philosophies and worldviews.

We deal in experiences, providing questions and dilemmas for the players to take notice of and ponder. Our vision remains to create horror games that are more discreet and personal on a very basic level. That’s where we came in with our story of a mad painter fixated on achieving greatness and the costs behind it, thus establishing our path as creators of psychological horror games.įour years have now passed, and we are on the verge of launching Layers of Fear 2 on Xbox One. Monsters can be frightening, as is a need to constantly run for your life, but there were enough projects like that on the market and they didn’t fill the void left by the broadness of the genre, one discoverable in other forms of media. We knew we wanted to work with horror, but we didn’t want to create another shooter or survival game. In 2015, we sat down and started work on reimagining the philosophy of what we do. It was our leap of faith into a genre we always wanted to work with and after years of gathering experience we were finally able to pull it off. It did, however, become the hallmark for our company. It was not the first game we developed, nor was it made during the first years of our existence. All stories need to have a beginning and for Bloober Team, it was the creation of Layers of Fear.
