The Polish Studio Blowobe Team is giving more information about its upcoming survival horror game Chronos: The New DawnAnd an attractive new feature serves as a new mile marker Layer of fear The studio has arrived. Instead of returning to the roots of the company’s environmental storytelling, a living horror game has been technically more ambitious than the remake of Blober 2024 Silent Hill 2,
In form of Silent Hill 2Players detect a bad dream with limited gunpowder and gangs of demonic enemies, staring at their every step – but this time, the enemies are not just hunting the player, but also other enemies corpses. The demons absorb energy from the bodies below to develop energy into maximum dangers, forming a fighter loop where players do not just need to hit the dangers coming from all sides, but also keep an eye on the enemies that they kill, so they do not make food for the next enemies.
Creating such a system many unique themes -level design, AI programming, combat design, and more. If the blobber experiences years and years, it can be expected that survive horror games. If the team is forming the team inside Silent Hill 2 started on Chronos After remake shipping, it will feel like a natural growth.
But Chronos Was made in parallel with Silent Hill 2. This means that under the leadership of developers-cum-directors, Jesk Zeeba and WojC Pijco-can share insight with their colleagues, but otherwise they were still learning how to first apply the survival horror combat.
What made that process possible? According to Zieba and Piejko, with whom we talked at the 2025 game developers conference, an important factor for success is pushing a trend companies a trend companies Covid-19 lockdown: the end of the remote hiring since the end of the remote hiring.
From Poland and even outside the country – the pair says Chronos‘The unique match will not be the same.
Complex match Chronos Call for creative colleagues
Like Supervisor And medium, Chronos: The New Dawn Bloobber’s hometown is set in Craco, this time sending players to a time travel adventure, which takes them to an apocalic helpscap in a future from Soviet rule in the 1980s, which was destroyed by an event called “The Change”.
As a private demo of Zieba and Piejko Chronos In GDC, the pair broke the specific design decisions that increase the comat loop. The enemy AI system allows the above harvesting mechanic for many development. Enemies are not only strong, they can also learn the pattern of new attacks and mutate in the new character model. The pair showed that there are two levels of development of basic enemies, which means that players who cannot drop every enemy will have to face a completely new kind of demons that can fold the tide in a fight.
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Image through the Blowobe team.
The pair explained that gunplays and traverse Chronos Not just an updated version made by the Block Silent Hill 2Players movement and shooting means that the late life has been known as the “tank control” of the horror games in the late 90s and since the early 2000s. These Games Limited Player Movement, slowed down the target, and used restrictive camera angles to make it difficult to spot enemies at some distance.
Although progress in combating novels, video games for his time is a less attractive experience for most modern players as “tank control”. To rebuild that sensation without relying on decades -old restrictions, Bloob took two major design decisions. The more subtle was that the guns do not set fire with a simple trigger press. They need to be charged, making the enemies time to close the difference.
More amazing options – one that greatly deviations Silent Hill 2-The “Dodge” button to your players. Instead, players are exploded a resource-dependent flamethrover that can push the enemies away or eliminate the bodies used for power-ups. Resource-Jugaling is familiar to survival, but denying the players goes against a dodge button recent trends. The pair said that the pair said, without increasing the headcon and looking for developers with specific skills can be done.
Zeeba said, “We with a team (specific),” Zeeba said, in view of that the blobber hired a dedicated “Gunsmith”, whose only work would have been making charge-thunder guns. “He opened this door – it was easy for us to start (make games).”
Of lyrics Inauguration gateIt was Piejko that explained that Blober could only appoint some of these experts because the company has still allowed for remote work. He said, “It is easy to get better experts who love scary of existence like us,” he said. Zeeba said that large -scale studio still works in “hybrid” mode. “But for some of them, we know that no one is going back,” he said. “There is no reason to return because we are strong because of this.”
You can’t make good games without the right people
The Blober team’s policy of continuing to allow for distance work provides a clear example of what CEO Potter Babieno means When he spoke to the game developer About the process of continuously growing “safe” studios specialized in single-player horror games. If your studio is breaking into a new style, in which no one has experience with your team, you will need to hiring externally. And if the number of people in video games with that kind of experience is not as high, then you will need to meet them, where they are.
This does not mean that remote work is the right solution for every company. But even if you want your workers coming to the office, Bloob’s approach provides a clear example of what you can achieve when you search for developers with specific skills and work within their needs.
If your studio is breaking the style ground, or making a game larger than before, then you need talented people. And whether those people need a remote workstation, flexible hours to take care of their families, or even the cost of coming to the office and additional support for time, to meet their requirements – and they can’t adjust to you – you can keep you on the path of making you one Chronos All of ours.
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