Haunted Bloodlines, a Horror Game Created in Nearby Greece – Interview

Tudor Sprînceană · · 5 min read

You're mistaken if you're expecting strolls among olive trees and beach visits.

Now that I've mentioned Greece, you might expect Καλημέρα όλη μέρα! (Good day, all day!) and a vibe you might, with a bit of luck, find in the Maldives, right? Well, you'd be wrong. What seems like a simple reason actually transforms into a horror game plot that rivals big names in this genre of titles that make your adrenaline surge before your very eyes – or rather, without seeing. We're talking about Haunted Bloodlines, created by Horrified Triangles and published in tandem by Iphigames and Serafini Productions.

It's time to tremble with fear…

Wait, so we're not talking about olive trees, gyros, and superb islands? No, but I did speak with the team behind this game through Theofanis Gavriilidis, a marketing specialist for Greek-origin games, whom I'd like to thank for this extremely interesting pitch.

Run as fast as you can… if you still can!

For me, I admit, being less versed in the horror genre, two worlds collide here – I'm referring to Greece and this type of game. But despite this, the interview with the lead development team, consisting of John Soukoulis and Maya Skrimponi, along with a talented team from Iphi Games, showed me that my perception was wrong and that the two ideas don't clash in any way at all.

Did they not pay the electricity bill again?

But let's see what the two had to say in the discussion that unfolded over a few specific questions:

  1. Tell us a little about yourselves and the studio behind this video game. Provide details you consider relevant to the game's story or the community that supports it.

We are a small indie team led by John Soukoulis and Maya Skrimponi, along with colleagues from Iphi Games. Haunted Bloodlines started as a student project, but as we continued to work on it, the game grew and became much more ambitious. What began as a learning experience transformed into a complex horror project where we could put our passion for atmosphere, puzzles, and storytelling into practice.

  1. What inspired the setting of the haunted mansion and the central themes of the game: legacy, trauma, and the conflict between reality and illusion?

The idea for Haunted Bloodlines came from our interest in family legacy, trauma, and how memories can distort reality. We drew inspiration from horror games like Visage, Madison, Silent Hill, Outlast, and Resident Evil. A major influence was also Stephen King's miniseries, Rose Red, especially in how the house seems alive and dangerous.

  1. How did you approach the design of a mansion that seems “alive” and constantly changing? Did you have real-world references or architectural inspirations?

We wanted this mansion to feel like a character in itself: shifting, unpredictable, and full of history. The design draws inspiration from classic Victorian houses, but with our own accents that make it unique. The goal was to create a place that feels familiar, but constantly changes, so players never feel safe.

  1. How are time manipulation and shifting between “realms” integrated into both the story and gameplay? Do these mechanics evolve throughout the experience?

Time manipulation and shifting between dimensions are essential for both puzzles and the story. Sometimes a puzzle can only be solved in a certain dimension, and changing it can alter how the mansion or enemies behave. These mechanics evolve as the game progresses, bringing new challenges and keeping the experience fresh.

  1. Can you elaborate on how the mental health mechanic influences gameplay and atmosphere? What challenges arose in balancing tension and avoiding player frustration?

The 'sanity' system changes how the player perceives the world. As mental health declines, hallucinations and bizarre events appear, making the mansion increasingly unstable and dangerous. It was difficult to find the balance; we wanted to create tension without frustrating players. That's why we introduced methods to manage mental health, such as light sources, medication, and the candle.

  1. In the absence of direct combat, how did you design encounters and pacing to maintain tension and interest during moments of fleeing or hiding?

We decided not to include a traditional combat system to maintain player vulnerability. However, after feedback from the first demo, we introduced the candle mechanic, which allows defence against smaller threats. It is limited, though, and tied to the sanity system, so it adds tension without making the player feel powerful. Encounters remain designed around hiding, fleeing, and resource management, and changing dimensions influences how safe hiding spots remain.

  1. Given that actions change how horrors manifest and how the story unfolds, how many narrative paths or endings are planned? Do player choices significantly alter the outcome?

Haunted Bloodlines has a single narrative path. We focused on delivering a powerful story where the player uncovers the mansion's secrets and the family legacy behind it.

  1. What technical challenges did you encounter in implementing transitions between dimensions, distorted visual effects for mental health, or changes in the mansion's structure?

The technical challenges were numerous. Making the mansion's structure change and transitions between dimensions fluid was extremely complicated. We also had to carefully design the visual effects of the sanity system so that they were immersive without becoming tiresome. A lot of testing was needed for these systems to feel natural, yet disturbing.

  1. With the game currently in the “coming soon” stage, what can fans expect? Will there be demos, beta tests, or feedback phases before the full launch?

At this moment, players can try the updated demo on Steam. Our priority is to gather feedback, finish the full game, and prepare for launch. The game will first be released on PC via Steam, with a PlayStation 5 version to follow later.

With Haunted Bloodlines, our goal is to combine psychological horror with a strong atmosphere and captivating puzzles. We want the experience to stay in players' minds even after they've finished the game, with the mansion and its mysteries leaving an unforgettable impression.

Open on YouTube

So, you heard it, folks. There's a demo, the guys told you the premise. My advice as a notorious scaredy-cat: play this demo during the day, in broad daylight, or if not, make sure you keep some spare underwear handy, just in case. The original interview can also be found HERE.

If you've read my last few lines, it's clear you didn't realise you should have immediately gone to the Steam page and left me with my phobias to deal with them as only a chief scaredy-cat could. L-l-l-let's play, everyone! ZOINKS!