Blind Descent” is an adventure set deep beneath the surface of Mars, a mysterious subterranean alien world, reminiscent of Jules Verne’s classic novels like “Journey to the Center of the Earth.” The landscape teems with exotic and unpredictable alien plants and animals. However, it’s not just about exploring this strange environment; players must also figure out how to adapt and survive in innovative ways.
As a gaming enthusiast, I’m eagerly looking forward to delving deeper into the enigmatic world of Blind Descent. Unfortunately, they haven’t set a date for its Early Access release yet, but we might see it sometime next year. However, here are some insights that may give you a glimpse of what awaits us. If intrigue piques your curiosity, don’t hesitate to sign up for the playtest on Steam right away; who knows, you might just get an early peek!
In our email exchange with Seyihoglu, we discussed an extensive variety of fascinating subjects, including their reasons for debuting in Early Access, the types of gameplay mechanics to anticipate, and the intricacies of their four-player cooperative mode. Here’s the interview transcript:
Through email correspondence with Seyihoglu, we delved into a broad spectrum of captivating topics, such as their motivation for releasing in Early Access, the mechanics to look forward to, and the details behind their four-player cooperative setup. Here’s the interview:
Matt Buckley: Could you kindly share a bit about yourself for our viewers? To start, who are you? In what capacity do you work within our team? How much time have you spent with Owlcat, and specifically, how long have you been working on the project Blind Descent?
Hey there! I’m Emrehan Seyihoglu, one of the co-founders and the Project Director at Pokuch. I’ve got my hands full with everything from setting the big-picture vision and creating whole worlds to managing our art, design, and engineering teams. We teamed up with Owlcat Games back in early 2025, and since then, I’ve been collaborating closely with their publishing and marketing crew. The development of our game, Blind Descent, kicked off in mid-2019, so I’ve been guiding this project from the very start: nearly three years of brainstorming, prototyping, and refining the experience you’ll dive into when it releases in Early Access next year.
MB: Some inspirations for Blind Descent are Jules Verne’s novels, such as Twenty Thousand Leagues Under the Sea and Journey to the Center of the Earth, as well as the animated series Scavenger’s Reign. Moreover, Jon Juarez, who worked on the art for Scavenger’s Reign, also contributed to the design aspects of this game. How has it been integrating these more conventional artistic mediums into the creation process of an interactive format like a video game?
EN: Gleaning inspiration from novels and animation has proven incredibly enriching. As a child, I devoured Jules Verne’s books, and the fantastical concepts in his stories spurred us to demonstrate in our game how seemingly implausible ideas can be rooted in credible science. Consequently, our tools and environments always appear explorable and logical. Scavengers Reign taught us the art of blending immersive storytelling with a persistent feeling of awe and mystery, where oddities you don’t yet comprehend compel you to delve deeper. Collaborating with Jon Juarez has been instrumental in bridging the gap between aesthetics and gameplay: key visuals embody the eerie grandeur of our subterranean realm while highlighting its perils. All elements serve as a reminder that every creature, every cave, must possess both narrative significance and gameplay utility.
Did you know? Besides the works of Jules Verne, we drew inspiration from the movie “Ice Age: Dawn of the Dinosaurs”. It was this film that initially ignited the concept of a secret world lying beneath the surface in our minds.
MB’s question could be rephrased as: Is it possible that any specific video games might have had an impact on the team too, in addition to those great inspirations?
Absolutely, we’ve been greatly influenced by games like Subnautica, Ark, and Grounded. Our goal is to maintain the thrill and enjoyment they offer, but we’re also working hard to provide a unique, innovative gaming experience.
The trailer for “Blind Descent” hints at the necessity of being integrated into the game’s environment. While specific details are scarce, it does bring to mind a Metroidvania-style game where acquiring new abilities enables exploration of previously inaccessible regions or resources. Could the means of integration involve movement through the environment, acquisition of special powers, or a variety of other elements? The developers have yet to elaborate on this aspect.
Essentially, the game mechanics involve a combination of factors. Players will acquire diverse mutations that open up new traversal options or provide access to specific areas, like in the trailer demonstration. Furthermore, players are encouraged to analyze the ecosystem to discover additional abilities. For instance, an enhancement for lung capacity could allow you to hold your breath longer. However, if you find a means to prolong your underwater time, you can then combine it with another mutation that might aid exploration of hidden caves or facilitate quicker transitions between regions. The game also features tools for vertical movement, such as grappling hooks. We’ll be revealing more details about our unique Symbiosis System soon.
Blind Descent is set to debut in Early Access next year. I thought it would be interesting to discuss the choice behind this decision. Some gamers are cautious about Early Access due to varying practices among developers. Could you elaborate on how the team intends to leverage this early access phase? Is there a timeline or roadmap for updates, and when can we anticipate the final release?
Our main focus is to debut in Early Access with a robust foundation of core mechanics. Entering Early Access allows us to collect player feedback for improving the game, secure extra resources, and transform our concept into a polished final product. Although we aim for a complete release within a year after the start of Early Access, we’re prepared to extend that deadline if necessary to finalize the storyline and maintain quality. During this phase, players can anticipate frequent updates with new stories, environments, creatures, resources, and gameplay elements. As we approach Early Access, we will disclose more details about our future plans and how the community’s input can help us enhance the game.
AL: Judging from the trailer, it appears that combat might not be a major aspect. There are some tiny creatures that the player hits with an axe, but I would describe Blind Descent as primarily an exploration game. However, there could still be significant action elements involved.
In the game Blind Descent, we aim for an immersive exploration experience, but we’re also committed to ensuring that combat is enjoyable and engaging. As our combat system is still being refined, we chose not to demonstrate it in the initial trailer to avoid misleading expectations. However, future trailers will highlight more of our combat-related elements. For instance, abilities such as wall-running during traversal could spice up encounters, while other features will grant active combat skills. Moreover, dungeon exploration is a significant aspect of Blind Descent, implying that players may frequently face creatures, making combat a necessary part of their journey.
AL: It seems like many modern survival crafting games demand quite a bit of player’s time. However, given the linear narrative that Blind Descent appears to offer, it might not fall into the same category. Is this game designed for players to immerse themselves in over time, or is its progression more straightforward?
We’ve managed to blend a concentrated storyline with free-roaming exploration. You’ll be following the primary objective of locating the lost team and making it back to the surface, but at the same time, you’ll also get to explore every hidden corner of this brand new ecosystem, filled with secret discoveries waiting to be unveiled. Our goal is to immerse you into the role of a scientist thrust into the unknown, where each discovery could change your perspective. It’s similar to classic survival games; you can construct a base and explore new environments and locations either alone or with friends.
In discussing games with some degree of simulation, there’s often a fine line between realism and entertainment. Could you describe where Blind Descent lies along this spectrum? Does it tend to emphasize hyper-realism or does it prioritize an engaging gameplay experience by avoiding excessive tedium?
In our design, we’re aiming for a harmonious blend of immersion and ease: the creatures and flora behave authentically, with a Martian twist, yet they don’t require the intricacy of a full-fledged ecosystem simulation. The crafting experience remains enjoyable, even tasks like chopping trees are meticulously detailed. Much like Jules Verne’s tales, we aim for a blend of realism and fantasy. While it won’t be scientifically exact, our goal is to make it seem plausible within the realm of science.
MB: I noticed that the game Blind Descent includes online cooperative play, allowing up to four players in total. What effect does this have on the overall gaming experience? Is it possible for players to join and leave the game at will, or are all characters bound to a specific group? If they can join and leave, how do you handle one player having more abilities than another?
How does adding online co-op for up to 4 players in Blind Descent change the game experience? Can players come and go freely, or are teams fixed? If they can join and leave, how do you ensure that one player doesn’t have more abilities than another?
Our cooperative gaming experience is as relaxed and inviting as hosting friends for an exciting journey, where you’re free to join or leave whenever suits you. Regardless of your entry point, the group’s progress remains in harmony. Every upgrade you acquire, be it a novel climbing technique or useful gadget, benefits the collective. The game intelligently modifies enemy behavior and resource distribution to ensure that those eager to delve into worlds together, won’t feel disadvantaged.
Interlocutor: Can you tell me about the major hurdles you’ve faced while penning Blind Descent, and what moments stood out as particularly memorable or significant?
EN: Striking a balance between ambition and refinement has been our toughest hurdle: creating a thriving in-game ecosystem required constant adjustments not only to the AI behavior and resource distribution but also to the visual aspects of the plants and animals. Everything must appear lively and function autonomously from player interactions. Developing mutations is an exciting process for us, as we aim to provide a diverse set of experiences, allowing players to uncover abilities such as wall-running, telekinesis, and some unexpected extras.
I’d like to express gratitude to Emrehan Seyihoglu for sparing time to address some queries. If the game “Blind Descent” piques your interest, don’t forget to add it to your wishlist on Steam. It’s a straightforward, cost-free method of demonstrating backing for smaller teams like this one. Additionally, upon visiting Steam, you can register for the ongoing playtest and potentially have an early opportunity to experience “Blind Descent” before its Early Access release in 2026.
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2025-07-17 12:33