Built in Collaborations , Driven by Fear…

BrokenLore’s Unfollow: The Horror of Validation in the Age of Social Media

Brokenlore's UnFollow

In our last feature, The Roots of Psychological Horror, we explored how this powerful subgenre was born from the foundations of classic survival horror evolving from monsters and resource management to something far more internal: the horror of the mind. Yet, not every fan embraces this shift. Some argue that horror shouldn’t always revolve around trauma, especially when real-life horrors already exist around us every day.

Still, games like BrokenLore: UNFOLLOW dare to confront that very tension head-on. By diving deep into the human psyche and its toxic relationship with social media, the game doesn’t just aim to scare it reflects the anxiety, validation, and emotional exhaustion that define our digital age. It’s a haunting mirror of modern society, where every like and comment can become both comfort and curse.

Q: What inspired BrokenLore: UNFOLLOW?
A: The game was inspired by my experience working at my company, where half of our focus is influencer management. I had the chance to observe closely how even influencers with millions of followers people who earn significant income and appear confident online often face the same anxieties, insecurities, and emotional struggles as any regular user. That contrast fascinated me and became the foundation for UNFOLLOW, which explores how social media impacts mental health.

Q: Is FOLLOW a predecessor to UNFOLLOW?
A: I’ve never stated that it is. They’re two parallel stories. I can’t reveal much more about the connection because that would lead into spoiler territory, but players who pay close attention might already notice a fundamental difference between the two that will become more significant in the future.

Q: How did you approach such sensitive topics like mental health and social media?
A: We worked closely with a psychologist and gathered real testimonies from people who make a living through social media. It was a mix of their real experiences combined with professional guidance from someone who studies these dynamics daily. That allowed us to portray the subject matter with authenticity and care without exaggeration or judgment.

Q: Tell us about Anne, the main character.
A: Anne’s character was shaped through real stories and emotional experiences shared by people affected by similar struggles. We wanted her to feel genuine and organic someone who represents a very real aspect of today’s society. Many players may not have lived exactly what she went through, but they can relate to her loneliness, her search for validation, and her emotional exhaustion. These dynamics are universal, especially now that social media has amplified every social interaction to an extreme level.

Q: How do the gameplay mechanics tie into the story’s psychological elements?
A: We always try to design mechanics that can be read on multiple levels both gameplay and symbolic. For example, feeding a creature that represents Anne’s eating disorder is an interactive action, but it also carries narrative weight. It makes the gameplay meaningful, not just functional. Later in the game, Anne will even activate notifications, allowing comments from her followers to affect gameplay and tension. That’s how we merge interaction and psychology.

Q: What inspired the game’s visual style?
A: I personally enjoy creating concept art, and art has always been part of my life one of my relatives is a well-known sculptor, and some of his paintings even appear in the game. I’ve always been fascinated by what provokes curiosity and what makes you feel there’s another layer of reality behind what you see. That philosophy shaped UNFOLLOW’s visual direction: a psychedelic, surreal world that reflects Anne’s mental state while keeping the player in constant doubt about what’s real.

Q: Who handled the game’s sound design and music?
A: The sound design was led by Andrea Greco, an experienced composer who has worked on various musicals. I also composed four songs to enrich the game’s emotional tone and identity. In some BrokenLore titles, like Don’t Watch, I even perform the ending track myself. Music is a deeply personal and essential part of every project we make it’s not just background, it’s part of the storytelling.

Q: The creatures in UNFOLLOW are striking. What’s behind their design?
A: Every creature was designed with purpose. The worm’s long neck, its swollen belly yet constant hunger these details carry symbolic meaning. The Mother, for instance, has a single ever-watchful eye and an appearance that’s both seductive and terrifying. That duality was intentional: she represents something that attracts and repulses you simultaneously.

Even the creature that follows Anne is ambiguous. It looks monstrous, but it also feels helpless almost like another victim of circumstance. I prefer not to reveal specific interpretations, because I want players to find their own. Everyone carries different experiences, so each might see something unique.

In Don’t Watch, for example, the monster covered in eyes reflected the protagonist’s fear of being observed and judged. We always try to create creatures that embody emotions rather than just scare. There’s no “right” or “wrong” interpretation only what resonates personally.

Q: Will UNFOLLOW feature multiple endings?
A: Yes. UNFOLLOW continues the BrokenLore tradition of multiple endings. Don’t Watch already featured two main endings and a secret one, but UNFOLLOW expands that idea significantly. Player choices matter sometimes they’ll decide whether to forgive or seek revenge on ghosts from Anne’s past, and smaller decisions will subtly influence the outcome.

We want players to reflect on their actions not just from a gameplay standpoint but emotionally, asking themselves why they made certain choices.

Q: What were the biggest challenges during development?
A: At the beginning, the main challenge was building a proper team and communicating my vision clearly. Translating psychological and symbolic ideas into gameplay and visuals isn’t easy. The early stages were tough, but once the structure and workflow were established, development became smoother.

Making narrative, psychological games is never easy, but now it’s a much more organized process and that gives me peace of mind.

Q: What do you hope players take away from UNFOLLOW?
A: I don’t want to dictate a specific experience. I hope players can see beyond the game and reflect on their own lives. Maybe UNFOLLOW helps someone notice something about themselves or offers comfort through recognition.

If there’s one message I’d love people to take away, it’s acceptance of who we are, of what we’ve been through, and of the imperfections that make us human.

Q: What’s next for BrokenLore?
A: There are several new projects in development. One will be announced at the end of the year, and another soon after—though I can’t say more yet. Depending on when this interview is published, one of them might already be public.

What I can say is that the BrokenLore series will continue for years to come. Each new title will expand the universe and gradually connect the stories in unexpected ways. My goal is to make every installment feel meaningful on its own but even more powerful as part of the larger whole.

Favorite survival horror game of all time?
Siren. I’ve always been a huge fan of Siren and the first Project Zero (Fatal Frame in the West). Of course, I also love Resident Evil and Silent Hill, but Siren left a deep mark on me for its atmosphere and dread.

If BrokenLore: UNFOLLOW were adapted into a film, who would direct it?
Honestly, I’d love to direct it myself. I already have several ideas for how it could be translated cinematically. I’ve directed many music videos in the past, so being behind the camera would feel natural. Still, I’d love to work alongside a film director who understands psychological tension and visual storytelling.

Do you consider psychological horror part of survival horror?
It depends. Some psychological horror games fit within survival horror, while others are more narrative or symbolic. I don’t like strict labels each game should express itself freely. UNFOLLOW includes survival elements, but its essence is more about emotional endurance than physical survival.

One word to sum up BrokenLore: UNFOLLOW?
Journey. It’s the emotional and psychological journey Anne takes through her fears, her memories, and ultimately, toward self-acceptance.

Wishlist: BrokenLore: UNFOLLOW on Steam


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