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The Funskin Project: Reimagining Classic Survival Horror from a New Perspective

The Funskin Project

The Funskin Project is an upcoming indie survival horror title that blends the eerie tension of late ’90s classics with a fresh top down perspective and painterly art style. Set for release in 2026, the game promises exploration, puzzle solving, and survival in a snow-covered region dominated by a mysterious castle belonging to the enigmatic Baron Fetuccini.

We sat down with the game’s creator a solo developer working under the name Studio Richoux to talk about the inspirations, challenges, and philosophy behind The Funskin Project, a title that aims to bring the psychological and atmospheric heart of survival horror into a unique format.

A: Hey! First of all, thanks a lot for this interview. Just a small clarification, I’m actually working solo on the game, in my spare time.
I’ve been making small games for several years now, and one day I decided it was time to finally finish a complete project.
I’ve always had a soft spot for survival horror games from the late ‘90s and early 2000s, so I wanted to see if I could transpose their core mechanics into a top down format.
I also felt that combat often took too much space in the genre, leaving puzzles and exploration behind. That’s what led me to create The Funskin Project.

A: The first goal was to build something inspired by classic survival horror, but with a stronger focus on exploration and puzzles.
The setting came later, once the core gameplay was defined.
I wanted an environment that could highlight those mechanics, and the Dracula like atmosphere felt perfect for that.
From there, I started designing the castle layout, the player’s route, and all the puzzles they would encounter along the way.

A: The story, while present, is secondary to the gameplay. My main goal was to find a believable reason to lock the player inside this castle.
Dracula was an obvious inspiration, both in terms of architecture and time period, but I wanted to move away from the traditional vampire myth and build something more unique.

A: That was actually one of the first systems I imagined a survival horror where time matters.
I don’t want to spoil too much, but the day/night cycle affects save points, accessible areas, and the types of monsters you encounter.
The goal is to give players enough freedom to explore and get lost in the castle, while keeping the pacing tense through constant shifts in rhythm and atmosphere.

A: For creature design, I took inspiration from artists like Hans Bellmer and Francis Bacon, and more generally from surrealist painters.
As for the NPCs, they mostly exist to serve the gameplay. However, in terms of tone and writing, I was influenced by authors such as Carlos Ruiz Zafón and André Pieyre de Mandiargues, who balance mystery and poetic melancholy.

A: From the very start, I wanted an art direction that I could handle completely on my own, without relying on complex 3D models or polished animations.
I was inspired by Below, especially its distant camera and painterly look.
That’s how I ended up with this “painted” art style minimalist, moody, and coherent with the game’s tone.

A: Since I don’t have an artistic background, I had to learn almost everything related to 3D modeling, animation, rigging, and so on.
Animation is still the part I struggle with the most.
On the design side, the hardest challenge is finding the right balance between player freedom and subtle guidance.
When I have friends test the game, everyone gets stuck in different places it’s a constant process of fine-tuning.

A: I’d say Resident Evil 1, Silent Hill 2 & 4, Eternal Darkness, Jacob’s Ladder, and Dracula (1992).

A: Since I work alone, I don’t have the resources to hire someone for sound. So I spend a lot of time searching for royalty-free sounds and music online, then editing and mixing them to fit the mood.
I take inspiration from games like Ico or the Souls series, where music only appears at key moments.
Most of the time, the soundscape is made of subtle ambient noises to build tension and immersion.

A: The story is told mostly through letters scattered across the castle, written in an epistolary format and found out of order.
I love the idea of players slowly connecting the dots themselves, until they finally understand what really happened in the castle.

A: I’m getting close to finishing the core of the game, and I hope to have a fully playable version by the end of the year.
Of course, there will still be a lot of work left balancing, debugging, polishing but I’m really looking forward to hearing feedback on the complete experience.

A: I hope players will remember The Funskin Project as a game where they truly got lost, in the best way possible.
A place full of discovery, mystery, and interconnected paths that keep surprising you.
And above all, a game that made them think a little.

Q: Puzzle first or combat first?
A: Puzzle.

Q: Favorite horror film of all time?
A: Jacob’s Ladder.

Q: Mistake in early builds that taught you something major?
A: Not guiding the player enough.

Q: One game you wish you’d made (and why)?
A: Kentucky Route Zero, for the way it handles player choices and its overall atmosphere.

Q: One word that sums up The Funskin Project?
A: Love.

Wishlist now on Steam:

The Funskin Project on Steam

Trailer:


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