By La Bóveda / TheSurvivalHorror.com

Welcome back to La Bóveda, the place where fear takes form, and creation meets chaos. Today, we crack open a title that’s caught our attention in all the right, terrifying ways PHASE ZERO. Pulsing with mystery, atmosphere, and a chilling aesthetic, this project has captured the hearts of horror fans everywhere.
Joining us is the brilliant mind behind it: Krzysztof Tracz (Chris) of PHASE ZERO!
Section 1: Origins of the Nightmare
Q1: For those just discovering PHASE ZERO, how would you describe the game in your own words?
Krzysztof: PHASE ZERO is a modern reimagining of the survival horror golden era classics. Featuring pre-rendered backgrounds, fixed cameras, and the DNA of PSX masterpieces, it blends nostalgic design with modern quality-of-life improvements while honoring its iconic roots.
Q2: What was the first seed of the idea? A dream, a fear, a film, a game? Where did PHASE ZERO begin creatively?
Krzysztof: It’s hard to pinpoint a single moment since the idea of creating my own survival horror game has been with me ever since I played them as a kid. When I started my career as a game programmer, I discovered how fun and creative pre-rendered backgrounds were as a solution in early 3D games. I wanted to experiment with that technique, but no one was making games like that anymore.
As a hobby, I began building a simple pipeline to create a game with pre-rendered backgrounds on an actual PlayStation 1, but I never finished it. A few years later, I stumbled upon a ’90s-themed game jam on itch.io and made a short, stylized game called BIOCRISIS. I didn’t expect anything to come from it, but to my surprise, people really enjoyed it and encouraged me to pursue a full version. That’s how PHASE ZERO began.




Originally, BIOCRISIS was also the project’s name, but we had to change it after discovering an existing game series with the same title and a similar aesthetic.
Q3: The name PHASE ZERO sounds scientific, clinical even. Is there a deeper meaning behind it?
Krzysztof: PHASE ZERO refers to the initial phase of cancer development. It also has a simple, straightforward feel that echoes the naming style of games and movies from the ’90s
Section 2: Building the Horror
Q4: How would you define the genre of PHASE ZERO? Is it survival horror, psychological horror, sci-fi, or something else entirely?
Krzysztof: It’s easy to categorize PHASE ZERO as classic survival horror. Personally, I think of it as psychological survival horror though that term is often linked to paranormal manifestations of a character’s fears. PHASE ZERO is more grounded, so perhaps survival horror drama fits best.
Q5: What gameplay elements were crucial for you to get right inventory management, puzzles, combat, atmosphere?
Krzysztof: A great survival horror experience requires a balance of all those elements; they rely on each other and don’t work in isolation. Personally, I enjoy when you must plan your next move based on what you’ve explored. The demo focuses more on introducing core mechanics, but deeper gameplay will come later, smoothing out the traditional survival horror learning curve.

Q6: Was there a particular moment during development where everything “clicked”? Like “Yes, this is PHASE ZERO”?
Krzysztof: I don’t think there was a single moment like that. The game is constantly evolving. It’s built on top of things that worked and things that didn’t. I’m as excited to see the final form as players will be.
Section 3: Influences and Inspirations
Q7: What were your biggest inspirations outside of games films, books, or real-life events?
Krzysztof: Outside of games, you can see influences from films like The Thing, Annihilation, and TV shows like The Walking Dead. I’m also a fan of practical stop-motion animation, like in TOOL’s Sober music video that surreal, tactile quality influenced the game’s visual and emotional tone.
Q8: Are there parts of PHASE ZERO that come from your own experiences or fears?
Krzysztof: All creative work is influenced by personal experiences, consciously or not. There’s a lot of that in our game, though it may seem meaningless without context. The hardest part is shaping real-life experiences, which often lack a clear “point,” into a story that’s cohesive and compelling.

Q9: Did you draw influence from classics like Silent Hill, System Shock, Soma, or Dead Space?
Krzysztof: Definitely. The Resident Evil series is our main inspiration, but we play a classic survival horror game together once a week sometimes classic, sometimes modern, even demos. Revisiting these games with a mature perspective gives us fresh insights we didn’t have as kids.
Section 4: The Experience of Play
Q10: What emotions or reactions do you want players to have while playing PHASE ZERO?
Krzysztof: All of them. I believe the key is constantly shifting and challenging players’ relationships with the characters. In horror, it’s important to offer ways to release tension — via jump scares, action, or even well-timed humor.
Q11: Are there multiple endings or is the experience more linear?
Krzysztof: The story is focused and linear, but there will be multiple endings.
Q12: Without spoiling, what moment in the game are you most proud of?
Krzysztof: I’m most proud of the demo’s ending and how players are reacting to it. That moment was in my mind from the start, and it’s rewarding to see it work.
Section 5: Behind the Scenes

Q13: What was the hardest part of development?
Krzysztof: Assembling the team. Retro survival horror is niche, and finding people genuinely interested in it isn’t easy. I’m proud we built a passionate group to bring PHASE ZERO to life.
Q14: Are you a solo dev or working with a small team?
Krzysztof: We’re a team of nine. Each developer leads a department but contributes unique perspectives. I lead creative direction while remaining the main developer. Our workflow: design a chapter → create a playable blockout → place cameras → decorate the level → iterate on gameplay and camera views.
Q15: Did you use any unique tools or engines?
Krzysztof: We’re using Unreal Engine with custom tools for pre-rendered backgrounds, and a custom rendering pipeline to achieve the PS1-style aesthetic.
Section 6: The Future of PHASE ZERO

Q16: Are there plans for post-launch content DLCs, expansions, or a sequel?
Krzysztof: It depends on reception, but we do have plans for DLCs and expansions.
Q17: Would you consider adapting PHASE ZERO into another medium comics, films, or VR?
Krzysztof: PHASE ZERO could make a great movie, though that idea feels unreal for now.
Q18: What’s next for you as a developer?
Krzysztof: I’d love to stay independent and continue creating small, innovative projects.
Q19 (Community Question): The million-dollar question why did Guy leave Alex in the hospital?
Krzysztof: Can’t answer yet it’s a key story moment. Stay tuned for the full game!
Bóveda Quick Fire Questions

Q.20 If PHASE ZERO had a theme song by a real band?
Krzysztof: Korn
Q.21Favorite survival horror game of all time?
Krzysztof: Resident Evil 2 (PS1)
Q.22 Raccoon City or Silent Hill?
Krzysztof: Silent Hill maybe I’d discover something unexpected about myself.
Thank you, Krzysztof Tracz, for joining us in La Bóveda. If you haven’t wishlisted PHASE ZERO, do it now. Support indie horror. Support weird, beautiful games. Stay scared, stay curious, and stay tuned.
For an Interview With Kevin Paculan – Voice Actor Behind Guy: Go to El Joe’s YouTube channel:
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