About a year ago, I started getting more into horror games. Not the ones full of cheap jumpscares, but those that build tension through atmosphere — where almost nothing happens, yet you can’t shake the feeling that something’s wrong. You catch yourself thinking: Did I just see eyes in that shadow? What caused all of this?
One game that really captured that feeling was Voices of the Void. At first, it doesn’t even seem like a horror game. But when you’re alone at night in a silent control room, listening for strange signals from deep space, it can really get under your skin.
Voices of the Void screenshot from the official press kit.
I’ve always been drawn to unique art styles too — especially those in Buckshot Roulette and Inscryption. But since I didn’t want to deal with the complexity of 3D models and textures, I chose to make a 2D game. I also knew I wanted roguelike mechanics because of how much I enjoy replayability and progression systems.
The idea for the core gameplay came unexpectedly, while I was watching Harry Potter. I noticed the Deluminator, a small device that can take light from a source, store it, and later release it elsewhere. It immediately clicked with me — what if light wasn’t just part of the environment, but the mechanic the whole game revolves around?
Another game that influenced me was Don’t Starve, especially the sanity system. I love how it subtly shifts the world the more your character loses their grip on reality. Shadows become darker and you start seeing monsters everywhere.
Don’t Starve screenshot from the official press kit.
All of these pieces came together and shaped what would eventually become Light Bearer. And like most creative work, it’s built on inspiration. I believe it’s completely normal to draw from existing ideas. Just make sure you’re transforming them into something of your own.