Dread Delusion Inventive Director speaks on how flying islands helped growth & why PS1 video games are timeless


Again in Might, Dread Delusion launched with its full 1.0 launch and turned out to be an exquisite sport. James praised the open-world horror RPG in his overview regardless of operating into a couple of bugs. Since its launch out of Early Entry, there have been a number of patches that took care of the lingering bug points and in late July, the title obtained an enormous remaining replace that included a Onerous Mode and a free DLC that provides a brand-new area within the sport.

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We had been capable of meet with Dread Delusion’s Inventive Director, James Wragg, at PAX West 2024 for an in depth chat about it. He talks concerning the preliminary roots of the venture, what he realized as a sport developer all through the prolonged growth course of, and the way the PlayStation 1 not solely impressed the visuals of Dread Delusion, however his personal private basic philosophy on sport design as nicely.

Even when you have not performed Dread Delusion but, we extremely encourage you give it a learn! That is our particular enormous interview with James Wragg.


RPG Web site: Congratulations on the complete launch of Dread Delusion; I think about it’s been one hell of a journey all through its total growth cycle. What had been your preliminary reactions while you noticed individuals getting their hand on the complete sport?

James Wragg, the Inventive Director of Dread Delusion: In a means, my preliminary response was considerably tempered by the truth that we launched into Early Entry beforehand. The larger response was after we launched into Early Entry. Early Entry is a bizarre approach to do a RPG I assume, as a result of not many – nicely, other than Baldur’s Gate 3 that did do Early Entry – most RPGs are inclined to launch after they’re executed. 

RPG Web site: It’s a little bit of an odd case-by-case state of affairs as of late. Whether or not it’s when it comes to affect or numbers, did you see extra gamers get into the Early Entry interval of Dread Delusion or vice versa?

Wragg: We sort of bucked the development a bit as a result of for many Early Entry video games, the Early Entry launch is the precise launch and the precise 1.0 launch is comparatively smaller. For Dread Delusion, the 1.0 launch was massive and I feel that was as a result of we had a RPG and lots of people had been simply ready to play the entire thing because it’s a story-based sport.

That’s what I’m guessing; perhaps we’ve additionally efficiently managed to construct hype all through the discharge course of. We bought lots of protection at launch and that was nice, which actually helped. I used to be actually happy with the response and was sort of happy all through all of it. Good begin to what was initially a really small venture, so because of DreadXP for publishing it, funding it, and slowly rising it to one thing fairly massive.

RPG Web site: Dread Delusion positively developed a considerable following. It discovered its viewers, which is simply so vital for tasks similar to this.

Wragg: Even simply being right here at PAX West, so many individuals have come up and chatted with me about it which is sort of humbling. 


RPG Web site: When individuals are taking part in Dread Delusion, did you discover any kind of in-game behaviors or playstyle that caught you off-guard, or something that folks did basically that stunned you?

Wragg: That’s an attention-grabbing query. Most likely the playstyles that stunned me most had been simply how a number of individuals, particularly in Early Entry, would simply actually rapidly determine the way to break the sport by leaping to the opposite floating islands. On our finish, we made the flying islands separated by massive areas of air and we figured there’d be no approach to soar throughout.

Then in a short time, individuals found out and realized that they may slide down a mountain to get caught in somewhat crevice after which hammer the area bar to construct up velocity or one thing. After that, they someway sort of janked out of it to fly throughout the map, so individuals used this to get to late-game areas early. We constructed the sport to permit for lots of playstyles, however the ones that stunned us had been those that used bugs to their benefit – which y’know, they’re having enjoyable.

RPG Web site: Are these glitches nonetheless within the sport or have you ever patched them out?

Wragg: No, we’ve patched most of that. All of this largely occurred when it was in Early Entry. We did have a speedrunning neighborhood that bought fairly irritated with us. They requested us to not patch out among the velocity bugs, however sadly we needed to allow them to down.

RPG Web site: It’s a tricky balancing act as a result of you have got that devoted neighborhood and in addition the final userbase to think about. On an identical notice, had been there any hidden components within the sport that you simply thought would take longer to seek out in the neighborhood? Something that you will have thought “oh this’ll take two weeks to seek out” after which somebody simply discovered it instantly?

Wragg: Truly the very last thing that we added was a secret time trial on the airship the place it’s important to pull a lever on this island someplace, after which it’s important to discover ten crystal skulls which are scattered throughout the sport. A few of them are in apparent locations, however one in all them is like in a pile of trash someplace within the Clockwork Kingdom, so a couple of of the areas had been a bit devious. I usually thought it could take individuals ages to determine it out after which somebody did it in actually a day.

Most likely the most important kick within the tooth wasn’t that they did it that quick. They discovered the reward, which was a bespoke cabin in your airship that I spent a day making and thought was a cool cabin, they usually beat it in a day and had been identical to “Don’t trouble as a result of the reward is de facto shitty.”

RPG Web site: However the reward was the journey!

Wragg: Yeah yeah yeah, so right here’s the factor – it’s sort of evoking these previous PS1 challenges. For those who bear in mind in an early Tomb Raider, there was Lara Croft’s mansion. There’s a change in a maze, after which it’s important to run again actually rapidly to get right into a basement the place she shops all her riches. There wasn’t even a reward; you simply did it for the sake of doing it. So I assumed even the reward was beneficiant however y’know, apparently not fairly.

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RPG Web site: On the outset of Dread Delusion’s growth, did you at all times have that idea of floating islands in thoughts at first or was that one thing that was ultimately added over time, as a result of it could have gave the impression of a greater premise?

Wragg: Yeah it was truly from the beginning. Once I first began making bizarre ranges in Unity, I made a flying island as a result of it was an attention-grabbing approach to mainly make stuff simpler. For those who set one thing on an actual place, it’s important to truly construct mountains and put hills within the distance; it’s important to construct a spot. For those who create a jagged island and plunk it into area, that’s straightforward to do. So, it began with experimenting with Unity, sport growth, and making surreal environments which are simpler to construct.

I’ll simply make this surreal surroundings and use lore to clarify why it appears fairly surreal. I do suppose that limitations can typically be creatively inspiring; if you happen to set your self a bizarre limitation, like I’m simply going to make floating islands, then that may be a artistic inspiration since you begin asking your self “why are these floating islands?” which might then result in a growth, similar to “as a result of the floor of the world is destroyed so individuals have fled to those flying islands.” The floating islands had been at all times there from the beginning, however I nearly used it as a story immediate.

RPG Web site: Lots of people speak about how there’s a lot lore in Dread Delusion. They love exploring and discovering that on their very own. Normally, roughly what number of pages of lore do you have got written right down to coordinate your self in ensuring that you simply’re not going “off-canon” so to talk?

Wragg: There’s an enormous Google doc lore bible that’s very lengthy. There’s totally different writers for each space; Io and Ali (referring to Lead Author Io Brindle & Further Author Ali Kadhem Shnyien) collaborated for the Clockwork Kingdom they usually wrote enormous paperwork for the Clockwork Kingdom alone. I did the principle story, together with all of the lore surrounding that. There’s lots of lore paperwork, however there’s additionally a doc for all of the phrases within the script. Counting all of the strains of dialogue within the sport, it does add as much as a novel, so we just about ended up writing a full novel of story. I didn’t anticipate that after we began.

RPG Web site: Have been there any vital elements of the lore that you simply actually needed to incorporate within the remaining product, however ended up not making it?

Wragg: Fortunately, we managed to do this with the Creature Island free DLC replace that we launched. We made a free DLC after launch that may be a dungeon that exists within the bowels of a large flying squid that seems close to the flying islands. It’s important to fly your airship into its mouth and somebody’s constructed a fort contained in the squid’s guts. There’s a mine in its intestines. I had that concept earlier on in growth, but it surely was only one loopy thought an excessive amount of for the ultimate launch. DreadXP very kindly allowed us an additional growth finances to make this DLC after the sport.

RPG Web site: On that very same notice, had been there any techniques or mechanics within the prototyping stage of Dread Delusion that in the end simply bought minimize or trimmed down?

Wragg: Most likely the most important one is the Faction system. We didn’t fairly minimize it; I’d say we by no means fairly bought the Faction system to a degree of complexity that it actually deserved. What I realized as a developer in making a sport like that is to reign in that sort of scope.


RPG Web site: Because you’re speaking about studying all through growth, the place had been some preconceptions of sport growth that you simply thought had been straightforward after which turned out to be tough or vice versa – stuff you thought could be tough, however turned out to be straightforward?

Wragg: Haha first off… simply making a sport. Secondly… making an open-world RPG impressed by horror. Seems these issues had been very arduous. First, it was simply me making the sport and DreadXP continued to extend our finances to assist the rising scope of the venture. They helped me to seek out new builders to carry on, so that they actually helped me over the course of growth until the top.

One factor I’d say is that the airship system. I liked the thought of an airship system, however I assumed it was one thing I assumed may by no means occur. We requested Clara (referring to Lead Programmer Clara Pérez Fuentes) whether or not she may mock one thing up. She mainly made an enormous quantity of the system in every week. By the top of the week, I used to be identical to that is so cool. We spent extra time sprucing it and getting it to a enjoyable state.

On the opposite facet of your query… humorous sufficient after I was first beginning the venture, one factor that actually stunned me in sport dev is how a lot effort and time it’s important to put in for the UI – identical to menus and stuff. Particularly for a RPG with so many menus, lots of growth time was put into with the ability to navigate menus and with the ability to have a journal. It’s fairly boring, but it surely’s that sort of unsexy facet of sport growth the place you sort of wish to suppose that it’s all simply creating cool monsters and funky locations to discover, however truly lots of dev time is spent ensuring the Choices display works.

RPG Web site: In your thoughts while you first began to work on Dread Delusion, was the PS1 visible aesthetic at all times the objective you had in thoughts or one thing that you simply adopted over time?

Wragg: At first I turned conscious of the retro PS1 model by way of the builders Lilith Zone and Kitty Horrorshow; these had been the primary builders I noticed utilizing this model. I assumed it was fantastic as a result of it evokes these themes of nostalgia whereas additionally having one thing creepy about it. There’s one thing barely creepy with PS1 visuals that I feel works rather well with horror. After which by way of that over time, I discovered that there was a complete growth scene for PS1 low-poly graphics.

I first bought began with the Haunted PS1 neighborhood, and that actually bought me into sport dev as a result of it bought me pondering “oh, I may truly make a sport with this model.” As a result of clearly, making one thing photorealistic is extremely arduous. For those who make chunky low-res graphics, you could possibly provide you with stuff pretty rapidly in order that bought me into the scene. I purchased one other PlayStation 1 and began gathering PS1 video games – y’know, video games like Vagrant Story which actually turned pixel artwork into an actual artwork type. There’s some actually lovely video games that use that PS1 model.

One of many issues that I feel has stayed related is the PS1 aesthetic strips the sport right down to its core mechanics. As a result of trendy video games, like a AAA sport, are sometimes so photorealistic that they should implement modes the place you possibly can see what’s interactable – like with Eagle Imaginative and prescient in Murderer’s Creed. Whereas what I like about PS1 sport aesthetics is that you simply don’t want that. If one thing’s interactable, it’s often very apparent, similar to chunky levers and objects which are very tactile. It turns the sport area into a really deliberately constructed area that flags interactivity.

RPG Web site: So a extra natural and intuitive approach to navigate the surroundings.

Wragg: Sure, precisely. I additionally like that there’s one thing concerning the types of video games being very clearly unpolished and rougher-edged deliberately that speaks to video games being video games.

RPG Web site: There’s nothing fairly just like the sound-mixing of a PS1 sport the place lots of them, particularly in PS1 horror video games, they’re very silent till an motion scene happens and you then’re bombarded with crunchy sound results.

Wragg: Precisely, that’s one other instance. The sound results are crunchy. As a result of sound results had been typically reused, you’d begin to affiliate sure sounds with sure interactions that might imply sure issues. So you actually be taught the footstep sounds of a zombie in Resident Evil, whereas typically in trendy video games, it’s extra of a practical atmosphere.

PS1 actually allowed you to interrupt down a sport into understandable, interactable components that, I really feel, makes taking part in the sport extra participating.


RPG Web site: For certain, it felt such as you had been extra in charge of your individual expertise, moderately than the sport itself supplying you with a guided tour of it. James, I’ve had you with me for a while now, so thanks a lot in your time. Dread Delusion is just accessible on PC in the meanwhile; are there any plans to carry it to different platforms?

Wragg: Um… nicely, we will’t actually speak about that. I’d like to and that will be one thing I’d be all in favour of, however we will’t speak about whether or not that’s taking place presently.

RPG Web site: In fact, thanks a lot James. I may keep right here for an additional 2-3 hours and decide your mind about extra issues. Till subsequent time!