

I didn't expect much, but to my biggest surprise, the game got to TOP 10 of the most up-voted titles and within days my mailbox was filled with hundreds of emails from players asking about the release date. DARQ was just a rough prototype at that point, but to me it was an experiment - I thought if Steam audience showed any interest at all, I would consider finishing the project. In the end, I did decide to send it to Steam Greenlight. I was very hesitant to show it to anybody. At the time, it was just a fun hobby-thing for me and I couldn't have imagined it would end up being an actual commercial project. I had other game ideas, and quite frankly, the choice to focus on DARQ was quite arbitrary. Within a month, I put together a prototype of a horror game, which later became known as DARQ. I used to code websites in PHP as a kid, so rediscovering that passion and learning a new programming language, as well as 3D modeling, texturing, animation, game design was pure joy. I downloaded Unity engine with the intention of learning a little bit of coding and going through a few tutorials I found online. It was supposed to be a vacation, and perhaps a start of a new hobby.

Upon completion, I decided to take a month off and learn a little more about game development. I got to play A Cat's Manor in various stages of production, which got me very interested in the development process itself. I'm a music composer and around that time I was having a blast scoring a game called A Cat's Manor - a brilliant indie title by The Happiest Dark Corner. Apart from being a casual gamer, I knew nothing about making games at that point.

Wlad Marhulets: It's a bit of a story! I first ventured into game development a little over a year and half ago. Tyler Fischer: How was the idea of DARQ conceived? And what made the team want to work within psychological horror?
