He did quite spray-rather splashing-when the trailer fell at the Summer Games Festival 2025. We saw a horror from the first person filled with guts, crazy fight and some of the hydro grotesque creatures-and we loved all disturbing miniature details.
So what twisted minds can make such a game diseased? Those well -oriented in the horror species. Team Clout developers have extensive experience with horror movies, including working on several known television and film projects (e.g. Longlegs, V/H/S/Beyond, IT: Welcome to Derry) and will gladly introduce their brand of terror to a up-to-date medium. We asked the founders of the band and amazing artists Maxime Verehin and Oleg Vdovenko to let us choose the brain on the diseased.
Unique horror of the diseased
As Verehin tells us, Ill is “based on the history of the Horror of Action with visualizations, macabre moments, compelling inspiration, exploration and wild ideas-a good mixture of survival of horror and 3D first person. Because they enjoy an intense action, demolished.
Many details about the history of the game-who include a mysterious fort surrounded by an Eastern European overcrowding monstrosity-so far has been kept secret. While Verehin intends to keep it in this way, he shares some information when we ask. “He focuses on the personal history of the main character. His story is deeply associated with what is happening in the world. Generally speaking, the world will feel isolated and hopeless. We want players to feel how dark the mood is. I hope that the audience sympathizes with the main character and his personal motivations.”
“We want SICK To feel like a horror It is physically happening to you. Not only psychological tension or terror of scripts, but a type of grounded discomfort at body level. The most important thing that distinguishes us is, as we combine hyperrealistic body horror with a reactive, touch world. Enemies not only die – they suffer, adapt, mutate. Your actions leave a sign and the world reacts. “
-Max Verehin, game director and co -founder, Team Clout
Why the name “sick?”
Apparently, a lot of thoughts and caution went into the details of the game, and the team wants to keep secrets to escalate the player’s experience. But we had to know: what is behind the name of the game? “We really wanted a short, striking name that when you write it, it looks like a logo. The word represents something terrible, something sick, something cursed. It also reflects monsters – I will not spoil the origin of our monsters, but there will be a nice connection between the name and the history of the game.”
Designing diseased monsters
Creative designs by Oleg and Verehin attract a lot of attention. The couple has a common experience in conceptual art, and their twisted artistic sensitivity has created a game filled with nightmarish meetings.
What is the inspiration for the creatures of the diseased? “Mainly old horrors from the 70s to 90s,” says Oleg. “Everything was done with practical effects and high -quality animatronics. Imperctions were hidden in intelligent lighting and a strong direction.”
“In games,” says Verehin in relation to early bad inspirations, “This is a half-life period, Silent Hill and Resident Evil Series, in which the world felt alive and unsafe, in which the horror was not only visual, but systemic. We particularly attracted the feeling that you are imprisoned somewhere real, reacting to a moment, reacting somewhere with narrow resources. From the very beginning, we wanted to build something that was dependent on what did not bother, that you not only do not cling to you, but you are unwinded you, but you are not you, but you do not have you on you.
Verehin has developed a monster design process. “We do not have a fixed process of creating a new monster. Sometimes you have a conceptual drawing and you say:” How can I make this conceptual art playing in the game? “Sometimes you see a video with a terrifying concept. Sounds witty, but sometimes it works.
“You must also consider monsters from the point of view of the game. They must be fun to fight. There is a trial process and errors. Some projects have been rejected because they did not work in the game.”
However, the various nasty of patients is more than ugly faces – their amazing animation increases the visceral discomfort of them.
“We had a great help of the Mundfish team in the configuration of our animation department. We have a lot of experience in animation, such as creating our own short horror movies that taught us how to work to work to scare you,” explains Verehin. “For example, we will have a monster, which at the beginning moves normally, but we will try to adapt it in a way that it is more unique and terrifying.”
He shared a witty development history to illustrate. “28 seconds to Official trailerThis monster is getting over. In this way, the artistic director of Team Clout, Alexey Michhailov, leaned for fun at one of the sessions of the model. The team found it really terrifying and decided to include it in the game! “
Oleg recalls that the animation was initially complex: “Especially when working with 60 frames per second. Compared to 30 FPS, the animations may seem less cinema. But over time I got used to it – and now I really like it.”
What you can expect from bad gameplay
What about the game? Verehin explains: “You study, use resources, you will find and update your weapon. You can use your resources to create and update weapons. Of course, you need to manage your stocks, because the resources are limited. There will be intensive meetings – sometimes with individual enemies, sometimes a small group and cool moments when you fight waves of enemies and bosses.”
There will also be puzzles and environmental interactions. “For example, if you repair electricity in the area, the environment changes – things can become dark elsewhere. We want the setting to be reliable and realistic.”
What are the weapons we will operate? “Shooting, AK-47- It was like this revolver pistol, a sniper rifle, all standard things- and not to spoil, but there will be fun, insidious weapons- and many weapons in battle.”
In general, what will the developers in the CLout Hope players receive players from anger? “We want players to say to themselves:” Do you know about this game? This crazy thing happened! “The second person would say:” Okay, but This It happened in my game! We make our game pleasant for different people – not only horror fans, but also players who want to experience a good story and a nice action. “
ILL is in the development of PlayStation 5, with information about a follow -up issue.