Unsealed: The Mare Interview with Gamhalla

Unsealed: The Mare

Last month we had the opportunity to ask some questions about the upcoming game Unsealed: The Mare, a horror title inspired by greats like P.T. and others.

More than just a sequence of jumpscares, in Unsealed: The Mare players will uncover a story grounded in trauma and guilt.

Q: “The game starts off in the middle of things, creating this disorienting situation for the player almost like gaining awareness in the middle of a dream. Does this sort of nightmare like scenario play into the themes of the game?”

A: Yes, exactly. You often don’t remember how a dream starts. You’re just suddenly in it, already moving through something that feels real. I wanted the player to feel that same kind of disorientation from the very beginning. The dream logic ties directly into the themes of the game. Everything revolves around perception and memory. In a dream, what you believe can start to feel like the truth, even if it isn’t. That uncertainty is part of both the narrative and the experience.

Q: “Did any horror games inspire Unsealed: The Mare?”

A: I’ve played a lot of horror games over the years, most of them, probably. I love the Resident Evil series, especially the last ones, and games like MADiSON and Visage really stood out to me. And of course, P.T. was something special when it released. I think all of that sits somewhere in the back of your mind when you create something. I think all of that naturally influences you over time. For me, it was about creating my own take on horror and creating the kind of experience I personally would enjoy.

Q: “The fox doll introduced early in the game is also the program’s icon, can we assume there’s some symbolic significance there?”

A: Yes, there’s definitely symbolic significance there. The fox teddy is directly tied to the lore and to the past. It isn’t just there for atmosphere. It carries emotional weight, but it’s also important from a gameplay perspective. In general, most things you see or interact with in the game connect back to the story, the setting, or the mechanics in some way. The fox teddy is one of those elements.

Q: “There’s some very creative scares, the brief painting chase in the beginning stands out. Was it difficult coming up with situations to create dread before the scare?”

A: Yes, a few moments like that appear a few times throughout the game. Whether it’s a jump scare or a slower build of dread, it’s always a challenge to make it feel like it belongs there and serves a purpose. Especially with dread, it can be built in different ways depending on the situation. Sometimes it’s about what you see, sometimes it’s about what you hear, and sometimes it’s about what you expect might happen. Making those moments feel natural and meaningful, rather than just thrown in, is definitely one of the harder parts of designing horror.

Q: “The description of the game says that Unsealed is ‘A story rooted in family tragedy, grief, and the lingering presence of the past’. What made you choose horror as the vehicle for this story?”

A: For me, horror just made sense for this kind of story. Grief and trauma aren’t simple things. They can affect how you remember the past and how you see what happened. Psychological horror lets you explore that in a very direct way. Fear, guilt, and unresolved memories can become something you actually experience instead of just something that’s talked about. Since the game focuses a lot on perception and emotions, horror felt like the right way to tell that story.

Q: “What do you think sets Unsealed: The Mare apart from other survival horror games?”

A: I think one of the main things is how intense it is. There aren’t long stretches where nothing happens. You’re either finding pieces of the story, solving something, or dealing with an encounter. I didn’t want it to feel like a game where you just walk around waiting for something to trigger.

Another big part is how much the game relies on audio and awareness. You can often hear that something is about to happen before you see it. Paying attention really matters. The game is challenging, but there’s always some form of counterplay. You can actually get better at it by learning patterns, listening carefully, and understanding your tools.

The encounters are also more interactive than just running away. Sometimes you have to use Focus Memory to interact with a memory and solve something under pressure, make quick decisions, hide, or combine different mechanics. It’s meant to feel active, not passive.

And then there’s the story. You’re not spoon-fed everything. You get bits and clues, and it’s up to you to piece together what’s really going on. The more you pay attention and actively think about what you’re seeing and hearing, the more you start connecting things. What’s true and what you believe is true aren’t always the same, and that’s part of the experience.

Q: “Are there any future projects in the works?”

A: Yes, there is something in the works, and it’s something I’m very also excited and passionate about. I can’t say too much about it right now, but it will also be psychological horror. This one will have online co-op features, so you can bring your friends along. I’m really looking forward to sharing more about it later.

Unsealed: The Mare is set to release on March 10. You can check out the store page on Steam here.

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A basement-dwelling ogre, Brandon's a fan of indie games and slice of life anime. Has too many games and not enough time.


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