Wronged Us is an upcoming open-world horror experience crafted by the solo developer of Delusional Studio. Built in Unreal Engine 5, the game features searing gameplay in a twisted, dark town that pulls inspiration from several well-known games such as Dark Souls, Resident Evil, and Silent Hill.

Game Rant spoke with creator and solo dev Sohail Khan about his first game Wronged Us, what inspired him creatively, and what makes Unreal Engine 5 a powerful tool for solo developers. This interview has been edited for clarity and brevity.

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Q: Please start off by introducing yourself. Who are you and what is your background?

Hello, my name is Sohail Khan. I am an Unreal Engine developer, and this is my first project. As a passionate video game enthusiast, I have been in love with the survival horror genre for as long as I can remember.

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Q: Walk us through the world of Wronged Us. What made you want to make a horror game of this type and this scale?

In 2017, I began working on a horror game after discovering that Unreal Engine was available for free. Since most game studios had abandoned third-person survival horror, I saw an opportunity to create something unique in that genre. The project started as a simple walking simulator, but as I gained more experience, I expanded the scope of the game to create a bigger and more ambitious project.

Q: What can players expect to encounter in the world and what kind of world will they be exploring?

The world is designed to be highly detailed and immersive, with every corner holding secrets and discoveries waiting to be uncovered. Players will need to rely on exploration in order to survive, as resources will be limited. In addition to facing enemies, players will encounter a sinister cast of NPCs scattered throughout the map

Q: I like the notion of the main character returning to their hometown but everything is off, and you don't know who you can trust anymore. Where did the idea for the story and the characters come from?

The original inspiration for the game came from Silent Hill Homecoming, but it has since evolved into a much darker and more grounded experience. Drawing further inspiration from A24 horror movies, the game aims to deliver a slow-burning horror experience, immersing players in a world that will leave a lasting impact on them. The protagonist Isaac's complicated relationship with the town adds another layer of depth to the story, making it a haunting and unforgettable journey.

Q: You mentioned A24 films being an inspiration. Are there any in particular that really inspired your development of Wronged Us? What aspects of them were inspiring to you?

The game draws inspiration from A24 horror movies like It Comes at Night and The Witch'. These films are known for their atmospheric tension, haunting visuals, and a focus on psychological terror rather than jump scares. The game aims to capture this same feeling of unease and dread through its storytelling and gameplay mechanics.

Q: I’m also curious about your inspiration from the town of Lowell. Where did the concept come from and how did you settle on the name?

The concept mostly came from drama movies set in small towns. I like the feel of a suburban town, a small community where everyone knows each other. As for the inspiration for the town itself: it's sort of an avatar for every little American town that's been left to rot. The name Lowell was decided based on the town's lore.

RELATED: How Wronged Us is Inspired by Dark Souls, Resident Evil, and Silent Hill

Q: I see that the game pulls inspiration from several other games like Silent Hill, Resident Evil, and Dark Souls. What mechanics of each of those games inspired the world of Wronged Us?

Wronged Us is a survival horror game that draws inspiration from several classic franchises. The gameplay features have been influenced by Resident Evil 2 Remake, such as inventory management, puzzles, and combat. The story and atmosphere are inspired by Silent Hill, delivering a much darker and more grounded experience.

However, the NPC and quest design have been heavily influenced by Dark Souls, meaning that there are no quest markers or objective pop-ups. Players must rely on their observations and conversations with NPCs to uncover the secrets of the game world and complete side quests, just as they do in the Souls series. This creates a much more immersive experience, in my opinion.

Q: What about them drew you in and made you want to iterate on them for your own game?

Resident Evil games excel in making exploration a rewarding experience, as the amount of resources gathered is crucial for survival. This aspect always captivates me and draws me into the game world.

Silent Hill games have a knack for telling engaging stories with unexpected twists and turns that slowly unveil throughout the game. This storytelling approach is what keeps me invested in the game, eager to uncover what comes next.

The quest system in the Souls games is a refreshing departure from the typical hand-holding found in many modern games. The feeling of accomplishment when finding or completing something specifically requested by an NPC is truly rewarding, especially given the lack of help from the game. This approach encourages players to truly immerse themselves in the game world and engage with its inhabitants.

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Q: How would you say those mechanics are different in Wronged Us from the original games you were pulling inspiration from?

The mechanics that inspire Wronged Us will be unique in their own way. For instance, in terms of exploration, players cannot simply barge into NPCs' homes unless they are abandoned. They will have the ability to knock on doors, peek through windows, or find alternative entry points, adding a new layer of immersion to the game world.

Q: I’d like to talk about your experience using Unreal Engine. How has it felt to have such a powerful tool at your disposal to make Wronged Us?

Unreal Engine provides all the tools you need to create any game you want. When I started, I had a small idea in mind, but as I learned more about the engine, my vision expanded and became even bigger.

Q: How has UE allowed you to achieve your goals? What have been some of your favorite tools built into the engine that have helped you during development?

Unreal Engine's accessibility and user-friendly interface made it easy for me to achieve my goal. The blueprint visual scripting is my favorite feature because of how intuitive it is.

Q: You briefly mentioned the blueprint visual scripting feature of UE being intuitive. How has it made your experience building the game easier? Can you give an example of something it helped you achieve?

Blueprints can be used to create almost any game feature. The way I see it, they simplify C++ programming. With more than half of the game's features achieved through blueprints, they have been incredibly helpful in development.

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Q: I’ve spoken to some other developers who have said UE has helped make their development a lot more streamlined and efficient. Do you agree? If yes, what features have aided in making your development more efficient?

Yes, it does and having the Unreal marketplace at your disposal can greatly aid you in your development.

Q: Same sort of question about the UE marketplace. What do you like about the marketplace that has made it a stand-out feature to you?

My favorite feature is the monthly free asset releases, and I also appreciate that developers continuously update their assets to ensure they remain relevant and useful.

Q: Would you recommend UE to solo devs or other small teams? Why or why not?

Absolutely! Unreal Engine is a game-changer in the world of game development with its powerful engine and strong community support. The abundance of free content available to developers is remarkable, and it's easy to seek help from the community on any social media platform as a solo developer.

wronged us npc house

Q: Have you faced any challenges using UE5 during your development?

Unfortunately, many of the plugins I was working with were not supported in UE5, so I had to revert to UE4. However, I plan to transition to UE5 once I have a professional team in place.

Q: What’s your favorite feature of the game so far that you’re excited for players to experience when Wronged Us launches?

The open world in Wronged Us is truly something special that I'm eager for players to experience. Every corner of the world has a story to tell, making exploration one of the game's highlights. As you explore the town and meet its inhabitants, you'll uncover their darkest secrets and the horrible things that have happened, while gradually revealing the protagonist's past story, adding an extra layer of depth to the overall experience.

Q: Is there anything I haven’t touched on that you’d like to talk about?

I would like to clarify that the footage recently shared on social media does not reflect the final product. Some of the models like the protagonist are placeholders, and I assure you that the finished game will have vastly improved visuals, gameplay, and animations.

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Wronged Us does not have a release date at this time.

MORE: Wronged Us Developer Delusional Studio Explained