Players will not have to worry about dealing with obtuse puzzles in the gorgeous sci-fi adventure Afterlight.

Speaking exclusively to OnlySP recently, Silent Road Games’s designer Vic Franco said that the team is taking care to not implement scenarios that demand players resort to illogical solutions:

“[W]e are completely avoiding the ‘meta-puzzle’ stuff. We want to do a game in which everything is diegetic and based on the core elements we offer to the player,” he said.

A part of that goal is to inspire the user to think differently about the items within the game world:

“We want to give as many ‘Eureka moments’ as we can. We are designing Afterlight in a way in which common genre mechanics turns into ‘wow’ moments by hiding their superficial aspects in order to change its function. […] That way we can talk about agency in terms that interactivity sometimes will bring changes on the nature of the elements we introduce in the game in particular moments.”

To illustrate this approach, Franco describes an example from Playdead’s Inside, wherein an aggressive pig becomes docile—and thus the means of progression—after a simple interaction.

More details about Afterlight, including its visual inspirations and how it will convey its heavy themes, will be available in our full interview with Franco tomorrow. Before then, be sure to check out the game on Kickstarter.

For all the latest on Afterlight and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

Damien Lawardorn
Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at

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