Ghostlore, an action RPG inspired by Diablo and featuring a demon slaying campaign with Southeast Asian influences, has recently been released on Steam and is now available on Xbox Game Pass. The game has received early positive reviews on Steam, which has left the Singaporean developer, Andrew Teo, encouraged but also exhausted. In a recent interview with Game Rant, Teo discussed the game's inspirations, aspirations, and mechanical development. The interview has been edited for brevity and clarity.
Q: Please introduce yourself and share your favorite monster from Southeast Asian folklore.
A: My name is Andrew Teo. I am the creator of Ghostlore, and I don’t really have a favorite monster.
Ghostlore is an exciting action RPG that immerses players in the mystical world of southeast Asian folklore. With its setting inspired by Singaporean culture, the game offers a unique and captivating gaming experience. Recently released on both Steam and Xbox Game Pass, Ghostlore has received positive reviews and feedback from players, which is highly encouraging. For those who are unfamiliar with the title, Ghostlore is a must-play game that guarantees an unforgettable adventure.
Ghostlore proudly labels itself as “Eastpunk” and stands out as one of the few games that are set in a fantastical world inspired by Southeast Asia. However, the question arises as to why this particular setting has not been explored as extensively as other parts of Asia or the world as a whole. While there may not be a straightforward answer to this, it is essential for game developers to challenge the status quo and showcase unique and fascinating elements that are not commonly seen in the gaming industry. As a game developer, it is our responsibility to introduce players to new and exciting ideas.
The early prototypes of my game were tested by my friends, who provided valuable feedback. During this phase, one question stood out: “Why would I play this game when I can already play Diablo?” This question made me realize that I needed to create something unique and different. It sparked the idea of incorporating Southeast Asian folklore and horror themes, which are not commonly explored in mainstream games.
The Southeast Asian culture stands out as unique compared to other Eastern cultures such as Japanese, Korean, or Chinese, due to its blend of Eastern, Western, and even Middle-Eastern influences brought about by colonialism. Singaporean culture is a perfect example of this blend, with its Chinese, Muslim, and Western cultural elements. In addition, every monster or creature in Southeast Asian folklore has its own set of rules governing their unique behavior. These rules are incorporated into the game in the way enemies interact with the player, making it more challenging and interesting. For instance, the Pontianak, a creature found in banana trees, chases after the player, but can only be defeated by destroying the possessed tree.
I conducted extensive online research and consulted with friends who share a passion for this genre in order to develop the game's diverse range of enemies. Utilizing their input, we incorporated mechanics based on traditional folklore, such as the enemy with poisonous breath that can degrade armor. One such example is the mythical boar demon, Babi Ngepet, known for its ability to steal wealth and valuables. In the game, players must be wary of this foe, as its attacks result in the loss of currency.
The Orang Minyak almost didn't make the cut as a monster, as it is actually a practitioner of black magic known for being a serial harasser. In the game, it takes on two forms - the first being an oiled-up version that is difficult to hit, but can be defeated by removing the magical oil. Once defeated, it reverts to a naked form that can run at great speeds, but is vulnerable to damage. Other monsters in the game include the Jiang-shi, a hopping vampire from Chinese folklore that can drain a player's health, and the Hungry Ghosts, who are said to cause anything they eat to burst into flames and can breathe fire at the player.
Q: Did you draw on any personal experiences when designing Ghostlore? Did you draw from other games and media?
A: While we did explore some very dark and unsettling creatures for Ghostlore, we ultimately decided to leave them out. We wanted to strike a balance between horror and accessibility, so we kept the creatures in the game within a certain range of scariness that we felt most players would be comfortable with.
A: The archetypes for ghost fighting in Ghostlore draw from a range of traditions, including martial arts, psychic abilities, holy practices, elemental powers, and animalistic instincts.
A: I don't have a specific favorite class. However, the Feral class, which has the ability to transform into a weretiger, was inspired by a folklore suggestion from a friend, although I cannot recall the exact details at the moment.
The Exorcist class is unique in its Sixth Sense ability, which sets it apart from other ARPGs. This skill allows players to interact with friendly spirits for health, adding a refreshing twist to the gameplay. Additionally, the use of paper talismans in anime makes the Exorcist class even cooler. However, I am curious to know which cities and regions served as inspiration for the creation of Seaport and its surrounding archipelago.
The game's setting is based solely on Singapore, with each area in the game corresponding to a specific island in the country's archipelago. However, the game is set in the early 90s, around 1994, making it a slightly older version of Singapore. The decision to go with a past setting rather than a contemporary one was deliberate, but the reason behind it is not specified.
A: The inclusion of food in Ghostlore was intentional, as it adds an extra layer to the game's cultural immersion. To select the recipes, we researched traditional dishes from various regions and cultures known for their ghost stories and folklore. We also consulted with local chefs and food experts to ensure authenticity and accessibility for players. The end result is a diverse and flavorful menu that enhances the overall gameplay experience.
I integrated pictures of food submitted by users on the Singapore subreddit into the game, crediting each contributor in the game’s credit section. The dishes included were favorites from the submissions. The graphics of Ghostlore aim to evoke a particular time period and geographic atmosphere, which is why I chose to incorporate a 90s-pixel aesthetic.
The decision to incorporate 90s theming into our pixel graphics game came after its initial creation. We wanted players to feel as though they were playing a game straight out of the 90s, but there is one area that deviates from this theme. The Institute of Paranormal Studies, which resembles Changi Airport, was added in response to player demand for more content during an early access launch. While it is mentally considered a post-game area, the inclusion of a 2000s airport was a compromise I am not particularly proud of. While famous, it does detract from the overall 90s aesthetic we were aiming for.
A flexible character building system is one of Ghostlore's greatest mechanical strengths. If you're looking for tips or favorite builds, you're in luck - players have plenty to offer. One particularly fun option is the pressure point skill, which marks enemies with a debuff and explodes when triggered. This skill is a nod to the Fist of the North Star anime, so it would be interesting to see a build centered around this reference. Ghostlore is full of shout-outs like this one, making the character building experience all the more enjoyable.
The Immolate skill in Chainsaw Man is actually a clever nod to Tatsuki Fujimoto's previous work, Fire Punch. The manga follows a character who is constantly burning and regenerating, much like how the skill works in Chainsaw Man. While using the skill, players not only lose health but can also ignite enemies in the surrounding area.
Q: How did you go about developing and balancing the complex interactions between class skills, runes, and equipment? What was the game like in its earliest stages?
A: Initially, my focus was on incorporating elements that sounded impressive. In Ghostlore, where the gameplay is not centered around competition, my belief was that the priority should be on providing the player with an exhilarating experience rather than maintaining balance. If there exists a single dominant build, it could pose an issue. Nevertheless, with the availability of multiple builds, ample opportunities for players to demonstrate their ingenuity, and ensuring everyone is enjoying themselves, maintaining balance becomes less essential.
As mentioned on Steam, I drew inspiration from classic ARPGs such as Diablo 2 and Titan Quest. I aimed to capture specific elements from these titles to incorporate into Ghostlore.
The intangible essence of older games, particularly those in the action RPG genre, is difficult to articulate but crucial to capture. Combat must be both satisfying and challenging, with good decision-making at the core of gameplay. Unlike the Souls-like genre, where constant attention is required, setting up skills and gear is key in an ARPG. During combat, one's focus can be shifted elsewhere, allowing for more strategic play. Initially worried about overwhelming players, we ultimately embraced complexity and expanded the skill system to include combo skills, offering greater build variety.
A: Despite being inspired by classical ARPGs and featuring graphics reminiscent of the SNES era, Ghostlore manages to offer a contemporary experience. Balancing the desire to stay true to classic influences while also introducing something new and distinct can be challenging. However, the game's modern feel is attributed to the collaboration with programmer Adam and the incorporation of player feedback. While some players have expressed a desire for additional quality-of-life improvements, it's a delicate balance to maintain the game's nostalgic appeal while also introducing modern elements.
Players also provided feedback on specific features such as the crafting system and the difficulty curve. We listened to their suggestions and made adjustments accordingly. Overall, player feedback was invaluable in shaping the game and ensuring that it met the expectations of our audience.
We have plans to introduce new features in the future, however, our current priority is to ensure the game's quality and fix any issues that may arise. As we have just released the game, we also need some time to recharge and rest.
Q: Is there anything else you would like readers to know?
A: I hope people will follow me on my socials!
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Ghostlore is available now for PC, Xbox One, and Xbox Series X|S.