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Perp Games & Deadbolt Interactive on P1: Anchor Light – Interview Series

P1: Anchor Light Promotional Art

Perp Games and Deadbolt Interactive are working collectively to bring a BioShock-meets-musical statues  anomaly-hunting thriller to Xbox, PlayStation, and PC this coming quarter. Aptly titled P1: Anchor Light, the team’s upcoming debut IP will reportedly combine the “opulence of BioShock mixed with a touch of mystery and a large serving of anomaly hunting” in an all-new lighthouse-centric world of peculiar happenings and familiar yet universally popular hidden object tropes.

“As long-time fans of horror and the anomaly-hunting genre, we wanted to create an experience that was more sinister and unsettling in its offering and atmosphere,” Antonio Alvarado, Lead Game Designer at Deadbolt Interactive and Grant Wilde, Head of Production and Design at Perp Games explained in a press release. “P1: Anchor Light wears a mask of beauty, but when removed, reveals something far, far darker. To us, P1 is an evolutionary next step within the genre that we hope players will enjoy exploring.”

Curious to learn more about P1: Anchor Light ahead of its formal debut on consoles and PC, we decided to reach out to the team to have them shed light (a lighthouse reference, yes) on the IP.

Thanks for taking the time out of your day to speak with us — we appreciate the opportunity to learn more about your upcoming game. Before we talk about that, though, would you mind introducing yourself to our readers and telling us more about your role?

Grant: Hi there, I’m Grant from Perp Games, the designer/producer on the project, and I worked with the very talented developer Antonio Alvarado from Deadbolt Interactive to create a game I’m very excited to talk to you about today.

We’re eager to swivel the spotlight over to P1: Anchor Light. That said, before we jump into the finer points of your upcoming debut title, we have to ask — why this genre, in particular? Could you tell us more about the journey you took to reach this point?

Grant: It’s a sub-genre that’s easy to fall in love with, it’s also very approachable, both from a player and development standpoint. The condensed scope of a project like this allows a lot of room for fun – genuinely, we spent a lot of the time asking ourselves, ‘what would be the most fun in ‘X’ scenario?’ Towards the end of the project, when we were doing a lot of playtesting, we often ended up laughing as we were still getting freaked out – if you’re actively able to get a lot of joy from the project you’re working on, I believe that joy will reach the players.

On top of this, there’s still so much you can do with the genre, there’s a lot more fun to be had yet!
You’ve said it yourself: P1 is an “evolutionary next step within the genre” of anomaly-hunting games. Tell us, what sets P1 apart from its competitors, and how will it change a traditional formula that has become something of a staple in modern times?

Grant: There are two key things that set P1 apart from its contemporaries. Typically, the focus of anomaly-hunting games isn’t the environment, it’s merely a conduit for the anomalies – we wanted to take a different approach. We spent a lot of time creating and refining a play-space that’s impactful and is full of personality; a space that is both totally bizarre, yet somehow grounded. It housed eccentrics, saw untold darkness, and was a place of nuance. Conveying these stories through the space brought it to life.

The second differentiator is what we eloquently call the ‘Don’t Move’ mechanic. It’s effectively ‘grandmother’s footsteps’ or ‘red light, green light’. Music is constantly piped into the lighthouse through speakers, but it will sometimes cut out, and when it does, you shouldn’t move an inch. If you do, you will be seen… and dealt with.
Set the scene for us, if you’d be so kind. Where exactly will P1: Anchor Point take place, and how will we, as users, play a role in its evolution?

Grant: Anchor Light was ceased by PARADISE due to a lethal paranormal incident. A researcher was stationed there, but he left without warning. You play as an investigator, sent by PARADISE to find out what happened and shut down the lighthouse.

P1: Anchor Light - PC Launch Trailer

We won’t badger you for any spoilers, but we have to ask — what looms on the tenth floor of the lighthouse? What is the endgame that we’re actively trying to unlock here, if you don’t mind me asking?

Grant: The tenth floors acts as a literal beacon to the player, offering light and sanctuary, if they can make it through the darkness.

Well, you’ve certainly piqued our interest with this “musical statues” mechanic of yours. Could you tell us a bit more about how this will work?

Grant: Sure! A lot of players are used to singularly focusing on what they can see in games like these, but in P1, you also need to pay attention to what you’re hearing. The music could cut out at any moment, so you need to stay vigilant to survive. The further through a loop you’ve travelled, the greater the penalty is for getting caught.

In other similar games, if you spot an anomaly, you simply turn around to restart a loop… that’s for weaklings *laughs*. In P1, the music tends to cut out at the worst possible time, leaving you face to face with something very unsettling, knowing that if you move even an inch, it’s curtains. You will be regularly left completely helpless, fighting against the voice in your head shouting ‘run, run run!!’
Do you have any useful tips for those who might be looking to launch their own silent investigation into P1: Anchor Light’s mysterious happenings? Better yet, do you have any words of advice for those who’ve yet to play an anomaly-hunting game, in general?

Grant: I like this question a lot! There are a specific series of events that led the lighthouse to its current state, along with a greater narrative about PARADISE, the company who ceased it. You can find out more about these aspects through the stories of the people who lived there, which are told through anomalies, floppy disks that hold diary entries and memos, as well as the space itself. I’m very excited to see what people are able to piece together and any theories that crop up – I’ll be keeping my eye out for sure…

Regarding people who haven’t played the genre yet, definitely give it a bash! We’re all conditioned from a young age to enjoy spot the difference games after all! Personally I’d recommend getting some friends over on a gloomy evening, turning out the lights, and working through the game together – it’ll be a good time, I promise.
With the PC and console launch just around the corner, it seems only right that we ask — what is the next step for you? Could there be another bouquet of anomalies in the cards, or is it still far too early to call it?

Grant: P1 was absolutely built with a greater narrative in mind. Definitely watch this space.

How can we stay up to date with P1: Anchor Light ahead of its launch? Are there any useful social handles, newsletters or roadmap details that you wouldn’t mind sharing with our readers?

Grant: You can follow Perp Games across all of our socials channels, including YouTube, Instagram, X, and TikTok.

We’re excited to see more of P1: Anchor Light over the coming weeks. Thanks again, and best of luck with the launch!

 

You can learn even more about P1: Anchor Light by following Deadbolt Interactive on X. For additional news coverage on the game, you can also follow Perp Games on X here.

Jord is acting Team Leader at gaming.net. If he isn't blabbering on in his daily listicles, then he's probably out writing fantasy novels or scraping Game Pass of all its slept on indies.

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