Interviews
Simon Andersson of Gamhalla on Unsealed: The Mare – Interview Series
Gamhalla, a Sweden-based independent developer, is reportedly working to blend the horrors of sleep paralysis with a gripping first-person psychological thriller for a brand-new experience on consoles and PC. Aptly titled Unsealed: The Mare, the upcoming title will, at least according to Lead Developer Simon Andersson, take its inspiration from vast personal experiences and the perpetual conditions of the dark and gloomy Swedish climate. But, more on that later.
‘You play as Vera, caught between dreams and memories, you search for what should have been forgotten. As fragments of your family’s tragedy surface, they poison your mind and intertwine with your memories, distorting the dream into something increasingly horrific,’ the description reads in part. ‘In this nightmare, everything feels connected – bound by guilt, sorrow, and something far darker you cannot yet comprehend.’
In an effort to learn more about Unsealed: The Mare ahead of its March 10, 2026 debut on consoles and PC, we decided to sit down with Simon to comb over the details.
Hi, Simon, thanks for taking the time to speak with us about your upcoming game. Before we delve into the details, would you mind if we asked you a bit about yourself? How did it all start for you, and what made you want to become a game developer?
Simon: I first got into game development when I was younger and started experimenting with creating custom stories for Amnesia: The Dark Descent. I think that was around 2012 or 2013. I remember thinking it was incredible that I could actually create an experience instead of just playing one. From there, I started getting more into programming in general because I knew I wanted to make my own game someday. It was a long road with a lot to learn. Over the years, I have worked in software and app development, but game development was always what I cared about the most. That has always been the real passion. I have always loved horror, and I have had so many ideas in my head for different horror stories and concepts. Sometimes you have a vision or a feeling that feels so clear when you imagine it, and you just want to share that vision and that experience with others. It is not enough to explain it with words, people need to actually feel it. I think that desire to share that vision, those and that feeling with other people is what truly me want to become a game developer.
Could you tell us about the challenges that you have faced as a solo developer? In your own words, what has been the toughest obstacle since beginning work on Unsealed: The Mare?
Simon: One of the biggest challenges has been making the game feel both intense and fair at the same time. Unsealed: The Mare is designed to be challenging. It is not a game where you can just move forward without thinking. You have to pay attention to your surroundings, listen carefully to audio cues, and react to situations as they happen. Sometimes you need to make quick decisions under pressure. As a solo developer, achieving that takes a lot of testing and refinement. It is about creating pressure and fear, but also giving the player enough control and information to learn, improve, and approach situations more strategically over time.
Speaking of Unsealed: The Mare, would you mind if we asked you to explain it, in a nutshell? How would you best describe it, and how exactly does it compare to other first-person psychological horrors?
Simon: It is a challenging and very intense game with no long stretches of just walking around or doing nothing. You are constantly solving something, surviving an encounter, or making decisions under pressure, and your awareness, especially audio, is a real gameplay tool, not just atmosphere. The story is not spoon-fed, so you have to actively notice and interpret clues through what you see and hear to figure out what is really going on and what the truth is, and the more attentive and strategic you are, the better your odds of surviving.

Credit: Gamhalla
We would love to hear more about the story and, more importantly, the characters who play a role in it. Would you mind setting the scene for us?
Simon: You play as Vera, who wakes up in what feels like a dream, with no clear understanding of where she is or why. Eventually, you begin to see clues that point toward her real life and the people around her, especially her family. It quickly becomes clear that something tragic has happened, but you do not understand why, what exactly occurred, or who is responsible. The more you play and pay attention, the more you start to piece things together. The story is not directly explained, and depending on how attentive you are and how you interpret what you find, your understanding of the truth can differ. It is difficult to go into too much detail without spoiling it, but at its core it is a story about guilt, family, and trying to understand what really happened.
Are we right in thinking that Unsealed: The Mare is also inspired by your own experiences with sleep paralysis? Could you tell us more about those experiences and how they helped shape the game?
Simon: Yes, that is definitely true. The game is inspired by both my nightmares and my experiences with sleep paralysis. It is not always about one specific sleep paralysis experience, but about the general feeling of helplessness. Waking up and seeing someone, or something, there in the dark, maybe standing in a corner, just watching you. It does not rush. It takes its time, almost like it knows you cannot move and that you are completely helpless. That mix of panic, confusion, and dread is something I wanted to capture in the game. That feeling of being aware but not in control became a big part of the encounters and the overall atmosphere.

Credit: Gamhalla
We’re curious to hear more about the Focus Memory mechanic. Please could you tell us more about how it works, as well as how it will alter the in-game environment among other aspects of the journey?
Simon: Focus Memory is used in several different ways throughout the game. It allows you to find hidden clues and pieces of lore, but it is also essential for progression. By focusing, you can reveal memories that open new areas and give you access to what you need in order to move forward. You may also have to use it during an encounter to survive, for example by locking a door to gain a few extra seconds to complete an objective or reposition yourself. It is not just a passive mechanic, it can directly affect whether you live or die in certain moments. The idea behind Focus Memory builds on how dreams work. Sometimes in a dream, you suddenly realize you are dreaming, and for a brief moment you can influence what happens by concentrating on a memory or thought strongly enough for it to become real within the nightmare. It is your way of taking limited control in a place where you normally have none.
Do you have any words of advice for those who might be interested in picking up a copy of Unsealed: The Mare? Say, do you have any tips or tricks that you wouldn’t mind sharing?
Simon: I would say take your time and pay attention. Look around, listen carefully, and do not rush. Audio is one of your biggest tools in the game, so do not ignore what you hear, and do not be afraid to crank up the volume, even if it makes things more intense. The game is challenging, but there is always a way to counter what is happening. If you adapt to the situation and learn from your mistakes, you will start to notice patterns and improve. It is meant to reward awareness and patience.
With Unsealed: The Mare set to launch on consoles and PC on March 10, 2026, we have to ask – what’s next for you? Are we likely to see another horror tale creep out from beneath the woodwork in the near future?
Simon: Yes, there is already a new project in the works. I cannot go into too much detail right now, but it will also be a psychological horror game. This time, it will include online co-op features, so you can bring your friends along and get scared together. I am really excited about it and look forward to sharing and talking more about it soon.

Credit: Gamhalla
Thanks again for taking the time out to chat with us, Simon. Before we wrap things up here, is there anything else you would like to add for our readers?
Simon: I just hope that anyone who plays the game, whether you play it alone, get together with friends, or even watch some Let’s Plays, enjoys the experience. If I can create something that stays with people for a while or even just makes someone’s weekend a little more interesting, that means a lot to me. I also enjoy seeing how different players approach it, their theories about the story, and their reactions to certain moments. Everyone tends to notice different things, and it’s always interesting to see what people take away from it.
You can learn even more about Gamhalla’s Unsealed: The Mare by adding the game to your wishlist on Steam here.