Interviews
Yonghe Wang (Creative Director) & Lu Chen (Executive Producer) of Pollard Studio Talk KARMA: The Dark World – Interview Series
Pollard Studio, the collective torchbearer behind the brainchild project, KARMA: The Dark World, is gearing up to bring its “doorway to another world” thriller to an ever-expanding network of psychological stories and interwoven experiences. According to the team, the upcoming game will incorporate ties from both fictional and non-fictional points of interest—an approach that will touch upon “books, films, and real-world issues—grueling work, economic inequality, and the dominance of tech companies.”
To learn more about KARMA: The Dark World ahead of its global debut, I decided to reach out to two of the studio’s leading creators, Yonghe Wang (Creative Director), and Lu Chen (Executive Producer).
There are many things that we would love to talk about here. First and foremost, there’s the concept. What inspired you to build upon this idea, and how would you best describe it?
The creation of KARMA: The Dark World stems from a powerful vision: we wanted to build a series of stories and a world we could continuously expand. It’s a way to explore how humanity perceives itself in different environments and to search for the meaning of existence. It’s more than just a game—it’s a doorway to another world.
This world isn’t entirely fictional. It draws inspiration from books, films, and real-world issues—grueling work, economic inequality, and the dominance of tech companies. In a dystopian setting, distorted love and desire drive people to either pursue identity or compromise themselves. Through this game, we aim to explore these themes while offering players an immersive experience. It allows them to feel emotions they might not encounter in real life but also prompts reflection on the world we live in.
Let’s carve a little deeper into Leviathan Corporation and its tight-fisted approach to sustaining the city’s economic development. What are these watchful figureheads trying to achieve, and what is this Utopia that they speak so highly of?
On the surface, Leviathan Corporation’s goal is to build a “perfect ideal society.” They firmly believe that through efficient, rigid control and the allocation of technological resources, they can create a flawless future. But behind this so-called utopia lies a cold, unyielding artificial intelligence.
It’s a paradox—they present themselves as saviors and heralds of hope in the aftermath of urban warfare. Yet their moral judgments and decisions are reduced to binary choices: 0 or 1. They govern and plan every aspect of people’s lives, gradually eroding human emotions and free will, bit by bit.
So, how do we fit into this world? Where will we take our place on the Leviathan Corporation ladder, and how will our skills differ from those of other boroughs in the city?
Players take on the role of a Leviathan ROAM Agent, someone capable of delving deep into the memories of others to uncover hidden truths. They witness and reshape key memories, submitting their findings to Leviathan.
Players serve in a classified division under Leviathan’s Thought Bureau, where identities are kept strictly confidential. Trust does not exist between individuals; suspicion and secrecy define every interaction. Solving cases and conducting continuous memory-diving operations become the primary objectives. Every individual operates within a points system, with their rank and access to societal privileges determined by the accumulation of points.
Leviathan meticulously designs the life path of every newborn to ensure their utility to the corporation’s vision. Only those who pass a rigorous selection process are granted access to this world. From an early age, they are groomed to become unflinchingly loyal and emotionally detached operatives, conditioned to obey without question.
Delving into the tainted memories of suspicious folk is a huge part of the job. The question is, what sorts of things are we likely to discover during these daring descents into the human psyche?
Memories are complex—they are a tangled mix of emotions, images, and fragments of the past and present merging together. As you dive into someone else’s memories, you’ll uncover their true essence—their fears, desires, and hidden sins. These memories might be tender, terrifying, or even completely shatter your perception of that person.
But remember, memories can fight back. Both your body and mind will experience the same emotions and traumas as the one whose memories you’re exploring. And this journey isn’t a one-way street. At certain moments, you may find yourself lost in the blurred lines between reality and illusion.
We would certainly hate to turn a blind eye to the visuals of this cinematic universe. Would you mind telling us more about this “meticulously detailed” world you have created? Walk us through the drawing board phase, if you’d be so kind.
The foundation lies in whether the story and content fulfill their purpose—whether they can evoke and influence emotions through meaningful connections. I believe people’s definition of “experience” is shaped by a combination of factors accumulated over time. In the early stages, our designers drafted numerous outlines for the world and carefully structured the narrative and gameplay pacing to align with the three-act structure of a film, ensuring that the player’s journey feels as immersive as watching a movie.
Our art director drew inspiration from works we felt delivered profound experiences, such as David Lynch’s Twin Peaks, Darren Aronofsky’s Requiem for a Dream, and the art of Edward Hopper and Vilhelm Hammershøi.
We then explored and analyzed these elements, weaving them together into the game’s fabric. By blending story, color, gameplay, music, and text, we redefined sensory perceptions using ordinary, everyday objects. Through subtle use of color and design, we sought to stimulate players’ thoughts and emotions, ultimately crafting a distinctive “experience” unique to the game.
A message from Leviathan:
The indie game scene is where some of the greatest stories are told, and KARMA: The Dark World is no exception. Inspired by visionaries like Tarkovsky, Kojima, and infused with a touch of Lynchian mystery, KARMA aims to blur the lines between cinematic… pic.twitter.com/1qGnqr0tiG
— Karma: The Dark World (@KarmaDarkWorld) October 14, 2024
Is there anything we should know about our role in the Leviathan food chain before we take on our first case? Are there any useful tips that you wouldn’t mind sharing with us ahead of the game’s release?
Trust no one around you—yet there are no absolute villains here either. The true evil stems from the world Leviathan has created. Everyone has their own motives and agendas.
My advice is this: whether it’s the words of an NPC or the subtle details in the environment, crucial clues may be hidden everywhere. You’ll need to read between the lines, observe carefully, and immerse yourself in the memories of these people.
Would you mind if we asked where you are with the game’s development cycle? Are we likely to catch more if it before year’s end, or is this wishful thinking?
We began production in early 2020, but the concept had been brewing long before that. I believe there will be a lot of information released in the future, so please stay tuned.
Where might we be able to source some additional information on KARMA: The Dark World? Would you mind sharing a few social links, newsletters, or roadmaps with us?
We are sharing all updates and interesting materials in our social media:
https://x.com/KarmaDarkWorld
https://x.com/pollard_llc
https://x.com/WiredP
And also in Steam blogs!
https://store.steampowered.com/news/app/1376200
Would you like to add any final words to this thread before we begin to wrap things up?
The narrative goal of KARMA: The Dark World is to transcend the limitations of digital media and convey genuine, profound emotions to players, allowing them to experience something truly real within a virtual world. Through this, I hope players will reflect on their actions in real life and grasp the deeper meaning and impact behind every event.
As a game creator, we focused on weaving philosophical thought into the game’s design, as reflected in the title itself. The relationship between cause and effect is deeply interconnected—every moment, character relationship, and event spirals together to form the fabric of the world. We aim to break the boundaries of traditional storytelling, crafting an experience that is both entertaining and thought-provoking. It’s not just a virtual journey; it’s a reflection of reality, encouraging players to find their own answers through the game.
We look forward to hearing players’ discussions and insights after the game’s release. Their experiences will help us refine and shape future projects.
Thank you!
You’ve been great. Thanks again guys, and best of luck with KARMA: The Dark World!
You can find more information on Pollard Studio’s KARMA: The Dark World over on X. For even more pre-launch updates, be sure to add the game to your wishlist on Steam here.