The text below was published on PlayStation.Blog.
ILL made a huge impact—or rather, a visceral shock—when its trailer debuted at Summer Game Fest 2025. We witnessed a first-person horror game brimming with grit, frenetic combat, and some grotesquely terrifying creatures—and we loved every disturbing detail.
So what kind of twisted minds would create a game like ILL? People deeply versed in horror. Developers at Team Clout have extensive horror experience, including work on multiple acclaimed film/TV projects (Longlegs, V/H/S/Beyond, It: Welcome to Derry), and are eager to bring their brand of terror to a new medium. We asked Team Clout founders and visionary artists Maxim Verehin and Oleg Vdovenko to let us probe their minds about ILL.
ILL’s Brand of Horror
As Verehin tells us, ILL is “a story-driven horror action game focused on visceral visuals, macabre moments, unique inspiration, exploration, and crazy ideas—a strong blend of survival horror elements and first-person 3D action. We’re working to balance moments where players get scared out of their mind with moments where they scream from enjoying intense action, shooting mechanics, and dismemberment.”
Many story details—involving a mysterious fortress in an Eastern European-inspired setting overrun by monstrosities—remain under wraps. While Verehin wants to keep the narrative mysterious, he shares some insight: “ILL’s focus is the protagonist’s personal story. Their history is deeply intertwined with the game’s world events. Broadly, the world will feel isolated and hopeless. We want players to feel the oppressive atmosphere. I hope players will empathize with the main character and their motivations.”
We want ILL to make you feel like the horror is physically happening to you. Not just psychological tension or scripted jump scares, but a sort of tangible, realistic discomfort. What sets us apart is how we blend hyper-realistic body horror with a reactive, tactile world. Enemies don’t just die—they suffer, adapt, mutate. Your actions leave marks, and the world responds.
– Max Verehin, Game Director & Team Clout Co-Founder
Why “ILL?”
Clearly, immense thought went into the game’s details, with secrets kept to enhance player experience. But the big question: why this title? “We wanted a short, punchy name that feels like a logo when written. The word represents horror, sickness, curses. It also reflects the monsters—I won’t spoil their origins, but there’s an interesting connection between the name and the story.”
Designing ILL’s Monsters
Oleg and Verehin’s creature designs have drawn significant attention. Both share concept art experience, and their warped artistic sensibilities have created a game filled with terrifying encounters.
What inspired these monstrosities? “Mainly old horror films from the 1970s-1990s,” says Oleg. “Everything used practical effects and quality animatronics. Imperfections were masked through smart lighting and precise direction.”
“For games,” Verehin adds, “inspirations include Half-Life 2, Silent Hill, and Resident Evil – titles where worlds felt alive and dangerous, with horror extending beyond visuals into systemic design. We aimed to create something realistic yet deeply unsettling, leaving players disturbed long after putting down the controller.”
Verehin detailed the monster design process: “We don’t have a set workflow. Sometimes you get concept art and ask, ‘How do I turn this into an in-game enemy?’ Other times you’ll see a scary concept video and think, ‘Can I make a monster like that?’ It might sound ridiculous, but this approach works. Inspiration often comes from life experiences.”
Monsters must also be fun to fight. Some designs were scrapped due to gameplay issues. However, ILL’s creatures transcend ugly faces—their unnatural animations amplify visceral dread.
“Mundfish’s animation team helped us build our department. Our horror animation experience taught us how movement can terrify,” Verehin explains. “For example, one monster moves normally at first, but we tweaked its movements to feel unique and unnerving.”
He shared an amusing dev anecdote: “At 0:28 in the trailer, a monster does this creepy crouch. That came from Team Clout art director Alexey Mikhailov messing around during a mockup session. We found it terrifying, so we implemented it!”
Oleg notes early animation challenges: “Working at 60 FPS made animations initially feel less cinematic than 30 FPS. But we’ve adapted—now we love how it feels.”
ILL’s Gameplay Experience
Verehin outlines gameplay: “You explore, scavenge resources, find/upgrade weapons. Inventory management is crucial due to limited supplies. Expect intense encounters—single enemies, small groups, horde battles, and bosses.”
Environmental puzzles also feature: “For example, restoring power in one area might plunge others into darkness. We want locations to feel credible and reactive.”
Available weapons? “Shotgun, AK-47, revolver, sniper rifle—all standard arms—plus some surprise crafted weapons and melee tools.”
What does Team Clout hope players take away? “We want players to ask each other, ‘Did you see what happened in my playthrough?’ We’re crafting an experience for horror fans and action lovers alike.”
ILL is in development for PlayStation 5, with release info coming soon.