Bridge Command lets you live out your starship fantasies

In 2016, I dragged my Engadget colleagues to preview Star Trek: Bridge Crew, a VR title letting you live out your fantasies of sitting on the bridge of a starship. Sadly, despite having two fans in the team, we failed miserably at the game, a wound I’ve been nursing ever since. When Bridge Command, London’s latest attraction, asked me if I wanted to try out its real world equivalent, I leapt at the chance. After all, this wasn’t just me testing out a new sci-fi themed event, it was a shot at redemption.

Bridge Command sits in the space between an escape room, team-building exercise, live-action roleplay and immersive theater. It’s essentially a paid-for LARP taking place on a custom-built starship set which cost £3 million (around $4 million) to play space captain. In order to survive and succeed, each player must work with their team, communicate and solve problems on the fly for the better part of two hours.

ASIDE: There’s plenty of existing bridge simulator roleplaying games and a small, but vibrant community that supports it. Digital platforms like Thorium Nova, Artemis and EmptyEpsilon are all platforms that enable folks to gather around to play in teams. Bridge Command itself is built on top of EmptyEpsilon’s platform, albeit with some degree of customization on top.

Effort has been taken to ensure Bridge Command isn’t a one-and-done experience, and creator Parabolic Theatre hopes to build a base of recurring fans. There are two different “ships” players can crew, the smaller UCS Havock and the far larger UCS Takanami, which do two different jobs in the fleet. In terms of capacity, both vessels can take up to 14 players at a time but the ideal figure is around nine. There are four different mission types, too:

  • Exploration: Involving discovery and adversity.

  • Military: Space dogfighting.

  • Intrigue: Espionage and more subtle action.

  • Diplomacy: Making nice with alien races.

With two ships and four missions, you can play the game eight times and theoretically get a new experience every time. But creators Parabolic Theatre will look to develop the game’s running story over time, like a long-running D&D campaign. The game even tracks your performance as your career progresses, and can receive promotions after a particularly successful mission.

I dragged a Trek-loving friend along to one of the previews, which set us on a Military mission on the UCS Havock. We were tasked with escorting a resupply mission to a large warship on assignment, a rather mundane assignment. It’s not much of a spoiler to suggest our gang of plucky underdogs might wind up in over their heads on a far grander mission. Or that they’ll need to take the under-equipped ship to go toe-to-toe with the baddies and win out against impossible odds.

Both “ships” are fully-realized starship sets, which are probably better-assembled than what you’ll see on most sci-fi series. They’re designed to withstand the regular punishment that can only occur when crews of friends come to play spaceships. But once you’re onboard, you’re essentially in a self-contained environment for the duration of the mission. And it’s a pretty impressive piece of set design.

The vibe is distinctly Star Voyage (Not Infringing Any Copyright, Promise!), with the Havock laid out like the USS Defiant, but with the paint job from Red Dwarf’s first two seasons. A trio of terminals line each side wall, with the captain’s chair on a raised dais in the middle. There’s a helm console up front that’s pointed directly at the imposing viewscreen that dominates the room. There’s a ready room off to one side of the bridge and a toilet on the other, while the corridor behind the bridge is the ship’s engineering bay, bunkroom and brig.

Everything from the terminals and the set is linked up, so if a subsystem takes damage you’ll not just have it grayed out on your screen. Built-in dry ice machines will emit “smoke” when something goes wrong or you take a nasty hit from an enemy vessel. If the lights had flashed at the same time, I’d have been tempted to start jostling myself around in my seat to add to the immersion.

Image of the UCS Takanami (c) Alex Brenner. No use without credit.
The bridge of the (larger) UCS Takanami.
Alex Brenner / Bridge Command

There were seven of us in the party, including some other journalists and some regular players who were coming for a regular session. Your humble narrator took the helm, figuring that I’d played enough Star Trek: Tactical Assault and Star Trek: Bridge Commander to be useful. We had an acting captain, and folks manning the radar, communications, engineering, laser and torpedo stations.

If you’ve ever used a touchscreen in your life then you won’t feel too unmoored from the role you’ve got to do here. Not to mention the first half hour of the game is little more than a tutorial to ensure that everyone is fluent with what they’ve got to do.

My helm station, for instance, offers you a picture of the ship with a 360-degree coordinate ring around it. There are two sliders, one for impulse power and one for warp, and a small square that lets you make some small evasive maneuvers. This is fine when the ocean-going liners you find in Star Trek are just heading from waypoint to waypoint, but pretty rubbish for combat. And I’m still annoyed you’re locked to a flat plain when space offers so much room for verticality.

Spoiler warning: The following three paragraphs outline my mission in greater detail.

The story begins while you’re putting on your military-issue space boilersuit, with a fictional newsreel playing in the background setting the scene. Once you’ve “transported” from the entrance to the space station, you’re then given a mission briefing and a send-off from the Earth president. Our mission, as outlined, was to escort a freighter on a resupply mission to a battle fleet which was dealing with pirates on the edge of the system.

A member of the Bridge Command team starts as our captain, giving us a tour of the ship and assigning roles for us to play. After we all get used to the basics in what might as well be called the tutorial stage, the captain then departs to help elsewhere. We’re then sent off to scout for incoming threats in nearby nebulas that, quelle surprise, are full of pirates. Naturally, the closer we get to the battle group, the harder the attacks we have to repel, forcing our chief engineer to race around repairing and repowering systems.

We limped to the battle group, repairing and re-armoring before we hatched a plan to play Possum to lure out the pirates. That plan worked spectacularly well, and with our hull integrity at just three percent, we were able to take out the pirates command and control vessel. After being congratulated by the top brass we were escorted back to the space station for a debrief and a drink in the bar.

End of Spoiler Warning: The following paragraphs do not contain any spoiler material.

It’s important to be aware of one’s own privilege and preferences when reviewing something like this. I found Bridge Command to be enormous fun, and if I lived in London, I suspect it would quickly become a hobby I indulged in with like-minded friends on a monthly basis. At £40 ($50) a session, the cost is a little steep but, even so, you could easily make this a long-running roleplaying game. And I’m sorely tempted to go a few more times when I can just to try and gain those promotions.

If there’s a downside (and it’s not even really a downside per-se), it’s that there are phases of play where you’re not doing anything. Or, at least, you’re a present and useful member of the team waiting for your colleagues to fulfill their parts of the mission. I found, given the need for clear oral communication and cooperation, that there were plenty of times where the best thing I could do to help my team was shut up and wait.

Given that focus on communication, I suspect it might be a turn-off if you’re a little shy or quiet of voice. The game doesn’t work unless everyone’s talking to share information between consoles and so it’s nearly-impossible to sit quietly in the corner. That’s not to say you need to bring any Big Theater Kid energy along, but I can imagine how this would feel like mandatory fun if you were dragged along by your friends or on a work team-building exercise. It’s a damn sight more fun and less painful than paintball, so maybe count your blessings there.

Bridge Command is located at St. George’s Wharf which is next to Vauxhall tube station in London. It is open for most of each day through to late evening, with ticket prices starting at £40 (around $50) at off-peak times for a single session.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/bridge-command-lets-you-live-out-your-starship-fantasies-140046532.html?src=rss

One of our favorite Ninja air fryers is nearly half off ahead of Black Friday

While cooking things like chicken, potatoes or veggies, I am often simultaneously waxing poetic about the brief period in my life that I owned an air fryer. It just makes everything easier while still creating really good quality food. Now I'm tempted to get back on the air fryer train thanks to a big sale on Ninja's DZ550​ Air Fryer. The model is currently available in an early Black Friday deal for $130, down from $250 — a 48 percent discount. 

The DZ550 is a version of one of our top picks for air fryers — with the extra perk of including a thermometer. The thermometer should provide you with the exact level of cooked you're looking for across the two independent five-quart air fryer baskets — yes, you can cook two separate things simultaneously. You can also use two different options of the six cooking settings: air fryer, air broil, roast, bake, dehydrate and reheat. 

The main issue with this air fryer is size. You do not want to get the Ninja DZ550​ Air Fryer if your counter and storage spaces are limited. It has a depth of 17.1 inches and a width of 13.9 inches so it's going to take up some real estate. But, hey, it's that size that lets you cook two things at once so only you can decide if the trade-off is worth it. 

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/deals/one-of-our-favorite-ninja-air-fryers-is-nearly-half-off-ahead-of-black-friday-130146753.html?src=rss

The Morning After: How will the next US president deal with big tech?

Over the last four years, the Biden administration’s antitrust efforts have been notable by their sheer number, with ongoing cases against Apple, Meta, Google and Amazon — as well as sparring with tech-adjacent players like Ticketmaster. Biden’s team has pushed to prevent giant mergers, increase competition and punish companies (however lightly) for unfair business practices.

So how about your next president? We compare Kamala Harris (who seems less aggressive on antitrust than her predecessor) to Donald Trump, whose stint in the White House was also pretty active in the antitrust space. Trump already has strong opinions on some of the biggest players in the tech space too.

— Mat Smith

The biggest tech stories you missed

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TMA
Apple

Apple’s refreshed Mac mini is a five-inch by five-inch box, two inches tall, that could be a serious workhorse. Sure, you can equip it with Apple’s M4 chip, but it can also be configured with an even more powerful M4 Pro model, announced alongside the new mini.

So yes, it’s smaller than what came before it (the M2 iteration was a shorter 7.75-inch square). In fact, it’s getting down to almost Apple TV sizes. Apple has also finally given us a few front ports: two USB-C ports and a 3.5mm headphone jack. And if you go for the M4 Pro version, which delivers Thunderbolt 5 connectivity for the first time on a Mac, with up to three times the bandwidth of Thunderbolt 3, as well as up to 64GB of RAM.

That bandwidth will cost you, though. The new M4 Mac mini is on pre-order now, starting at $599 ($499 for education customers), and it’ll be available in stores on November 9. The M4 Pro model, meanwhile, starts at $1,399.

Continue reading.

Sony has officially killed off Concord and is shuttering the studio behind the game. Concord's servers were taken down just two weeks after the launch of the competitive team shooter from Firewalk Studios, after poor sales. Sony bought the studio only last spring.

Continue reading.

TMA
Netflix

After the success of docuseries Drive to Survive, Netflix is spotlighting a motorsport great. Senna will show the roots, drive and tragic passing of Ayrton Senna (Gabriel Leone) as he goes from racing go-karts in São Paulo, Brazil, to international superstardom and 41-time Grands Prix winner.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/general/the-morning-after-how-will-the-next-us-president-deal-with-big-tech-111712080.html?src=rss

Enhance unveils two collectors’ box sets in honor of its tenth anniversary

Game studio Enhance is celebrating its tenth anniversary and marking the occasion with two limited run box sets that showcase the art and audio of its creative titles. Founded by Tetsuya Mizuguchi, Enhance has released some stellar video games over the past decade, including Tetris Effect: Connected, Rez Infinite, Lumines Remastered and Humanity.

One collection — The Enhance Soundworks Collection Boxed Set — centers on the music and soundtracks from the studio's history. It includes nine LPs with the soundtracks to each of the four games above, all on custom-printed vinyl. The box set also includes a liner booklet with insights on the music from game composers and creators, a turntable slipmat, a poster and a set of pin badges. Only 505 collections will be sold and are scheduled to ship in spring 2025.

The other collection is called The Sounds & Visions: Enhance at 10 Boxed Set. This contains a 300-page oral history of the studio's founding and its game projects, a laser-etched glass sculpture inspired by Rez Infinite, prints of concept art for Tetris Effect: Connected and Rez Infinite, and a CD of audio tracks by Hydelic from the same pair of games. This set will begin shipments in summer 2025 and is limited to 1,010 copies.

Each of these box sets is available to pre-order now and will retail for $259. Even the packaging on these collectors' items align with the blend of art, audio and design that has become a hallmark of Enhance's creations. Both Rez Infinite and Tetris Effect: Connect impressed Engadget's team for their mindful, meditative approach to immersive, flow-state gaming.

This article originally appeared on Engadget at https://www.engadget.com/gaming/enhance-unveils-two-collectors-box-sets-in-honor-of-its-tenth-anniversary-194435400.html?src=rss

Xbox Insiders can now test the Windows Xbox App’s redesigned home screen

If you’re an Xbox Insider, you can now test a new home screen when using the Windows Xbox app. In a blog post published yesterday, Microsoft showcased the redesigned interface, which unites the Game Pass and Microsoft Store experiences. Users can now find their games in one place and avoid tab-hopping. This new home tab will appear for anyone with either a Game Pass subscription or a game purchased from the Microsoft Store.

Becoming an Xbox Insider is easy, as you only have to download and install the Xbox Insider Hub and test features in development. After you become a beta tester, enroll in the “PC Gaming Preview” to gain access to the new home screen.

The new menu now shows featured content and discounted games, all in a single tab. It can even curate titles based on your preferences.

The “jump back in” feature tested in May is part of the new home screen experience as of yesterday. This feature allows Compact Mode users to jump back into gameplay when not currently playing any game. It shows the nine most recent titles you’ve played, and jumping back in takes very little time at all. You can see it as a shortcut feature.

Compact Mode, as the name suggests, shrinks the interface down by replacing tabs with icons. If you own a Windows handheld console, it already has Compact Mode enabled when you launch the Xbox app.

Since becoming an Xbox Insider takes no time at all, you can easily see if you’re eligible for the preview. Microsoft is encouraging testers to provide feedback and report problems.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/xbox-insiders-can-now-test-the-windows-xbox-apps-redesigned-home-screen-163021760.html?src=rss

Apple is reportedly developing a comedy film based on The Oregon Trail

The Oregon Trail, which is probably one of the most recognizable computer games for people who grew up in the 80s and 90s, is set to become a movie. According to The Hollywood Reporter, Apple is developing a live-action film adaption for the game, with Will Speck and Josh Gordon attached to the project as directors and producers. Seeing as the collaborators are known for films like Blades of Glory, The Oregon Trail movie will likely be a comedy rather than a depressing drama about a 19th-century pioneer family dying off one by one due to dysentery and starvation. 

The Hollywood Reporter's sources also said that the movie will feature a couple of musical numbers "in the vein of Barbie." Benj Pasek and Justin Paul, known for La La Land and Dear Evan Hansen and who were recently nominated for an Emmy for a number Steve Martin performed in the past season of Only Murders in the Building, will reportedly produce original music for the film. Kenneth and Keith Lucas (Judas and the Black Messiah), along with Max Reisman, are writing the screenplay. It's still very early days for the production, though: There are no actors attached to the project yet, and Apple hasn't even formally announced it. 

Originally created by Don Rawitsch, Bill Heinemann and Paul Dillenberger, the original Oregon Trail game was first released in 1971. In the game, you're supposed to buy supplies, hunt for food and travel west at a reasonable pace while trying to keep your caravan your caravan alive. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/apple-is-reportedly-developing-a-comedy-film-based-on-the-oregon-trail-110022317.html?src=rss

Apple is reportedly developing a comedy film based on The Oregon Trail

The Oregon Trail, which is probably one of the most recognizable computer games for people who grew up in the 80s and 90s, is set to become a movie. According to The Hollywood Reporter, Apple is developing a live-action film adaption for the game, with Will Speck and Josh Gordon attached to the project as directors and producers. Seeing as the collaborators are known for films like Blades of Glory, The Oregon Trail movie will likely be a comedy rather than a depressing drama about a 19th-century pioneer family dying off one by one due to dysentery and starvation. 

The Hollywood Reporter's sources also said that the movie will feature a couple of musical numbers "in the vein of Barbie." Benj Pasek and Justin Paul, known for La La Land and Dear Evan Hansen and who were recently nominated for an Emmy for a number Steve Martin performed in the past season of Only Murders in the Building, will reportedly produce original music for the film. Kenneth and Keith Lucas (Judas and the Black Messiah), along with Max Reisman, are writing the screenplay. It's still very early days for the production, though: There are no actors attached to the project yet, and Apple hasn't even formally announced it. 

Originally created by Don Rawitsch, Bill Heinemann and Paul Dillenberger, the original Oregon Trail game was first released in 1971. In the game, you're supposed to buy supplies, hunt for food and travel west at a reasonable pace while trying to keep your caravan your caravan alive. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/apple-is-reportedly-developing-a-comedy-film-based-on-the-oregon-trail-110022317.html?src=rss

Netflix’s latest feature lets you easily share and rewatch your favorite scenes

Netflix is rolling out a new feature called Moments that lets you save, share and easily rewatch certain scenes from shows and movies. So if there's a killer bit in a comedy special that you want a friend to see, or a shocking twist in Squid Game that you can't get enough of, this might be useful.

The feature will be mobile-only for the time being. Moments is debuting worldwide on Netflix's iOS app today. It'll be available on Android in the coming weeks. 

When you see a scene you want to save or share, you just need to tap the Moments button at the top of the screen. It'll be saved to the My Netflix tab. You'll be able to jump back to Moments on your phone whenever you like. Netflix says that episodes and films will start playing from bookmarked scenes when you rewatch them. There's also the option to share a moment on social media platforms or in messages as you create a moment. You can share scenes with friends from the My Netflix tab as well.

Netflix has long had social sharing options for episodes and films, but adding an easy way to help users revisit favorite scenes and share them with friends is a smart idea. It looks like the company's take on the clips feature that Twitch and YouTube have offered for several years. There may be more to come from Netflix on this front though, as the company wrote in a blog post that "Moments will hopefully expand in the future, offering even more ways for members to use and enjoy the feature."

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/netflixs-latest-feature-lets-you-easily-share-and-rewatch-your-favorite-scenes-151053954.html?src=rss

Netflix’s latest feature lets you easily share and rewatch your favorite scenes

Netflix is rolling out a new feature called Moments that lets you save, share and easily rewatch certain scenes from shows and movies. So if there's a killer bit in a comedy special that you want a friend to see, or a shocking twist in Squid Game that you can't get enough of, this might be useful.

The feature will be mobile-only for the time being. Moments is debuting worldwide on Netflix's iOS app today. It'll be available on Android in the coming weeks. 

When you see a scene you want to save or share, you just need to tap the Moments button at the top of the screen. It'll be saved to the My Netflix tab. You'll be able to jump back to Moments on your phone whenever you like. Netflix says that episodes and films will start playing from bookmarked scenes when you rewatch them. There's also the option to share a moment on social media platforms or in messages as you create a moment. You can share scenes with friends from the My Netflix tab as well.

Netflix has long had social sharing options for episodes and films, but adding an easy way to help users revisit favorite scenes and share them with friends is a smart idea. It looks like the company's take on the clips feature that Twitch and YouTube have offered for several years. There may be more to come from Netflix on this front though, as the company wrote in a blog post that "Moments will hopefully expand in the future, offering even more ways for members to use and enjoy the feature."

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/netflixs-latest-feature-lets-you-easily-share-and-rewatch-your-favorite-scenes-151053954.html?src=rss

How Fear the Spotlight became Blumhouse’s first video game

Blumhouse wasn’t going to publish a game in 2024. The studio, one of the leading names in horror films, announced in February 2023 that it was launching a video game publishing business and executives were scouting projects from independent teams with budgets under $10 million. The goal of Blumhouse Games was to support a few rad horror titles per year, with a tentative plan to start publishing them in 2025.

But then, in September 2023, the Blumhouse folks stumbled across Fear the Spotlight. It was a moody, voxelized horror game about two friends sneaking around their haunted high school and communing with the ghosts of students that died in a fire in the ’90s. Spooky shenanigans and mysterious puzzles ensued, all presented in third-person and with a gritty PS One aesthetic. Fear the Spotlight was a PC game made by Crista Castro and Bryan Singh of Cozy Game Pals, a husband-and-wife team with impressive professional credentials: Castro was an art director at Nickelodeon and the art lead on the Animaniacs reboot, and Singh was a programmer who worked on The Last of Us and Uncharted series and Journey. They left their corporate jobs and founded Cozy Game Pals during the pandemic, and Fear the Spotlight was their first major project together.

Fear the Spotlight
Cozy Game Pals

Fear the Spotlight didn’t have a particularly buzzy debut, but a few weeks after it hit Steam, Blumhouse Games president Zach Wood and creative lead Louise Blain happened to spot it on Twitter. Castro told Engadget how it went down:

“Zach found it, and he and Louise Blain sat down and played it together and were like, oh my gosh, this is exactly the kind of game that we want to be publishing, this is really great. Let's reach out to them and see, do they need any help? Is there something here that we can work together on?”

“Meanwhile, yes, we did need help,” Singh added, laughing. “We had released it, but we had no idea how to get people to know about it. The people that were finding it were saying very positive things, and we're like, OK, that's great, but now what do we do? We know how to make things, but we don't know anything else about marketing.”

Blumhouse signed Cozy Game Pals and asked how they could help improve Fear the Spotlight. At first, Castro and Singh suggested porting it to consoles and adding additional languages, basic things to get the existing game in front of more players.

“They were excited about the idea, but then they also offered more time,” Singh said. “They asked, what would you do if you had an extra year to work on it?”

The opportunity to expand Fear the Spotlight caught Castro and Singh by surprise. It also scared them, at first.

Fear the Spotlight
Cozy Game Pals

“We had never really considered a significant addition to the game before that,” Singh said. “And we also had what we thought was a finished game that we were really proud of. So it was really, really difficult to figure out how to add to a thing that we felt was finished; we didn't want to ruin it. Part of it is our taste and our work, but also part of it feels like black magic. Like, if we mess with it, is it going to come out in a way that we're proud of?”

Castro and Singh took the chance. On October 26, 2023, about one month after Fear the Spotlight’s debut, they removed it from Steam with the promise that they’d add new gameplay, console versions and localization features. They didn’t mention Blumhouse at the time. Behind the scenes, Blumhouse Games gave Cozy Game Pals one year to create the definitive version of Fear the Spotlight, with no creative restrictions.

The revamped version of Fear the Spotlight came out on Steam, PS4, PS5, Switch and Xbox Series X/S on October 22, 2024, developed by Cozy Game Pals and published by Blumhouse Games. It’s the first game in Blumhouse’s publishing roster, which includes future titles from EYES OUT, Half Mermaid, Perfect Garbage, Playmestudio and Vermila Studios.

Cozy Game Pals used the year of extra development time well. Rather than messing with the black magic of the original, Castro and Singh added an entirely new segment, doubling the game’s run time and expanding on their initial ideas in sophisticated, extra-horrific ways. Fear the Spotlight, by the way, is an excellent horror experience. It has low-poly environments, low-res textures and grainy CRT effects, but its animations are smooth and the camera uses friendly third-person controls, nailing the nostalgia without compromising modern conveniences. The story revolves around two teenage friends, Vivian and Amy, and takes them on individual but connected journeys through twisted, spirit-infested versions of reality. Their dialogue and personalities feel authentic, and their emotions are incredibly relatable, whether in the face of unspeakable horrors or just when talking to a crush. It has a few good jump scares, too.

Fear the Spotlight
Cozy Game Pals

The first half of Fear the Spotlight is packed with satisfying puzzles, spooky phantoms and tense hide-and-seek mechanics. The second half, created after Blumhouse’s intervention, adds layers of emotional depth and introduces a truly terrifying foe. Vivian is the main playable character in the original version and Amy's story takes center stage in the expanded content.

“The first Vivian story was really us figuring out how to make this game,” Castro said. “But then by the time we were making Amy's, we had so many lessons learned. I feel like the monster is better, the puzzles are better, the storytelling is more streamlined. The second half wraps it up really nicely.”

On top of handling the art, Castro was the main writer on Fear the Spotlight, while Singh handled programming. Castro was the diehard horror fan in the relationship — he was a Resident Evil boy, she was a Silent Hill girl (read to the theme of Avril Lavigne’s Sk8er Boi) — and together, they wanted to capture the fun of being scared in video game form. Fear the Spotlight draws from their personal lives and memories of high school, when every emotion felt new, extreme and sometimes silly. From this lens, Fear the Spotlight also deftly handles serious topics like loss, death, prejudice and love.

“It's just such an impactful time in our, in most people's lives,” Castro said. “I grew up playing these games in the ’90s or in the early 2000s, like Silent Hill one and two and three. So thinking back to high school and how I felt, writing the story was just like, I can only write from my own personal experience. Having a crush and feeling awkward, and when you actually bond with someone, how special that is.”

Singh continued the thread, saying, “I think the home-life stuff — we bond over a lot of our shared experience, which is also represented in the game. Families are complicated, family structures. Having a father that's not present in your life, or the loss of a very close family member, it just changes you and affects you. Those are just pulled from our lives.”

Castro and Singh lovingly described Blumhouse Games as a scrappy team of horror fans, with fewer than 10 people supporting a handful of projects at once, and doing so while trying to prove themselves in a new market. On top of handling trailers and press for Fear the Spotlight’s re-release, the Blumhouse crew helped Cozy Game Pals find a contractor to do a logo and key art, a porting company to help get the game on consoles, and a localization team. More than any of that, though, Castro and Singh said the people at Blumhouse Games seem to truly enjoy the projects they’ve signed.

“They've just been the ideal partner, incredibly supportive,” Castro said. “They really let us decide everything for our game, the game is completely our vision. We would show them prototypes and level designs and of course, they had feedback and thoughts, but yeah — ”

“They know our game really well,” Singh said. “They're genuine fans of the original release. They know our game intimately and can talk to us about our ideas from a very informed perspective.”

Castro concluded, “They come from it from a support perspective. Like, how can we help you guys create your vision that you care about, that you're happy with. It's been amazing.”

Fear the Spotlight is available now for $20 on Steam, PS4, PS5, Switch and Xbox Series X/S.

This article originally appeared on Engadget at https://www.engadget.com/gaming/how-fear-the-spotlight-became-blumhouses-first-video-game-140044877.html?src=rss