After we first began engaged on Death Howl, if you happen to had instructed me we had been constructing an “open world, soulslike deckbuilder,” I might have checked out you with a good bit of confusion. It appears like a recipe made out of elements that don’t naturally match collectively. But, as we put together to carry the journey of Ro to a brand new viewers on PlayStation 5 from February 19, I’ve been reflecting on how this style mix got here to be.
The reality is, the “soulslike” tag wasn’t a part of the unique design doc.
A basis of playing cards and techniques
At its core, Death Howl started as a prototype that I made as a college undertaking again in 2015 after taking part in the distinctive and good sport known as Dream Quest. I’ve at all times been impressed by Magic: The Gathering and the thought of traversing a world to gather supplies for crafting energy. Our preliminary aim was to create an alternative choice to the normal roguelite deckbuilder – one thing that traded linear, “always-start-from-beginning” runs for a free-roaming open world.
We additionally seemed on the character talent constructing the place playing cards changed conventional weapons and spells, with all fight going down on a grid.
The unintentional Soulslike
Basically, we by no means supposed to mix so many genres. At its core, Death Howl is an open world deckbuilder. However to realize that imaginative and prescient, many alternative designs needed to merge. We mixed tactical, grid-based fight with deck constructing. We merged open world exploration with turn-based battles. And because the design advanced, different style parts emerged organically – together with soulslike mechanics.
Actually, I wasn’t even particularly conversant in soulslike video games once we began. It was one thing that took place from testers telling us it felt like one.
Some parts had been already in place. “Sacred Groves” – checkpoint areas very like the bonfires you would possibly know from different games-allow you to heal, however additionally they respawn all enemies. We had designed these early on. However testers pointed to different traces of the style in our sport.
They felt Death Howl earned the soulslike label due to the way it rewards sample recognition. You might want to observe enemy behaviors – studying to keep away from the frontal cost of a boar, as an illustration – and embrace the punishing however honest loop of loss of life and adaptation.
We made one key adjustment to suit our card-based construction. As an alternative of sending gamers again to the final checkpoint, dying in Death Howl returns you to the second simply earlier than the encounter you misplaced. When Ro dies, she drops “Death Howls” – the forex earned from defeating enemies, used to craft new playing cards and improve talents. These will be retrieved after respawning, very like souls in different video games. This mechanic was maybe the largest direct inspiration we took from the style as soon as we turned extra conversant in it.
The remaining emerged extra not directly. However embracing the soulslike path as an total idea helped us add much more layers to the expertise.
For me, it’s nonetheless an open world deckbuilder. For others, it’s a soulslike card battler. Each are true.
Balancing the darkish and the ethereal
Style-blending is one a part of Death Howl’s identification. The opposite is its temper.
The world of Death Howl is a spirit realm born from grief, distant reminiscences, and the unknown. To seize that otherworldly feeling, we leaned right into a “linocut” or woodcut artwork style-inspired by heavy metallic t-shirts and old-school Scandinavian illustrations – all rendered in minimalistic pixel artwork.
This visible method mirrors the gameplay in a approach. Simply as shapes emerge from deep shadows in our artwork, gamers should piece collectively the narrative of Ro’s quest to reunite together with her son. The pixel artwork forces the viewer to think about the main points left within the darkness, creating house for their very own interpretation.
A journey to PlayStation
Constructing Death Howl taught us that creating one thing distinctive typically means combining parts that don’t clearly match collectively. The result’s a sport that balances the calm of exploration with the depth of turn-based fight, all wrapped in a narrative of resilience and loss.
As we carry this expertise to PlayStation 5 on February 19, we’re extremely excited for a brand new group to step into our Spirit World and uncover its secrets and techniques. Whether or not you’re a deckbuilding veteran or a soulslike fan searching for a tactical twist, we hope you’ll discover one thing right here that resonates.
Death Howl is greater than the sum of its genres-it’s a mirrored image of the artistic journey that formed it.





