A few weeks back, we unveiled a new trailer for our upcoming game, Atomfall, where you’ll dive deep into a mystery surrounding the infamous Windscale nuclear power station event in the UK during the 1950s. While the disaster was a real historical occurrence in Northern England, our narrative takes a creative twist, bringing a fictional element to the aftermath.
In the trailer, you’ll catch a glimpse of Atomfall’s eerie setting influenced by folk horror, with locations like Casterfell Woods. It’s a place filled with unsettling imagery — think wicker figures and an old, ringing telephone box that beckons to be answered.
You might wonder what sparked the idea for Casterfell Woods. We’re keen to give you a sneak peek into the creative process that brought about this unique and haunting atmosphere.
From the beginning, we envisioned segments of the game with a shadowy and mysterious tone, juxtaposed against more picturesque, idyllic game areas. Most of our outdoor settings are lush and quintessentially British, with vibrant greens and scenic beauty. However, with Casterfell Woods, we wanted to evoke a sense of mystery and hidden, ancient secrets lurking in the shadows. We knew this would be thrilling — so we got to work researching.
Our initial focus was on setting a visual standard for our sandbox areas while crafting the diverse natural landscapes. After this, we began weaving in our thematic elements.
Early in development, our team made several trips to the English Lake District to capture references and photogrammetry data. For those of us unfamiliar with the area, like myself as an American, it was an eye-opening experience. This area boasts striking natural beauty with its verdant landscapes, shimmering lakes, winding streams, and grand stone formations atop the hills. Everything seemed to be bathed in green, with ferns and moss thriving everywhere.
Navigating the narrow Cumbrian roads was quite the adventure for me, especially with slate walls on one side and sheer drops into lakes on the other. Those treks, albeit challenging, were incredibly enlightening and offered breathtaking views. We returned armed with invaluable references and confident that our game could authentically capture the essence of Northern Britain’s landscapes.
Next, we needed to infuse our world with a distinct twist beyond that of an idyllic getaway. We asked ourselves how we could present an older era, bending time just so.
We began drawing inspiration from folk horror, sci-fi, and classic British fantasy. Influences included films such as The Wicker Man, The Blair Witch Project, Annihilation, and Midsommar. We also turned to the BBC’s Doctor Who, The Prisoner, The Quatermass Xperiment, and the writings of John Wyndham, known for his intriguing tales.
We wanted players to feel like they’re stepping back through time. The real Windscale incident happened in 1957, marking the start of the quarantine in our game. Crafting a period piece in the midst of a natural setting posed quite a challenge. After all, trees retain their appearance whether it’s 1957, 2024, or 1066.
We pondered on those dwelling beyond village confines. How did they manage without modern comforts and resources?
The answer was simplicity itself. These outsiders would thrive much like ancient civilizations, relying on natural resources. We explored using wattle and daub construction, thatched roofs, and structures made from woven branches and dry stones. Although some of these methods persist today, they are ancient and almost alien to many of us from other backgrounds.
With our inspirations guiding us and the intent to inject even more Britishness, we started adding symbolic imagery — ancient symbols, effigies, wickermen alongside traditional maypoles and bunting to convey a rich pagan tapestry.
We genuinely believe that you’ll relish the experience of exploring Casterfell Woods and unlocking its mysteries when Atomfall launches on March 27 for Xbox Series X|S and Windows PC, available from day one with Game Pass. We’re eager for you to immerse yourself in our game.