TVGB sat down with the workforce behind the videogame DEAD LETTER DEPT., a typing, indie horror recreation that is filled with suspense and can make you query actuality. Mike Monroe and Scott McKie are the workforce at Belief Engine, positioned within the Pacific Northwest, however a few of their present work entails inspiration from Japan, which is the place they’re at present primarily based doing an prolonged keep.
TVGB: Let’s discuss Perception Engine and the way you guys met. It’s been round for a bit of over 12 years now, appropriate?
MM: Yeah, 12 years. We began it, and we have been like, let’s see if we are able to make this work. It’s been a full-time factor since 2020. It was a job alternative, and I used to be like, I’ve obtained to take this. I’m able to make indie video games once more.
I moved to Washington to go to a commerce college school known as DigiPen. Moved there from Colorado in 2004.
SM: In my case, I majored in Tremendous Arts at Massachusetts Faculty of Artwork in Boston. I’ve a BFA. I wished a Pc Science diploma as nicely, so I did eight years of college. I moved to Washington to get a Pc Science diploma to pair with my Tremendous Arts diploma. And after I obtained out right here, I’m like, you recognize what? That’s really some huge cash. And I want a job. I don’t have any cash. Perhaps this wasn’t the neatest thought.
MM: As I went to highschool, I used to be extra targeted on engaged on video video games and 3D artwork for video video games. We have been like, we should always attempt to make a online game collectively. It took a very long time for it to work. We did plenty of prototypes, plenty of experimentation.

TVGB: Was there a recreation that impressed you?
SM: We share plenty of pursuits, however we even have very completely different pursuits. Perception Engine was created primarily as a publishing avenue for our private initiatives. We collaborate on every venture. DEAD LETTER DEPT. is principally Mike’s. Regardless that I helped rather a lot, it’s nonetheless his. We’ve labored on some prototypes collectively, however for essentially the most half, it’s solo initiatives.
MM: I actually like this setup as a result of you’ve gotten a really particular curiosity in area of interest video games, and I’ve a selected curiosity in area of interest video games. And we’ve obtained this bizarre cross-pollination. I’m not going to play some protection video games, however it’s nonetheless attention-grabbing to observe you play and see and perceive these little issues in these video games. So it’s a pleasant distinction level.
TVGB: Whenever you have been creating DEAD LETTER DEPT., how did you employ James Alcock’s idea, this concept that the human mind is sort of a perception engine? Did you embody different concepts from thinkers or philosophies?
MM: That particular idea isn’t on this recreation. I believe the idea is leaving residence, and what establishes residence. The sport was about attempting to assist misplaced mail discover its vacation spot, and the anxieties of shifting to a brand new place. It appeared like a pure place to begin exploring these ideas and philosophies of what makes an individual really feel like they’ve discovered a house or belong in a spot, particularly because the housing disaster was rising.
I’ve had a number of associates come and go, shifting from place to put, having all these anxieties, shifting to Washington to flee some unhealthy conditions, relocating, and attempting to ascertain on the earth. Any time you’re shifting to a brand new place, you’re in an attention-grabbing spot since you’re attempting to re-establish your private home. It’s additionally a possibility to fulfill folks. I grew up in a very conservative navy city. I wished one thing extra attention-grabbing, numerous, and a perspective change.

TVGB: Scott, you have been concerned with the event of DEAD LETTER DEPT. Let’s speak in regards to the late-night knowledge entry job you had again in school that impressed this recreation.
SM: The bones of the sport and the expertise are fairly straight primarily based on my experiences. I lived in Boston throughout school and had an in a single day job doing precisely what’s within the recreation. I obtained on the prepare and I took it out into the center of nowhere to this creepy-looking warehouse, from the skin. Crossed some prepare tracks and a bridge to get to it, after which I entered in addresses.
In contrast to the sport, I did have coworkers, and the precise inside the place wasn’t as creepy. However leaving when the solar was developing can also be within the recreation. There wasn’t a complete lot of speaking throughout work. That may have been towards the principles, I don’t actually bear in mind. I did really actually benefit from the job. It let my thoughts wander; it was actually enjoyable. It was particularly good whereas I used to be in school. I had initiatives that I used to be engaged on, so I let my thoughts wander and would take into consideration them.
MM: I bear in mind attempting to determine a recreation to make that may have this move state participant enter. The move state is like Tetris. Whenever you perceive sufficient of what’s happening, you possibly can loosen up and let your thoughts wander a bit. It occurs whenever you’re doing the dishes, one thing you’ve carried out 1,000,000 instances. You’re in an automatic state.
SM: One other time period for it’s “within the zone.”
MM: It’s thought of this candy spot of complication, however ease that you just get to whenever you’re acquainted. I wished to make a horror recreation that actively messed with the move state. I bear in mind I requested you (Scott) about your typing job. I used to be like, “A typing horror recreation? I don’t know. I’ll prototype it and see what it’s like, and if it doesn’t work, I’ll simply throw it away.” And one thing about it stored me going. It was a really bizarre journey.
TVGB: What was the weirdest factor about it?
SM: I believe the weirdest factor in regards to the recreation is how a lot of the innards got here from the virtually fully unrelated prototype that changed into DEAD LETTER DEPT.
MM: Proper earlier than I began DEAD LETTER DEPT., we have been engaged on a recreation. Principally, the premise was shifting to a brand new metropolis and getting located. All the things about it was this secret ritual that you just have been getting into, however weren’t actually positive about, and all the things you interacted with would have this consequence. That was form of the gist of it. So, I obtained plenty of the environment and the sound design from placing stuff collectively from that, and I form of preferred the way in which it vibed.
That is most likely the best half: there was code that I didn’t know what it was doing. And the sport could be doing bizarre stuff. I used to be like, I don’t know what triggered that to occur, however it was actually creepy, and I want to determine the best way to make that occur on goal. It was enjoyable working with a haunted codebase; a ache within the butt, too. It was an attention-grabbing train, discovering completely happy accidents. There could be bizarre habits that I most likely wouldn’t have provide you with by myself, hooked to this outdated exoskeleton that was nonetheless triggering occasions. I used to be like, “Okay, that may very well be attention-grabbing.”

TBGB: Did you initially select first-person POV to immerse the participant, or did you think about including different views or characters to DEAD LETTER DEPT.?
MM: It was most likely the best factor to begin with. I spotted this was fairly immersive to maintain it like this. I’d been just lately replaying P.T. on the time. So I used to be like, “First-person is admittedly good at immersiveness.” I didn’t actually wish to do a third-person character. It could work, however it doesn’t have a connection fairly as sturdy as first-person. After which I’d should design what the character seems like. I used to be like, “My time is brief. Let’s reduce that half out.” Something that may rob the immersion, I’d attempt to eliminate it. No pop-up tutorials or something like that…the Submit-it notes being on the pc to let you know the directions so that you’re not thrown into the deep finish questioning what does any of this do.
SM: At present, I’m engaged on a Japanese studying recreation. Doing a small slice of it. The concept is to launch it in elements. The primary is studying mechanics; I’m doing a lot of analysis. Language acquisition, getting that solidified and on the market. The plan is we are able to begin bringing in extra money, after which I transfer on to the larger one, which is an immersive, top-down RPG, the place you work together with monsters in Japanese.
Positively a lot of inspirations. I like top-down JRPGs. And I like video games from the 80s, 90s, Japanese markets, particularly for Japanese computer systems. They’ve a really particular aesthetic. I’m attempting to make it really feel like this software program got here from Japan.
There’s a visible novel the place you get up, this girl is speaking to you, talking a language you don’t perceive, and the whole recreation is constructed round interacting with the atmosphere and attempting to be taught that made-up language. That was a very large inspiration. I used to be like, perhaps this concept is possible.
TVGB: What are your favourite points about creating a recreation and bringing it to life?
MM: For me, it’s positively sound design and music stuff. There are such a lot of completely different elements to work on. It’s good to have the precise alternative to try this stuff.
SM: My favourite half, and doubtless additionally my largest downfall, is getting actually misplaced in designing difficult techniques. I’ve this out-there concept that entails this difficult system that must be designed fully and dealing earlier than I can play take a look at it. Making an attempt to curb these urges additional for this venture, despite the fact that it’s a language studying recreation. That’s arduous.
I hate not having administration. I like working with simply the 2 of us, however I miss having yet another individual to maintain observe of the entire administrative stuff. I do outsource a buddy of mine with no expertise in software program by any means, and she or he volunteers to be a type of venture supervisor for this venture. Proper now, I pay her in cookies.
TVGB: The rest you’d wish to share about DEAD LETTER DEPT.?
MM: I’m determining what the subsequent venture is. My major factor proper now could be attempting to get the soundtrack for the sport (DEAD LETTER DEPT.) It’s a bit of late at this level, however I nonetheless wish to do it.
SM: The soundtrack is shaping as much as be actually good. I listened to it very early, it was on my telephone, and I went for a stroll to hearken to it. After which a pair instances after that, it could come up on autoplay.
MM: Once I was creating the sport, I needed to hold him sheltered away from seeing it as a result of he was a play tester. What about this works? What about this doesn’t work? What about this evokes the sensation you had whenever you have been working at your job, or what would you want added to recreate that feeling? It’s been actually helpful as a result of we’ve recognized one another for some time, so we all know the best way to talk.
Aiming to have the soundtrack carried out by the Steam summer time sale. It’s getting mastered, I simply have to get all that tied up.
TVGB: What adventures are you planning in Japan?
MM: I’m looking for as many creepy tunnels as I can. I am going by Tokyo and Kyoto. I’ve already been by two up to now. The primary one in Tokyo, I didn’t concern for my life, however it positively felt like being in a bizarre little house the place I believed I won’t come out the identical. There was this underground water tunnel the place the flooring are all cracked. It has this oil sheen and concrete on the bottom. After which there’s this outdated PA system asserting one thing each 30 seconds. And it’s underground, it’s beneath the water. It’s a must to take these creepy stairs right down to get to it.
SM: The partitions and ground are rusted, however they’re not metallic, so I believe it’s iron being leached out of the bottom elsewhere. Elements appear to be blood dripping on the partitions due to the iron.
MM: I checked out this tunnel. This explains rather a lot about points of Silent Hill. There’s this one half in Silent Hill 4 the place you’re happening a bunch of stairs. It’s all bizarre and rusted and there’s issues on the partitions. I noticed this image and was like, I’ve to go. I obtained impressed. It has a bizarre surrealness to it. I introduced my fancy microphone to file unusual noises and sounds as nicely. Japan has plenty of bizarre structure, too.
SM: I’m taking a lot of candid photographs of homes as a result of they’re actually attention-grabbing and have distinctive character. None of this financial institution of 30 homes that every one have the very same structure or the very same paint job. Each makes use of a unique set of tiles and wooden. I’m utilizing that as a reference.
We’ll be going to the one cultural alternate museum, Japan Oni Cultural Museum. Kyoto’s rather a lot greater than I spotted after I first discovered that Kyoto was a metropolis, as a result of there’s additionally Kyoto’s prefecture. Japan Oni Cultural Museum is in Kyoto, however it’s three hours from right here. We’re attempting to determine what the very best strategy is to get there with out getting stranded within the mountains.
MM: It may be a 90-minute hike, which may very well be cool, being on a mountain in the course of nowhere. We all know sufficient language to get by for ordering stuff, however not likely to have a dialog. We’d be capable to get a automobile to drive us up there from one of many residents.
SM: There are elements of Japan the place they don’t have taxis. They’re principally citizen taxis that operate as a nonprofit. I’ll should name on the telephone to order that. We’ll see. Fingers crossed, I can pull off that Japanese.
It takes plenty of guts to discover a metropolis with out having a powerful basis in Japanese, however I guess this workforce can do it! Thanks, Mike and Scott, for taking the time to share about Perception Engine, your collaboration on DEAD LETTER DEPT., upcoming initiatives, and your adventures in Japan. Appears like these guys have plenty of thrilling new issues in improvement.
Within the meantime, yow will discover DEAD LETTER DEPT. on Steam. And don’t overlook to be looking out for the discharge of the videogame soundtrack.

