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Blind Descent: A Unique Survival Game Inspired by Jules Verne

Explore the depths of Mars in Blind Descent, a unique survival game that combines adventure and innovative mechanics inspired by Jules Verne.

Exploring the Depths of Mars in Blind Descent

There are plenty of survival games, but none quite like Pokuch’s Blind Descent, which has players learning to survive in the depths of Mars. ComingSoon spoke to Pokuch Project Director and Co-Founder Emrehan Şeyihoğlu about how the game takes inspiration from Jules Verne and its unique mechanics. A playtest on Steam is now available, and the game is coming soon to early access on PC.

Immerse Yourself in a Martian Adventure

“Immerse yourself in a new Martian underground adventure with Blind Descent, an open-world survival craft game that unveils the mysteries of the Martian depths. Play solo or with friends as you search for the missing team. Adapt and mutate to survive in this bizarre alien world,” says the official description.

Curiosity as a Reward

Tyler Treese: There seems to be a great sense of discovery in Blind Descent, especially since you’re discovering a new planet and creatures that don’t have to play by Earth’s rules. How has it been embracing that freedom to explore where you want to, but don’t feel entirely overwhelmed?

Emrehan Şeyihoğlu: We designed the world of Blind Descent to reward curiosity rather than punish you for wandering off the beaten path. You may be able to find some fungi clusters that will guide you to a hidden point of interest or by exploring Prey-Predator behavior in the ecosystem, you will be able to understand the use of the wildlife to your benefit and find out how some of the resources can be smartly used in the game.

Inspired by Jules Verne

Blind Descent is inspired by the work of French novelist Jules Verne. What aspects of his adventure novels have you tried to implement?

Beyond the clear inspiration we drew from Journey to the Center of the Earth, Jules Verne’s hallmark is that every gadget and environment feels both scientifically grounded and brimming with wonder. We mirrored that by giving the player tools that have clear mechanical uses (like scanner or grappling hook) but also provoke imaginative “what if” scenarios: what is the strange tentacle-looking plant I’m scanning right now and how can it be used in craft? Our world-building likewise layers in strange flora and fauna that obey their own logic.

Solo or Cooperative Play

You’ll be able to play solo or with friends. How has it been tailoring the experience so that it’s viable to play either way?

We built one world that scales resource availability, enemy behavior, and overall game complexity based on player count.

Coexisting with the Ecosystem

There seems to be a theme about not taking over an ecosystem but co-existing within it. Can you speak to how that will impact gameplay?

Rather than a “clear-and-conquer” approach, we reward strategic coexistence. If the player is wearing armor made from local materials, creatures that populate the biome or have some connection to the material might not attack the player because they see them as one of their own or do not perceive them as either a threat or prey. Another example: you can feed a rare item to a predatory plant and receive a crafting component in return. Ultimately, we encourage players to study the ecosystem around them, because by learning wildlife patterns and behaviors, they’ll discover new ways to interact and satisfy their survival needs. We call this the Symbiosis system, and we’ll share more details on it soon.

Artistic Collaboration

Jon Juarez, who was the production designer on Scavengers Reign, did art for the game. How has it been collaborating with him?

It was a pleasure working with Jon. He’s a true professional and created stunning key art for our game that captures both the strangeness and grounded feel of the Martian underground world we want to showcase. We look forward to collaborating again, as another small partnership is on the horizon.

What Sets Blind Descent Apart?

The survival genre is very popular, but we also see a lot of games released in it each year. What do you think sets Blind Descent apart from the crowd?

We want Blind Descent to stand apart through its Symbiosis System and dynamic traversal tools. Typically, survival games feature progression centered on enhancing tools and technology that maintains a clear separation between humanity and nature. Blind Descent reverses this approach. To survive, players must become one with the natural environment, sometimes even relinquishing aspects of their humanity. Survival here is not merely about endurance; it involves merging with an alien ecosystem to unlock strategic options, including powerful mutations. With every encounter, you deepen your understanding of the underground world, and every location — from the summit of the massive pillar to the farthest cavern — is reachable if you invest enough effort or employ the right tools. Moreover, each cave is woven with narrative threads revealed through audio logs and environmental clues, giving exploration purpose beyond simple resource gathering. Together, these elements elevate Blind Descent from “just another survival game” into an immersive, ever-evolving adventure that we hope feels genuinely fresh, though we’ll let our audience be the judge.

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