Inside Haunted Bloodlines: How 2 Developers Built a Living, Breathing Nightmare From Scratch

Haunted Bloodlines poster: a dark, eerie poster with twisted, red tree branches extending from the word 'Bloodlines' against a shadowy background. Title 'Haunted Bloodlines: Horrified Triangles' in bold, metallic text, conveying mystery and suspense.

When I stepped into the Endix booth for Haunted Bloodlines, I wasn’t expecting to find developers JohnSoukoulis and Mayaskr dancing in the middle of the showcase room. It was the kind of moment that instantly disarms you: two creators celebrating in their booth with the kind of joy that only comes from surviving years of development hell. It set the tone for everything that followed: honest, passionate, and deeply human.

The showcase video looping behind them was drenched in atmosphere: haunting music, oppressive shadows, and a mansion that felt as if it was hiding something in every corner. Even before we spoke, I could see the fingerprints of Resident Evil in the puzzle design and the dread‑soaked tension of Amnesia in the environmental storytelling. When I mentioned it, Mayaskr said, “You spotted it correctly… also Amnesia.”

But the longer we talked, the clearer it became that Haunted Bloodlines isn’t just borrowing from the greats. It’s building something far stranger—and far more ambitious.

A Mansion That Refuses to Stay Still

Endix Expo Haunted Bloodlines booth talking with the devs for their game in the dark Victorian era style room covered in splatters of blood with the games name on the showcase screen
In-game screenshot of Shay chatting with the Devs of Haunted Bloodlines courtesy of Shay Hobbs via Endix

One of the first things the team told me, something I remembered from screenshots and the second half of our conversation, is that the mansion itself behaves like a character. Rooms shift. Layouts change. Entire spaces appear or vanish depending on the timeline you’re in. It’s a deliberate nod to Rose Red, the Stephen King–inspired haunted house that rearranges itself like a living organism.

Mayaskr explained that time travel begins as a narrative mechanic, letting players revisit key moments that shaped the house. But it evolves into something bigger: a puzzle system where you move between past and present to solve environmental challenges, and eventually into a realm where ghosts become visible.

JohnSoukoulis added, “Basically you have puzzles with the time travel mechanic, going back and forth to solve them.” He also admitted he’s a huge fan of Life is Strange, and you can feel that influence in how time becomes a tool rather than a gimmick.

The result is a mansion that doesn’t just scare you; it remembers you.

Sanity, Light, and the Fight to Stay Alive

Youtube video
Haunted Bloodlines – Official Gamescom Trailer via Iphigames (Aug. 2025)

The survival mechanics in Haunted Bloodlines are deceptively simple: stay near light, manage your medication, and try not to lose your mind. But the way these systems interact creates a constant sense of vulnerability.

Your sanity drains in darkness. Hallucinations distort your perception. Paranormal events can disrupt the lights, forcing you to scramble for safety, while some entities can be pushed back with your candle; others are far too powerful to confront. It’s a brilliant twist on the classic hide‑and‑seek horror loop, one that blends the supernatural with resource management and psychological tension.

“You can hide in the other dimension as well,” JohnSoukoulis told me. “But you have a limited amount of time till reality catches you.”

Secrets for the Curious, Lore for the Dedicated

A fellow Endix attendee asked whether the game would include hidden secrets or optional lore moments. The answer was an enthusiastic yes. This is where Haunted Bloodlines leans into its identity as a lore‑hunter’s dream: optional rooms, hidden events, and environmental notes that flesh out the mansion’s history without overwhelming players who prefer a more streamlined experience.

“There are moments like that,” Mayaskr said. “The game doesn’t force you to get all the notes and story parts, but they are in the game.”

A Team Forged Through University, Hardship, and Shared Vision

Haunted Bloodlines via X (Formerly Twitter)

When I asked how the project began, Mayaskr told me something that reframed the entire conversation: Haunted Bloodlines started as a university project. The team already existed before the idea, and their ability to work together became the backbone of the game’s development.

“The idea started as a university project,” she said. “We were a team already… and then we combined what we thought would be cool and fun.”

But it wasn’t all smooth sailing. Personal hardships shaped the project’s evolution, and motivation wasn’t always easy to find. Hearing them talk about it made their excitement at Endix feel even more meaningful.

Building a Horror Game From a Blank Canvas

One of the most impressive revelations was that nearly everything in Haunted Bloodlines was built from scratch.

“We started with a blank canvas,” JohnSoukoulis said. “We had zero mechanics made. We built everything from scratch.”

That includes:

  • The time travel system
  • The dimension‑shift realm
  • The sanity mechanics
  • The paranormal lighting disruptions
  • The mansion’s shifting architecture

Every system is interconnected. Change one thing, and the team has to retest everything. It’s the kind of development challenge that would break a less cohesive team.

The Demo, the Delays, and the Reality of Indie Development

Haunted Bloodlines via X (Formerly Twitter)

The demo that is available on Steam is a “mixed‑up version” of their original vision. It was built to showcase mechanics and gather feedback, not to represent the final game. They’ve already updated it once with new assets and a photo mode, and they’re considering another update closer to release if deadlines allow, but deadlines are a beast.

“With game dev you never really know when something is 100% finished,” JohnSoukoulis said. 

And with a PlayStation release added to their workload, the project grew far beyond what they expected for their first game. Still, they’re committed to polishing it. They delayed the game specifically to make it better, and the upcoming trailer will show just how far it’s come since last year.

A Dream Worth Building

What struck me most during our conversation wasn’t the mechanics or the influences—it was the heart behind the project. JohnSoukoulis and Mayaskr aren’t just making a horror game. They’re building something deeply personal, shaped by years of collaboration, setbacks, and creative ambition.

When I told them how excited I was for the game, Mayaskr said, “Thank you… It was really difficult to find motivation some days in the past, so we are glad we are here.”

That sincerity is woven into every corner of Haunted Bloodlines. It’s a game built with intention, passion, and a willingness to take risks in a genre that often plays it safe. And if the shifting mansion, time‑bending puzzles, and sanity‑driven survival systems are any indication, Haunted Bloodlines is shaping up to be one of the most unique horror experiences on the horizon.

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