Night Council Studio, the Madrid-based development team, made their debut in November with Dark Atlas: Infernum, a game adapted from a book. This title presents a demanding journey for the protagonist’s sanity and a terrifying experience for players. The game has been released in Asia, marking a significant milestone for the studio.
The studio’s journey began as a more modest project, initially conceived as a walking simulator and titled Atlas Negro. However, fueled by passion and a collaborative spirit, the scope grew considerably. The development process was characterized by a steep learning curve, particularly for the technical team, as they transitioned from simpler tools to more complex engines like Unity and Unreal. This organic evolution meant the game’s visual and technical aspects significantly improved over time.
The team, comprising Álvaro Aparicio (co-director and coordinator of the “Atlas Negro” anthology), Pablo Schmalbach (3D artist), and Diana Soriano (producer), faced numerous challenges. These included managing large asset sizes, optimizing for console performance, and the significant investment in third-party assets for environmental details. Despite these hurdles, they found a synergistic workflow and a strong commitment that drove the project forward.
Initially funded by a grant from the Community of Madrid and personal investment, the studio later partnered with Selecta for distribution and localization, which was crucial for reaching a global audience. While the publisher helped expand their reach, Night Council Studio maintained autonomy in production.
The game is described as a blend of a “boomer shooter” and a horror game. This genre choice stems from a preference for less intrusive player assistance and a desire to evoke the challenging, map-less experiences of older games, while still finding a balance for modern audiences. Beyond its combat and survival elements, Dark Atlas: Infernum is also a narrative-driven game, with the protagonist Natalia Asensio’s journey and discoveries forming a core part of the experience.
Looking ahead, Night Council Studio plans to develop a smaller, more arcade-focused game, prioritizing pure gameplay. They aim for a more contained eight-month development cycle after thorough pre-production, learning from the intensity and complexity of their debut project. Their inspirations draw from a mix of classic games like Doom and Dark Souls, alongside manga such as Berserk and the horror of Hellraiser. Álvaro Aparicio also cites narrative-driven indie games like The Cat Lady and the fast-paced action of Hotline Miami as key influences.
The Spanish indie horror scene is currently vibrant, with titles like Luto, Dark Atlas: Infernum, and the upcoming Crisol: Theater of Idols showcasing the talent within the country. The team views the indie landscape in Spain as a continuous struggle, describing it as living “in the trenches in perpetuity” and in a state of “perpetual starvation.” However, they also emphasize the indomitable creative drive and artistic vision that fuels independent developers, likening them to resilient viruses that persist despite adverse conditions. The growing number of students studying game development is seen as a positive sign for the future of the industry in Spain.
“The indie lives in the trenches in perpetuity.”
