A few weeks back, we dropped the latest trailer for our upcoming game, Atomfall. It’s an intriguing new title set against the backdrop of the UK’s Windscale nuclear power plant in the 1950s, blending fiction with the real-world events of Northern England’s infamous nuclear disaster.
The trailer offers a peek into the folk horror elements that permeate the game, introducing players to the enigmatic Casterfell Woods. Here, you’ll encounter the ominous presence of a towering wicker man and an eerie telephone box relentlessly ringing until someone answers.
So, what inspired the haunting design of Casterfell Woods? Well, we thought it would be fascinating to dive into the creative process that birthed this distinct aesthetic.
From the very beginning, our goal was to craft parts of the game that leaned heavily into folk horror, offering a stark contrast to the more picturesque, idyllic areas. While most of our game environments burst with vibrant greenery typical of the British landscape, Casterfell Woods was designed to make players uneasy—questioning what mysteries and hidden secrets the deep, dark woods might conceal. Naturally, we couldn’t wait to explore this concept further, so we dove into our research.
First on the agenda was setting the visual tone for our sandbox environments, focusing on the natural biomes we wanted to create. With this foundational work done, we could then introduce our unique thematic twists.
In the early stages, our team embarked on several expeditions to the English Lake District to gather reference materials and capture photogrammetry content. For those of us on the team who weren’t originally from the UK—including myself, an American—this landscape was incredibly exotic. It’s an area brimming with diverse natural beauty, and its lush greenery, coupled with lakes, streams, and majestic stone formations, provided the perfect inspiration.
Driving through those narrow Cumbrian roads was an adventure in itself. The slate stone walls on one side and steep lake drop-offs on the other were nerve-wracking, yet the experience was invaluable. By the end of our explorations, we had an impressive collection of references and photogrammetry content that ensured our game would visually capture the essence of Northern Britain.
But the real challenge lay in infusing this world with a unique twist. How could we transform what might feel like a picturesque holiday destination into something steeped in another era and slightly otherworldly?
Our research took us deep into the realms of folk horror, sci-fi, and classic British fiction for inspiration. Movies like The Wicker Man, The Blair Witch Project, Annihilation, and Midsommar were influential, as well as BBC classics such as Doctor Who, The Prisoner, and The Quatermass Xperiment. The bizarre tales by John Wyndham also sparked our creativity.
We aimed to evoke the feeling of stepping back in time. The real-life Windscale incident occurred in 1957—a period that our game reflects by beginning its story with the ensuing quarantine. But how does one capture that era’s essence in a natural setting, where scenes haven’t shifted dramatically over the decades?
Our discussions led us to imagine who might live on the fringes, distant from the comfort of village life. How would they adapt without modern conveniences?
The conclusion was simple: these outcasts would rely on ancient survival strategies. We would portray them using primitive building techniques, like wattle-and-daub construction, traditional thatched roofs, woven branches, and dry-stone walls. Even though these methods still exist today, for many of us who grew up elsewhere, they represent a distant, almost ancient way of life.
Drawing from our media and cultural references, we layered symbolic imagery throughout these environments. This included ancient carvings, effigies, and wicker figures intertwined with more familiar symbols like maypoles and bunting, all hinting at pagan religious undertones.
We can’t wait for you to explore Casterfell Woods and unravel its secrets when Atomfall launches on March 27 for Xbox Series X|S and Windows PC, available on day one with Game Pass. We’re excited for you to dive into this mysterious world!