Voidwalker

Wide overhead of an old chapel converted to a studio; long tables, dim lamps, no decoration.

Chapter IV

ᛗ ⌬ ᚺ

Mausoleum Studio

Eleven people. One game. Four years of patient ruin. The studio behind Voidwalker.

Members of Mausoleum Studio at work in the converted chapel office.

⌬ MMXXVI · Lisbon · Studio interior

⌬ Section I — Who we are

Mausoleum is a studio of eleven, in a converted chapel, with one game in flight.

We left larger studios to build a single game — properly, slowly, and only once. We do not employ marketing. We do not run feature factories. We do not ship until the silence at the end of a level lasts the right length. Voidwalker is the first thing we will release publicly. It will be the only project on this site for a long time.

We are working in Bog Engine, a custom branch of an open-source pipeline written by Tobi over four winters. The build numbers begin with zero because we have not yet done anything we cannot still take back.

⌬ Section II — Working principles

Three lines of internal liturgy.

01

We make games that wait.

A pause held three seconds longer than the player expects is the most powerful tool in our kit. We use it as often as we get away with.

02

Every system serves a sentence.

Combat is grammar. Encounter design is punctuation. The player is reading the game out loud whether they know it or not.

03

Difficulty is not the point.

Patience is the point. The game is difficult only because patience requires it. We will sand off any difficulty that is not in service of attention.

⌬ Section III — The eleven

Eleven names. Each owes you a sentence.

MMXXVI · Lisbon

Iyari Soldevilla portrait

01

Game Director · Co-founder

Iyari Soldevilla

Worked on three projects you have heard of, two you have not. Began Mausoleum to make games that argue with the player rather than reward them.

Helder Tavárez portrait

02

Art Director · Co-founder

Helder Tavárez

Painter first, designer second. Sets the tonal range of every scene. Believes a frame should look correct in greyscale before it is allowed to have colour.

Mireille Achterberg portrait

03

Lead Combat Designer

Mireille Achterberg

Spent three years on competitive fencing before games. Designs every encounter as a sentence: opener, qualifier, full stop. Hates feints she did not write.

Tobi Onabanjo portrait

04

Lead Programmer

Tobi Onabanjo

Engine architect. Built the dimension-step system from a paper prototype involving two transparency sheets and a flashlight. Speaks in build numbers.

Saskia Vermilye portrait

05

Sound Director

Saskia Vermilye

Field-recorded the entire ambient layer in Iceland and the Pyrenees. Refuses to use synth pads for cathedral interiors. Built the drone you are not currently hearing.

Brennan Kohut portrait

06

Narrative Designer

Brennan Kohut

Former medievalist; quit academia to write monsters. Wrote the Aurén tongue in eight months. Has opinions about runes that are difficult to interrupt.

Lila Kassab portrait

07

Senior Animator

Lila Kassab

Hand-keys every signature attack. Believes motion-capture is for cowards. Holds the studio record for longest single uninterrupted animation timeline.

Jovan Kostić portrait

08

Environment Artist

Jovan Kostić

Built the Cathedral of Ruin from photogrammetry of three churches in Serbia. Will eventually argue with you about what counts as a ruin.

Pilar Estévez portrait

09

Producer

Pilar Estévez

The reason any of this ships. Came from architectural project management, where the buildings stayed up. Now manages a team of people building things designed to fall down.

Ren Halloway portrait

10

Encounter Programmer

Ren Halloway

Patterns the Iron Cantor encounters; teaches enemies to anticipate the player's third decision. Considered ranked chess up to FM. Now codes for spite.

Audric Ferrand portrait

11

UI / Field-codex

Audric Ferrand

Designs every page the player will read. Built the in-world codex as a living document; eight versions exist in the build, all subtly disagreeing.

⌬ Section IV — Years in development

Four winters. One spring not yet promised.

Anno Domini → MMXXVII

2022

Mausoleum Studio founded. Iyari and Helder rent a former dental clinic in Lisbon.

2023

Vertical slice approved by the Mass-Pact prototype. The Cathedral of Ruin first walkable in November.

2024

Voidwalker announced at Day of the Devs. The trailer is six minutes of one room and two breaths.

2025

Closed alpha. The Aurén tongue receives its first nineteen runes. Combat enters second design pass.

2026

Voidwalker enters final production. Bestiary at forty-three confirmed entries. Ship target: late MMXXVII.