Silent Planet Devs on Feature Reveals, Their Time at TGS, and the Evolution of The Upcoming Cosmic Metroidvania


Developed by Vertex Zero and published by Red Dunes Games, Silent Planet is an upcoming gothic sci-fi metroidvania rooted in Cosmic Horror. 

The game is set to launch in 2026, and was originally announced in 2024; however, a lot has changed since that initial reveal. So following the team's booth at Tokyo Game Show 2025, we caught up with the founders of Vertex Zero, Virginie and James, to learn more about the game, and see just how much things have changed since the initial announcement.

 

Hi Virginie and James, it is great to hear from you two again! I know we've kept in touch, but it has been a year since we truly caught up and spoke about your upcoming game Silent Planet. Hard to believe its 2026 release date is getting so close!

V: Hi Ben, always a pleasure to catch up!


So last time we formally spoke, you announced your partnership with Red Dunes Games. Could you tell us a little bit about how that is going?

V: We are extremely grateful for that partnership every day and they’ve been very supportive. We owe it to them for this great opportunity of showing our game at the Tokyo Game Show 2025.


When the project first started, it was just the two of you, but the team has actually grown quite a bit since the initial announcement. What does the team look like today?

V: We always knew that we had to focus, just the two of us, on developing a vertical slice of Silent Planet before expanding the team. That dream has now come true. The core team consists of four people (soon to be five), but we also collaborate with several talented artists from around the world.

J: We're fortunate to be working with the amazing audio team at Jade Chamber Sound, who are delivering fantastic soundscapes. Additionally, Rémi “The Algorithm” Gallego from the incredible roster at Kid Katana is contributing to our soundtrack, which is shaping up to be truly amazing.

Vertex Zero had the opportunity to make an appearance at Tokyo Game Show 2025. We weren't able to attend this year, or else we would've stopped by to say hi! But from what I understand you also held a public demo for Silent Planet. How did it go? And could you tell us a little bit more about your TGS experience in general? I'm sure you have a lot of great stories!

V: It would have been great to meet in person, maybe next year!

TGS was a huge milestone for us. It’s a really big event and we were so happy to witness the game being experienced by players for the first time. We witnessed surprise, laughter, and amazement on their faces, which truly means the world to us. It also provided us with a valuable opportunity to receive feedback from players as they discovered the gameplay mechanics.

J: Since it was our first time outside of Canada, it was quite overwhelming at first. TGS is a massive event! Fortunately, we had great support from our publisher.

During the four-day event, we had the incredible honor of meeting Mr. Ryuichi Nishizawa, the creator of the legendary Wonder Boy series. We also connected with two legends from the SNK era: Meeher and Takushi “HIYA!” Hiyamuta-san. We had a truly memorable and inspiring conversation with them.


I know when we first met back in 2024 I asked you general questions about Silent Planet, but the game has changed so much since that day! It is still a Metroidvania obviously, but could you provide a little more insight on the differences seen in the current build?

J: Since our last conversation, the project has shifted slightly more into RPG territory with the inclusion of a more polished system for stats, abilities, buffs, and other mechanics.

This evolution reflects our desire to make the game accessible to players of all skill levels while retaining our initial focus.

One thing that has stood out to me instantly was none other than the new art style and animations. While I really liked the original sprites and pixel art, I have to say the new style really stands out. The game feels like it is truly developing its own identity. What was the inspiration behind the new designs?

V: The inspirations for the pixel art remain classics like Symphony of the Night, but also movies such as Aliens and The Thing for the creature design. The architecture draws cues from Warhammer 40K, as well as anime like Angel’s Egg, Ghost in the Shell, and Akira for the dystopian Neo-Tokyo cityscape.

J:
Our intention has always been to achieve this level of visual quality, so we feel fortunate to be working with such talented artists! We aim to deliver retro visuals that feel authentic to longtime players while also appealing to a new generation of gamers.

And how have the game's horror elements progressed?

V: Together with the animators and our very talented in-house concept artist, we’ve been working hard to create enemies with varied attacks that focus on the horror aspect of Silent Planet. We want players to be surprised and, at times, disgusted by the gruesome inhabitants of the megacomplex.

When it comes to the story, is there anything you can tell us about the lead character Apranik, or maybe other characters that appear?

J: Apranik is at the center of a prophecy known as “The Child of the Threshold.”

The child is protected, being reborn again and again into a new body, each incarnation carrying the essence of her former self.

However, with each lifetime, all memories of her preceding lives are erased, leaving her to face each new existence without the knowledge of her past or the legacy she carries.

The game features a unique mechanic you previously dubbed "Dynamic Environment," which allows Apranik to use her powers to interact with the world. How has this system continued to evolve as development progressed?

J: Since we focused more on creating a demo for TGS 2025, we didn’t have the chance to emphasize this mechanic as much as we would have liked.

However, for the final release, we aim to include a variety of situations where players will need to discover which abilities are useful for uncovering well-hidden secrets.

One thing I failed to ask last time is about the game's world itself. Metroidvania titles have taken on so many different forms and have handled their progression in their own unique ways. Some feature a single connected map, others split the same connected map into multiple zones, and others go as far as having multiple stand alone stages. What route is Silent Planet taking?

J: Silent Planet will primarily focus on gameplay within one interconnected location set in Thulcandra. However, there are also two smaller areas that players will need to discover: the Crimson Dominion of the Nightlords and the Abyssal Citadel of the Void, both located in Orion’s Belt.

While these areas won’t be mandatory for completing the game, they are intricately tied to a significant part of the narrative.


Silent Planet will in fact have RPG mechanics, but the game is being designed in a way where level grinding isn't necessary to progress. Apranik's stats will level up, and equipment has different skills and mastery abilities to obtain. What are some fun abilities players can look forward to using, and how will the abilities in general impact gameplay?

J: One of the exciting features is the inclusion of an unlockable Alter Ego, which is closely tied to the lore. At a pivotal moment in the story (which is completely optional), players can choose to accept the Eldritch Blessing of the Blood Pact, unlocking Ikari. She can be considered as Apranik’s dark side.

I'm still personally curious about the "post game," which I know we cannot obviously go into too much detail about, but the game will in fact have a New Game + mode you call "Interval 2." Basically, a harder playthrough with new challenges to overcome, complete with new gameplay mechanics. Without giving it away. do you have any other surprises planned that players can look forward to? Or maybe even an "Interval 3?"

J: We’ve been brainstorming about but it is too early to say for sure. There’s always the possibility that we add some modes after the initial release. We’ll definitely keep everyone informed about future plans.

With all of this being said, what would you two say has been the biggest challenge when it comes to developing Silent Planet?

J: I would say that from a gameplay design standpoint, the biggest challenge has been to create something that feels familiar, all while developing new elements that make Silent Planet stand out.

Is there any piece of advice you would like other inspiring indie developers to know before they get going on their own project?

V: I’ll echo what James has always been saying when we first started: concentrate on making a fun experience first and make people dream; then we can build the whole game!

Also, promote the heck out of your game; you have to get it out there! It’s ok to make a few mistakes along the way; the game might feel different later, but whatever you do, get the game out there. Interact with fans and also other developers. Be genuine, and most importantly, stay humble.

J: To be honest, we’re still learning the ropes ourselves! However, I can share a few thoughts: never stop believing in what you’re doing. Always seek external input to validate your ideas, and don’t shy away from criticism; it will definitely help you grow. Most importantly, be resilient and never give up!

Is there anything else you would like to tell the world about Silent Planet ahead of the game's release date?

J: First and foremost, thank you to all initial and new fans, we are happy that what we are doing is resonating with all of you. Also, please help us spread the word. This is a great way for all of you to make sure that we can continue working on this project and many more in the future.

And just for fun, outside of your booth at TGS, and other games published by Red Dunes Games, what would you say was your favorite part of the experience? Any games you two are personally really looking forward to?

V: Me and James really love horror, and we’ve been dying to give Silent Hill F a go. The creature designs look very creepy, and the overall experience seems really fun! It’s the perfect month for spooky gaming, so we hope to get a bit of free time to try it out!

J: My favorite part of the experience was visiting a beautiful park in Chiba nearby the hotel we were staying. It was a very relaxing and inspiring experience.

Another highlight was finally meeting and befriending Takuya-san, who’s been following our project for quite some time already!

Silent Planet is set to release in Q4 of 2026, but fans can head over to the Steam Page today to show your support by adding the game to your wishlist!


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