The Looper Group achieved monumental success in 2024 with their resounding remake of [insert title], and in 2025, they are poised to follow up with another new survival horror game of this caliber. As it touts an enthralling blend of time-travel and post-apocalyptic settings, paired with the promise of another comprehensive survival horror experience drawing inspiration from genre heavyweights, this game appears poised to captivate audiences. We recently had the opportunity to speak with Jacek Zięba, recreation director and producer at Bloober Group, to learn more about their latest project and how they plan to achieve a second major success. The complete interview is available for you to learn below.
“As our next move, following the release of ‘new’, we aim to develop a new, significant intellectual property for the revamped Bloober Group, distinct from our previous games and setting us up for future success.”
Can you outshine the most striking gem in a collection of breathtakingly terrifying tales? Here’s an alternative: Is this query’s potency leaving you uncertain about its potential simplicity? What I’m confident about is that our next move will be to create a new, significant intellectual property for Bloober Group after, a step where we want to produce something both similar and yet different from our previous game – which is why we chose to develop a sci-fi survival horror.
A post-apocalyptic odyssey through the annals of time, where humanity’s very existence hangs precariously in the balance?
Every narrative thread appears to stem from The New Daybreak, a fictional neighborhood serving as the setting for this story. Built in the 1950s by the communist government, this imposing structure was intended as a symbol of their power and opulence, situated in one of Kraków’s many districts that once served as the historic hub of Polish kings. Throughout the 1980s, Poland remained under a rigid communist regime, where the authoritarian grip on the population was particularly strong, allowing communist authorities to maintain steadfast control over its citizens. In 1981, the government responded to growing unrest by declaring martial law, a measure that would last nearly two years, aiming to quell the increasing dissent among Poland’s population. As we’d been deeply wounded, yearning to revolt yet simultaneously, a few of us continued to collaborate with the regime – it was an incredibly trying period in Poland; however, the winds of change were whispering promises of freedom on the distant horizon, which finally materialized in 1989 when our nation achieved its long-awaited liberation.
Amidst the backdrop of a Cold War era’s trepidation – the district, the regime, and the uncertainty of what lay ahead – we merge that palpable tension with our reinterpretation of a history that was only slightly “off-kilter”. While our model accounted for certain scenarios that never materialized, it also successfully anticipated novel situations that emerged.
The 1980s’ revival of interest in science fiction enabled us to craft a distinct approach that drew inspiration from the original three films and their iconic first two installments, allowing us to explore fresh perspectives while honoring the franchise’s rich heritage.
Everything that exists could potentially be crucial.
While attempting to scare, this description lacks impact; here’s the revised version: To avoid unnecessary repetition.
As we continue to grow and progress, I sense that we’re still searching, still refining ourselves. Ultimately, we’ve pinpointed our primary genre: horror. Yet, countless stories remain untold, numerous gaming styles and methodologies still awaiting exploration as we continue our studio’s evolution. As we recreate ourselves, we cultivate resilience and insight, fostering an environment where innovative ideas can flourish—including a particular concept that resonates deeply with us. We strive to make informed and thoughtful decisions in all that we do. Between earlier video games we developed, which taught us invaluable lessons and opened new avenues for our subsequent challenge—the dimension, despite its differences, shares some similarities with our past experiences. We believe our success stems from our ability to simultaneously pursue certain trends while striving to create something uniquely ours.
Here’s an attempt at improving the text: The game was a more experimental recreation, posing the question “what if you were in two worlds at the same time?” However, the latest version is more grounded and closer to traditional survival horror video games. Without redundant language, we don’t wish to repeat ourselves. Following our initial development, we aim to design a unique additional gaming feature. That’s why we’ve chosen to focus on survival horror, infusing it with our own unique spin – a detail we’re keeping under wraps for now.
In the context of physical combat, it’s less common to encounter fewer opponents, but rather, more. Remakes now cleverly blend vintage aesthetics with modern know-how and playability demands, resulting in a unique fusion of past and present. Each remake can venture into distinct territory, exploring entirely new creative avenues while drawing from a vast reservoir of data – thereby offering a diverse palette of possibilities to craft something unique and recognizable to gamers, yet also distinct from its predecessors.
“On the topic of fighting, there’s a distinction between ‘more’ and ‘fewer’.”
When navigating through an environment that blends different terrains, it’s possible to encounter a meandering path that may require backtracking or exploring additional, winding routes.
As we’ve observed recent transformations in recreation port dynamics, speculation about the potential of a new platform is understandable. What lies ahead will soon become apparent.