Home » Interview: Step inside a twisted take on co-op horror with Dollhouse of Dead

Interview: Step inside a twisted take on co-op horror with Dollhouse of Dead

dollhouse of dead interview

So you enjoyed facing the dangers that lie in the dark in just a hazmat suit in Lethal Company and fighting against the monsters and physics in REPO? Then Dollhouse of Dead could be your new favourite co-op horror game to play with your friends. Toys are alive and they’re out for blood, your blood, so gather the most trusted members of your squad because we wouldn’t want anyone stealing your hiding spot, would we?

Dollhouse Corp is the world’s leading manufacturer of toys, but the toys are more like monsters after becoming sentient and taking control of factories. The company hires groups of scavengers who go to captured factories and collect materials that the company needs, and that’s where you come in. Fight off evil toys, extract materials to meet your quota, and survive the various areas you will unlock along the way, all while under the pressure of an in-game timer.

We were lucky enough to get the opportunity to speak with Renderise, the studio behind Dollhouse of Dead, to learn more about what players can expect from the upcoming co-op horror experience.

Do you dare enter the Dollhouse of Dead?

GameScout: Introduce us to Renderise!

Renderise: Well, we are an indie studio focused on horror titles. Our most popular project is Ghost Watchers, a ghost hunting game with action. We started in 2018 as a VR studio, but a bit later realised that VR games suck. Currently, there are 15 people working on 4 different projects, 3 of them are in development. The funniest thing is that we love different genres, from MOBAs to visual novels. The game designer of Dollhouse of Dead is a huge RTS fan. We all love different games and every person in our studio tries to bring something special from their favourite genre to the projects we are working on. 

GameScout: What have you learned from other co-op horror titles you have released and is there anything you’ve carried over from those into Dollhouse of Dead?

Renderise: After several horror releases, we understood that most players don’t like hard mechanics. No need to make things complicated, that was our problem with our first games. Also, for horror, it is better not to make ultimate weapons, the player should feel fear and some defencelessness. We have improved team interactions and added more interactions with the environment, so you may encounter different hidden mechanics. For example, you can use a screwdriver to clear a mine and throw it at a friend, or while a friend is hiding in a backpack, you can carry them and throw them to the monster to get time to escape. It’s all about fun and communication!

dollhouse of dead interview characters

As previously mentioned, Dollhouse of Dead does share similarities with other hit co-op horror titles that have garnered heaps of attention. Although meeting quotas, upgrading equipment, and working for a mysterious company are commonalities Dollhouse of Dead shares with the likes of Lethal Company and REPO, the game promises to separate itself by offering even more chaos.

GameScout: What do you think Dollhouse of Dead adds to the genre that hasn’t been done before or makes it unique?

Renderise: I’d say that our main feature is extra-dynamic gameplay. We really want something to constantly happen on the screen. We put much less emphasis on building up the atmosphere and more on the gameplay itself. The player is always ambushed by active monsters, various events are triggered periodically, objects and environments interact with each other. In general, you can’t be bored. As in any horror game, monsters are waiting at the player’s locations, which are extremely dangerous for the player. But in our game, there are a large number of mechanics that allow you to put up a fight, which work especially effectively with the coordinated actions of the players.

GameScout: What are the consequences of dying and failing to meet a quota?

Renderise: The game is built as a session game. One session equals one quota, everything is simple and without stuffy rules. If you don’t meet the quota, you lose the session and don’t get anything to advance further in the content. There is one feature — if you’re the last to die at the hands of the butcher rabbit when you have not fulfilled the quota, he will reward you with Rabbit Ears. In the next session, the rabbits will salute you when they see you.

dollhouse of dead interview monsters

When you think of toys coming to life, you would be forgiven if the first thought that came to mind was Five Nights at Freddy’s. The lore in Five Nights at Freddy’s runs deep, and Dollhouse of Dead will have a developing narrative of its own.

GameScout: Is Dollhouse of Dead lore rich? If so, how did you design missions so that the narrative feels naturally integrated with the gameplay loop?

Renderise: Yes, every factory, every mob, and every character in the game has their own story. We wanted to breathe life into every creature and into the place where they live. But it’s not that simple. To learn the secrets of factories or to read the stories of our entities, they need to be explored. For example, to learn the history of creatures, you need to scan them every time you make a run. As you progress, more and more details will be revealed.

GameScout: Which monster is your favourite and why?

Renderise: My favourite monster is the black rabbit. He’s very cute, he looks like a Labubu, and our animators tried hard to create a somersault attack! It looks awesome and funny.

GameScout: How many locations are there in total and how are you going to make sure each run feels fresh?

Renderise: So far, 3 factories are available. After polishing the current content and release, we will finish our sketches for the fourth and fifth factories. The novelty of each run is also in the random generation of blocks inside the factory, as well as the placement of monsters and objects. One day you can go down to the first floor and find yourself in a factory café, and the next day you will find a laboratory instead! We have quite a lot of such variations. There are also special blocks — references to famous works: Backrooms, Hotel from The Shining, Gulliver, Charlie the Choo-Choo, and others. The blocks are found on the third and sixth floors and carry special items, but they are very dangerous.

dollhouse of dead playable characters

In Dollhouse of Dead, there are a range of playable characters to choose from, each possessing their own abilities. Fred, for example, restores health and is resistant to radiation, while Hendrick is able to instantly open safes and hide in backpacks for longer. These abilities add an extra layer to gameplay and survival mechanics.

GameScout: How important is teamwork and how do character abilities contribute to that?

Renderise: Teamwork is very important from the very first minute. It is necessary to properly distribute the equipment among all team members. The basis for teamwork lies not so much in the use of abilities, but in the synergy of different subjects. Inventory and playing time are limited, so players must use them wisely. Teamwork can be built in different ways. You can split up by floor to cover a larger area of research in less time, or you can move slowly but confidently together to protect each other.

GameScout: If you could pitch your game in three words, what would they be?

Renderise: Teamwork, ridiculous, dolls.

When asked about a release date for Dollhouse of Dead, Renderise expressed that they’ll make that decision after Steam’s October Next Fest. Until then, you can keep up with the development of Dollhouse of Dead by following the team on X and YouTube. Don’t forget to check out the Dollhouse of Dead demo on Steam and add the game to your wishlist.

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