When Team Clout first announced their horror ILL, many were sceptical that the game looked too good to be true. The animations, the level of visual fidelity, and the dismemberment mechanic had a world-class feel to them, which is not something that one would expect from a small, indie studio that never made a single video game before.
However, with the recent announcement, it's safe to say that developer Team Clout have managed to convince players that their upcoming horror is indeed real and could shake up the genre upside down based on the footage we've seen.
In the recent interview with PlayStation, Team Clout have revealed even more details about their game and what makes it so special. Below you'll find some of the most intresting bits from the interview so read on if ILL looks like your thing.
A twisted new take on survival horror
When the first trailer for ILL dropped, it immediately stood out thanks to its grotesque monsters, visceral dismemberment, and relentless tension. But what kind of minds craft something so unsettling? Team Clout, founded by artists Maxim Verehin and Oleg Vdovenko have previously worked on horror projects like Longlegs, V/H/S/Beyond, and It: Welcome to Derry, which explains ILL's unique concept and setting.
Described as a “story-driven action-horror” game, ILL blends survival horror roots with aggressive, fast-paced first-person action. As Game Director Verehin puts it, the goal is to create an experience where players aren’t just scared — they feel the horror on a physical level. “We want ILL to make you feel like the horror is happening to you,” he explains. “Enemies don’t just die — they suffer, adapt, mutate. Your actions leave a mark, and the world responds.”
Monsters you’ll remember long after you put the controller down
The nightmarish creatures are at the heart of ILL’s identity. Inspired by practical effects in classic horror films from the ’70s and ’90s, Team Clout wanted monsters that feel tangible and deeply unsettling. Instead of relying solely on jump scares, they designed enemies that move and react in ways meant to disturb players on a gut level.
“There’s no single process for designing monsters,” Verehin says. “Sometimes it’s a creepy concept sketch, sometimes a weird real-life movement someone on the team did as a joke.” In fact, one creature’s eerie movement came straight from a team member’s offbeat pose during a mocap session - a moment that was too unsettling not to include.
Gameplay that blends horror with heavy action
Beyond its terrifying visuals, ILL promises a robust mix of survival horror exploration and intense combat. Players will scavenge for resources, craft and upgrade weapons, and face encounters ranging from small skirmishes to massive boss fights. Expect classic firearms like shotguns and AK-47s, along with “fun, crafty weapons” and plenty of melee options to make each fight feel personal and brutal.
Environmental puzzles will also play a key role. “If you fix electricity in one area, something changes somewhere else,” Verehin explains. The world is designed to feel reactive and alive, adding to the sense of unease and discovery.
A horror experience designed to stick with you
At its core, ILL is meant to spark stories between players. “We want people to tell each other, ‘This crazy thing happened in my game!’ and hear someone else say, ‘Wait, but this happened in mine!’” says Verehin. It’s an experience meant to be deeply personal - and deeply haunting.
ILL is currently in development for PlayStation 5, with more release details coming soon. If the trailer is anything to go by, this is one horror game you won’t want to face alone — but you won’t be able to look away either.
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