Just a short while ago, we dropped the latest trailer for Atomfall, our upcoming project that lets you dive into a world of mystery set against the historical backdrop of the UK’s Windscale nuclear power station events from the 1950s. Although rooted in a real-life nuclear disaster in Northern England, Atomfall spins a fictional tale that promises intrigue and suspense.
In this preview, you get to explore the spooky inspirations drawn from folk horror as you venture into Casterfell Woods, a location within the game that oozes eerie vibes. Imagine stumbling upon a massive wicker man or a solitary telephone box with an incessant ring—it’s just a taste of what’s to come.
So, what inspired us to create Casterfell Woods? We thought it would be fun to give you a peek behind the curtain to see how we carved out this distinctive world.
From the start, we envisioned some darker, more mystical areas of the game that could emphasize folk horror, offering a stark contrast to our idyllic settings. Most of the game’s environments are drenched in vibrant greens typical of the British landscape. But with Casterfell, we wanted players wondering about the mysteries lurking in the heart of those dense woods—hidden, ancient secrets waiting to be uncovered. Imagining these was a blast for us, so we plunged into research.
Our first task was to lay down a visual foundation for our sandbox environments, focusing on natural biomes to later infuse with fantasy elements. Early on, our team made several trips to the breathtaking English Lake District to gather references and capture photogrammetry content. For me and some of the other non-Brit team members, this place was absolutely captivating—a lush spectacle of verdant landscapes peppered with stone formations that cap the fells and hills. It’s such a rich tapestry of nature, one you have to see to truly appreciate.
As someone unaccustomed to UK roads, navigating those narrow paths bordered by slate stone walls on one side and steep lake drops on the other was quite the adventure! However, these trips were invaluable, setting us up with a treasure trove of references and photogrammetry content, ultimately rooting Atomfall in the very essence of northern Britain.
Then came the layering of unique twists. How could we transform our setting from a mere scenic getaway to a time-twisted realm? How could we imbue these environments with an older-era feel, slightly bending reality?
Our team dove into folk horror, classic British sci-fi, and imaginative narratives. We drew inspiration from films like The Wicker Man and The Blair Witch Project, took cues from TV classics and authors like John Wyndham, known for weaving bizarrely brilliant tales.
We wanted players to sense that they were stepping back in time. While the real Windscale accident happened in 1957, prompting the game’s fictional quarantine, we faced challenges in distinguishing that era in nature, where the landscape would appear largely unchanged.
We began pondering the lives of those residing beyond the comfort of village life. Without modern resources, how would they endure? The resolution was natural—these outcasts would survive using primitive methods, drawing from archaic wattle and daub construction. We envisioned thatched roofs, woven branches, and stone structures—styles that, while ancient, are rare and fascinating to modern eyes.
Prompted by our artistic inspirations and the desire for distinct British themes, we layered in symbolic imagery like ancient carvings, effigies, and wickermen, contrasted with traditional maypoles and bunting to infuse pagan overtones.
We’re eager for you to explore Casterfell Woods and discover its mysteries when Atomfall launches on March 27 for Xbox Series X|S and Windows PC, with day-one availability on Game Pass. We can’t wait for you to experience the game’s thrilling story firsthand.