Glorious phantoms of the afterlife, welcome to In Death!

My name is Petur Thorarinsson (aka Scarpia) and I am the person responsible for In Death’s creative vision and game design here at Solfar Studios. Previously a resident at CCP Games for over a decade working on various titles and ultimately serving as game design director for EVE Online, before making a joyous leap to Solfar two years ago straight into the deep end of VR development.

After running an awesome closed beta since mid December, we are excited and proud to be bringing In Death to Early Access. This was made possible by our dedicated group of beta testers that helped us improve and refine our game to the point where it is ready for a much wider audience. There is still a lot to be done and more content to be added, and during this next phase we will continue relying on our players’ invaluable feedback to help steer us in the right direction and continuously evaluate what will make In Death the best it can possibly be.

By the end of 2016, after the initial launch of Everest VR, we decided to incorporate some of the learnings we had received to hone our plans for our first VR game. We felt like the current sentiment in the VR gamer community was that people were starving for a hard core VR game, with high replay value. An old school game that was unpredictable, tough as nails, kill-me-plenty demoralizer and unapologetic destroyer of dreams. Incidentally, this was also the game we wanted to play ourselves, so we pivoted to explore a new concept which ultimately became In Death.