ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more

ILL made quite the splash — or rather, splatter — when the trailer dropped at Summer Game Fest 2025. We saw a first-person horror game packed with guts, frenetic combat, and some heinously grotesque creatures — and we loved every disturbing little detail.

So what kind of twisted minds can make a game like ILL? Ones well-versed in the horror genre. The developers at Team Clout have plenty of experience with horror, including working on several well-known TV and film projects (e.g. Longlegs, V/H/S/Beyond, It: Welcome to Derry), and they’re eager to bring their brand of terror to a new medium. We asked Team Clout founders and incredible artists Maxim Verehin and Oleg Vdovenko to let us pick their brains about ILL.

The unique horror of ILL

As Verehin tells us, ILL is “A story-driven action-horror game with visceral visuals, gruesome moments, interesting inspiration, exploration, and wild ideas — a good mix of survival horror elements and first-person 3D action. We’re working to balance the parts where players are s***ting their pants from fright with parts where players are screaming because they’re enjoying the intense action, shooting mechanics, and dismemberment.” 

Much of the details around the game’s story — which involves a mysterious fort in an Eastern European-like setting overrun by monstrosities — have been kept secret so far. While Verehin intends to keep it that way, he does share some information when we ask. “ILL’s focus is on the personal story of the main protagonist. His story is deeply interconnected with what is happening in the world. Broadly speaking, the world will feel isolated and hopeless. We want players to feel how dark the mood is. I hope the audience will sympathize with the main character and his personal motivations.”


“We want ILL to make you feel like the horror is physically happening to you. Not just psychological tension or scripted scares, but a kind of grounded, body-level discomfort. The main thing that sets us apart is how we combine hyperrealistic body horror with a reactive, tactile world. Enemies don’t just die – they suffer, adapt, mutate. Your actions leave a mark, and the world responds.”

– Max Verehin, Game Director & Co-founder, Team Clout



ILL developer Q&A: Monsters, horror inspirations, gameplay mechanics, and more

Why the name “ILL?”

Clearly, a lot of thought and care has gone into the game’s details, and the team wants to keep secrets to heighten the player experience. But we had to know: what’s behind the game’s name? “We really wanted a short, striking name that when you write it, it looks like a logo. The word represents something horrible, something sick, something cursed. Also, it reflects the monsters — I’m not gonna spoil our monsters’ origins, but there’s going to be a cool interconnection between the name and the story of the game.”

Designing the monsters of ILL

The creature designs by Oleg and Verehin have been getting plenty of attention. The pair have a shared background in concept art, and their twisted artistic sensibility has created a game filled with nightmarish encounters.

What’s the inspiration behind the creatures of ILL? “Mostly old horror films from the 1970s to the 1990s,” says Oleg. “Everything was done with practical effects and quality animatronics. The imperfections were hidden with smart lighting and strong direction.” 

“In games,” says Verehin regarding early ILL inspirations, “it’s Half-Life 2, Silent Hill, and Resident Evil series – titles where the world felt alive and dangerous, where the horror wasn’t just visual but systemic. We were especially drawn to that feeling of being trapped somewhere real, reacting moment to moment with limited resources. From the beginning, we wanted to build something that felt grounded but deeply disturbing, an experience that doesn’t just scare you, but unsettles you long after you’ve put the controller down.

Verehin elaborated on the monster design process. “We don’t have a set process for creating a new monster.  Sometimes you have a concept drawing and say, ‘how can I make this concept art a playable character in the game?’ Sometimes you see a video online featuring a scary concept. ‘Can I make a monster like that?’ It sounds ridiculous, but sometimes it works. It’s inspiration that you got from your life experience.”

“You also have to consider the monsters from a gameplay standpoint. They have to be fun to fight. There’s a trial and error process. Some designs were rejected because they didn’t work in the game.”

The assorted nasties of ILL are more than just ugly faces, however — their uncanny animation adds to the visceral discomfort of looking at them. 

“We’ve had big help from the team of Mundfish in setting up our animation department.We have a lot of experience doing animation, like making our own short horror animations that taught us how movement should work in order to scare you,” Verehin explains. “We’ll have, for example, a monster that moves normally at first, but we’ll try and tweak it in ways to make it more unique and horrifying.” 

He shared a funny development story to illustrate. “28 seconds into the Official Trailer, this monster bends over. This is how Team Clout’s Art Director, Alexey Mikhailov, bent over for fun at one of the mockup sessions. The team found it really creepy, and they decided to include it in the game!”

Oleg mentions that the animation was challenging at first, “especially when working at 60 frames per second. Compared to 30 FPS, animations can feel less cinematic. But over time, I got used to it—and now I actually like the feel of it.”

What to expect from ILL gameplay

How about the gameplay? Verehin explains: “You explore, you use resources, you find and upgrade weapons. You can use your resources to craft and update weapons. You’ll need to manage your inventory, of course, because resources are limited. There will be intense encounters — sometimes with single enemies, sometimes a small group, and cool moments when you fight waves of enemies and bosses.”

There will also be environmental puzzles and interactions. “For example, if you fix the electricity in the area, the environment changes — things might become dark somewhere else. We want the setting to feel believable and realistic.” 

What are some of the weapons we’ll be using? “A shotgun, an AK- 47–there was like this revolver gun, a sniper rifle, all the standard things — and, not to spoil, but there will be fun, crafty weapons — and a lot of melee weapons as well.”

Overall, what do the developers at Team Clout hope players take away from ILL? “We want players to tell each other, ‘Do you know about this game? This crazy thing happened!’ The other person would say,  “Okay, but this happened in my playthrough!’ We’re making our game enjoyable for different people–not only horror fans, but also players who want to experience good storytelling and  cool action.”

ILL is in development for PlayStation 5, with release information to follow. 

Fromage Board Game Review: A Grate Twist on Worker Placement

Fromage is a worker placement board game where players assume the role of French cheesemakers, tasked with making, aging, and selling their cheeses. Players take their turns simultaneously, thanks to an innovative rotating game board. Each turn, players focus on the quadrant facing them, placing workers to craft aged cheeses and gather resources, all aiming to rack up the highest score by the end of the game.

Every quadrant offers distinct scoring opportunities and decisions in its minigame-style setup, keeping each turn fresh and engaging. With only a limited number of workers available, players must carefully balance the choice between going all-in on a single quadrant for big points or strategically placing workers across multiple areas to snag easy points.

What’s in the Box

Fromage’s box is on the larger side when it comes to board games, but it does manage to pack some pretty interesting components inside. The main gimmick of Fromage is its rotating Lazy Susan-style board that features four distinct quadrants for players to interact with. The game board does require some assembly with its interlocking parts, but it’s not too difficult to configure. The four quadrants are linked together in no particular order with a resource tile placed in the middle of the board in any orientation, which creates a randomized game board each time you play.

Depending on the player count, there are double-sided inserts that are slotted into the bottom of each quadrant of the rotating game board, modifying the scoring and spaces available to suit the number of players.

Like most modern board games, there are punchboards containing the game’s various tokens that you’ll need to punch out and separate before playing. Thankfully, Fromage includes two wedge-shaped resource trays with labeled compartments for the groups of tokens, as well as plastic lids to make cleanup a breeze when you’re done playing. The side of the game box even provides a visual aid for fitting all the components neatly back into the box, something that I wish more games did.

There are four double-sided player boards featuring rustic farm artwork on one side, and information about the solo mode on the opposite side. Each player receives a set of components that include 15 colored wooden cheese tokens, three workers, and three worker bases – in Hard, Soft, and Bleu cheese varieties.

While not used during the first game, there’s an additional 32 structure tiles that can be drafted before each game and placed on each player’s board that adds more strategy and variety for those looking for an even greater challenge.

Rules and How It Plays

Gameplay consists of placing workers on your quadrant of the rotating board each turn to score points and generate resources while strategically blocking your opponents from doing the same. The player with the most points at the end of the game is the winner.

After assembling the rotating game board with inserts corresponding to your player count, each player selects a random player board, and a matching set of cheese tokens, workers, and worker bases. All players start with two resources depending on which player board they have. Resources include structures, livestock, fruit, and orders to fulfill.

Players assume the role of French cheesemakers, tasked with making, aging, and selling their cheeses.

Each turn in Fromage is played simultaneously by all players, which not only keeps everyone engaged, but also allows the game to keep moving forward at a brisk pace. During your turn, you’ll use your available workers to make one cheese and/or gather one resource in the quadrant facing you.

Every quadrant features a different venue, each with its own minigame-style objective and scoring opportunity. For example, the Fromagerie requires you to display your cheese on as many shelves as possible to score points and potentially gain bonus resources, while the Bistro has you pairing specific cheeses together for restaurantgoers in order to score. The Villes venue tasks you with distributing your cheese throughout the regions of France to expand your customer base and score points, while the Festival requires you to show off your cheeses by placing them near each other to score. Despite performing the same core actions, each quadrant feels distinct from one another and requires you to constantly adjust your strategy for each one.

Where you place your cheese token each turn is very important. Each of your three workers specializes in a different type of cheese: Hard, Soft, or Bleu. The spaces within each quadrant are represented by one of the three cheese types, as well as its required age, indicated by a gold, silver, or bronze color on the space. Cheeses that are aged longer are generally more valuable, but require you to leave your worker on that space for one to three turns while the cheese ages.

This risk/reward mechanic is what makes Fromage so delectable. Do you play it safe and get fewer points and resources, or double down on a specific quadrant and lose one of your valuable workers for a bit? You’ll need to weigh these decisions carefully or you may find yourself twiddling your thumbs while everyone else takes their turn.

This is also where Fromage’s rotating game board design really shines. When placing your worker on a space, it’s oriented in a specific direction depending on the cheese’s age. Gold aged cheese (the best) makes your worker face left, while silver faces upwards, and bronze to the right. Once all players have made their moves, the board is rotated clockwise 90-degrees to symbolize the cheese aging, and causing your workers to face a new direction in the process. At the start of each turn, players retrieve any of their workers facing them and continue making cheese until someone runs out of cheese tokens.

But, making and selling cheese isn’t the only way to score points. The various resources you collect during Fromage are also key to your success. Collecting structure tokens allows you to build structures on your player board that grant you unique abilities, like gaining a resource when placing your cheese in a specific quadrant, or increasing your overall score if certain criteria is met. The default player board structures offer some interesting strategies, but once you get a feel for the game you can draft new structure tiles to replace the default options before you start. This allows you to create some interesting (and sometimes broken) strategies if you get the right tiles.

Order cards task you with making a specific type and age of cheese and grant you an escalating number of points depending on how many orders you complete during the game. This resource is particularly useful, since it often rewards you just for playing aged cheeses. My only complaint is that there’s not really an incentive to complete the more valuable cheese orders unless it aligns with your strategy, as they aren’t worth any extra points, despite potentially tying your worker up for multiple turns.

Certain spaces require you to make fruited cheese or jam, which can only be done if you have fruit on hand. Like the other resources, this can be totally ignored, but not collecting fruit effectively blocks you from being able to place your cheese on many of the spaces. This creates an interesting dilemma where you always want to try and have at least one fruit on hand to ensure you can make cheese during your turn, or you may fall behind the other players. At the end of the game, the number of fruited cheese and jams you made are multiplied together for bonus points.

The final resource, livestock, can be collected and exchanged for a specific type of aged cheese during your turn. This allows you to bypass the standard rules by making additional cheese on your turn, and potentially catching your opponents off guard by ending the game sooner.

While Fromage offers plenty of interesting decisions throughout the game between its four quadrants, I found that there wasn’t as much player interaction as I would have liked from a worker placement game. You can almost entirely ignore your opponents and still come out on top as there are many different paths to victory. It’s also somewhat difficult to determine who’s ahead at any given moment with points coming from so many sources, so you’re never really sure if you’re actually getting in your opponent’s way or just wasting your own resources.

There wasn’t as much player interaction as I would have liked from a worker placement game.

As much as I love Fromage’s rotating game board as a concept, in practice I had multiple situations where the quadrants separated while rotating it. Thankfully, a slightly updated design is in the works that includes a central locking axle to keep everything in place that will debut in 2026 alongside the standalone expansion, Formaggio.

Fromage also includes a solo mode, complete with an automa called the Corporation that’s hell-bent on running your small cheese operation out of business. Instead of playing in different quadrants, the Corporation plays in your quadrant. At the start of each turn, the Corporation draws an order card and places a cheese token on the matching space, if possible. This creates an interesting dynamic as you can’t effectively plan ahead since the Corporation can easily disrupt your strategy. The game ends when you or the Corporation runs out of cheese tokens, and the highest score wins. Overall, I found the solo mode to be a fun score-chasing opportunity and and its adjustable difficulty levels make it a rewarding challenge for players eager to test their cheese-making prowess solo.

Where to Buy Fromage

More Worker Placement Board Games We Recommend

Vintage Story’s devs are trying to save some of cancelled Hytale’s soul by turning it into an adventure mode

How do you sort of resurrect a Minecrafty sandbox game that’s been blown up by a feature creeper before it could be released? Well, in the case of Hytale, it looks like one of the answers is going to be a new mode in another Minecrafty sandbox game.

Yep, amid much chatter about potential Hytale revivals since the news of its cancellation and Hypixel Studios’ impeding closure broke last month, the devs of Vintage Story are trying to make sure that at least some of the game’s spirit lives on.

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Capcom Cancels Lecture On Monster Hunter Wilds’ Optimization, Amid Harassment Concerns

Capcom has canceled a lecture on the optimization of Monster Hunter Wilds at the upcoming CEDEC 2025 conference in Japan, amid concerns over harassment and threats its staff has been facing over Monster Hunter Wilds.

Per Automaton, Capcom was set to host a talk at Japan’s Computer Entertainment Developers Conference, which would have covered performance optimization through the lens of Monster Hunter Wilds. The developers would have explored the angles of CPU and GPU load, as well as memory usage.

No reason was given for the cancellation, but speculation has swirled around whether this is related to harassment the developers have faced over Monster Hunter Wilds. The PC version of Wilds, specifically, has garnered criticism since launch, prompting commitments to improvements and updates from the team at Capcom.

Following the release of Title Update 2, planned adjustments were hoped to have fixed the problem. Results seemed varied, however, and Capcom released a statement addressing several major bugs and issues on Twitter/X.

Amid all this, though, Capcom also put out a statement on its official site, responding to what sounds like a more extreme degree of feedback. Per Automaton, Capcom said its staff have faced harassment through social media and customer support channels, including targeted threats against individuals. The company reportedly warned that it will take legal action in severe cases of harassment against employees.

So while no official reason was given for the lecture’s cancellation, the alignment of these events certainly suggests that concerns over harassment played a role. And it should go without saying that critique and feedback are worthwhile, but these extremes do worse than nothing, and certainly won’t assist in tuning Monster Hunter Wilds.

As for Wilds itself, Title Update 2 recently went live, and players do seem to be enjoying the addition of several new hunts, especially the bout with Lagiacrus.

Eric is a freelance writer for IGN.

Stop Killing Games’ proposals would make online-only games “prohibitively expensive to create”, argue EU lobby group

The Stop Killing Games campaign’s petition to the European Commission surpassed a million signatures last week, meaning EU policymakers may soon be debating whether developers and publishers should have the option to render online games unplayable by shutting down their servers. Video Games Europe, a trade association who represent publishers and devs, have responded by outlining why they think that choice should stay on the table.

It’ll be interesting to see how any proper debates on the topic go, but the response is worth reading if you’re still trying to decide where exactly you stand on the issue YouTuber Ross Scott and Stop Killing Games have been campaigning about since Ubisoft pulled The Crew offline.

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Mafia: The Old Country – 9 Minutes of Exclusive Gameplay | IGN First

Despite its rapidly approaching August 8 release date for PC, PS5, and Xbox Series X|S, not much has been seen from Mafia: The Old Country, the upcoming prequel – and fourth mainline entry – in the popular mafioso action-adventure series. That changes today. Mafia: The Old Country is our IGN First “cover story” for the month of July, meaning we’ll have exclusive content all month long – specifically on Mafia Mondays!

We kick things off today with nine minutes of exclusive gameplay from the Villa section in Chapter 5 of the story. Note that this footage has been edited for length and to avoid some story/character spoilers.

Next Monday we’ll have our exclusive hands-on preview after playing three hours of the campaign. In the meantime, check out our chat with game director Alex Cox and Hangar 13 studio president Nick Baynes as well as Baynes and 2K president David Ismailer discussing the decision to price The Old Country at $50 and go back to Mafia’s narrative-driven, linear roots.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Review: Missile Command Delta (Switch) – Good Foundations Lost In The Narrative Rubble

Debunker’d.

Missile Command Delta, from developers Mighty Yell (The Big Con) and 13AM Games (Runbow), is an experience of two halves.

The first is a turn-based strategy take on the classic Dave Theurer-developed arcade game Missile Command; one that shouldn’t work in theory, but genuinely does. The second is a misguided attempt to add context to the strategy gameplay by placing you in an underground bunker with a group of friends, forced to unlock its mysteries via first-person perspective. Frankly, I wish this second half had been left on the cutting room floor.

Read the full article on nintendolife.com

Call of Duty: WWII Xbox PC Version Hauled Offline Amid Security Concerns

Activision has pulled Call of Duty: WWII on Xbox PC offline just days after it was added to Game Pass, amid reports of hacking via Remote Code Execution (RCE).

This isn’t about PC players cheating in-game via wall hacks and aim bots. Rather this is about unsuspecting Game Pass players losing control of their PCs through a security exploit.

According to Cloudflare, a remote code execution (RCE) attack is where an attacker runs malicious code on an organization’s computers or network: “The ability to execute attacker-controlled code can be used for various purposes, including deploying additional malware or stealing sensitive data.”

Activision failed to provide any further details in its brief statement, below, instead simply confirming Sledgehammer’s 2017 shooter was “brought offline” on PC while it investigates reports of “an issue.” However, players in the comments of the message, published on July 5, are reporting that their computers were accessed due to a security vulnerability that lets hackers take control of remote PCs, suggesting these reports and Activision’s action are linked.

That was two days ago now, and there’s been no update since. IGN has asked Activision for comment.

The issue hit the headlines after X / Twitter user @wrioh75753 published a viral clip, below, appearing to show their game of Call of Duty: WWII suffering from a hack during a livestream. The post has so-far been viewed 2.3 million times.

The reports emerged in the wake of Microsoft’s sweeping layoffs, which hit its gaming business hard last week. Call of Duty developers were among the many Microsoft-owned studios to suffer job cuts, although Microsoft has so-far failed to detail exactly how many employees were affected. Black Ops 7 is due out later this year.

Last month, Activision pulled controversial adverts placed inside Black Ops 6 and Warzone loadouts, insisting they were a “feature test” published “in error.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Square Enix Celebrates Final Fantasy 9 25th Anniversary With A New Video And a Fan Art Project — But All Everyone Wants Is A Remake Tease

Ready to feel old? Today marks the 25th(!) anniversary of Final Fantasy 9, and Square Enix is going all out by… uh, launching a fan art project.

If that falls a little short of your remake-shaped expectations, you’re not alone. There was a lot of excitement about the much-discussed Final Fantasy 9 remake after Square Enix launched an official Final Fantasy 9 25th Anniversary website earlier this year, and while the publisher has at least acknowledged Final Fantasy 9’s special day with an “anniversary special movie” and a request to collect special memories from fans, that’s pretty much it.

“Celebrating 25 years of Final Fantasy 9 today,” said a tweet posted to the game’s official X/Twitter account yesterday, July 6. “When a theatre troupe set out for a royal kidnapping, Zidane and Princess Garnet are thrown into an emotional adventure that’s never left the hearts of those who’ve played it. What does FFIX mean to you?”

Then, in a follow-up message posted today (July 7), Square Enix invited players aged 13 and up in selected countries to submit their FF9 fan art between now and the end of October. If selected, it will then be used on the Final Fantasy portal site, as well as official social network accounts.

The X/Twitter account of passion project Final Fantasy 9: Memoria Project further stoked speculation earlier today by quote-tweeting Square’s post, adding: “When are we going to tell them, Square Enix?”

It’s a far cry from what some fans had hoped for, not least because last year, Final Fantasy 14 producer Naoki ‘Yoshi-P’ Yoshida talked a bit about what a Final Fantasy 9 remake might look like, warning it may not all fit in one game and so go in the direction of Final Fantasy 7 Remake. Earlier in 2024, Yoshi-P also announced Final Fantasy 9-themed extras for the Collector’s Edition and Digital Collector’s Edition of Final Fantasy 14 expansion Dawntrail.

Perhaps unsurprisingly, then, the game’s social media and Reddit communities have been full of shocked players commenting on the lack of news. “This CANNOT be it bro,” said one. “The remake. Announce the remake,” while another said: “At least confirm or deny the remake rumors plz.”

“The 25th anniversary is a big milestone and announcing it would be the best right now. My hopes are gone,” added another disappointed fan. Interestingly, though, some fans have taken this lack of announcement as a sign there may still be news to come.

“October is the month, boys,” said this excited player, while another added: “Cutoff date is the end of October because y’all will reveal the FF9 Remake in November, right?”

In a Reddit thread entitled, “You’ve reached a checkpoint. How are you doing given the so far disappointment of no announcement?”, one fan replied: “At this point I’ve played myself more than I’ve played the actual game. Just call me Zorn & Thorn ’cause I’m a certified resident of Clown Town.”

Even Domino’s Pizza can’t believe we haven’t had an announcement yet…

Final Fantasy 9 remake rumors have swirled around Square Enix ever since the unannounced game emerged as part of a 2021 Nvidia leak of upcoming titles. The list, confirmed legit by Nvidia but potentially outdated, includes a number of Square Enix games the company has either announced or released since, such as the Chrono Cross remaster, Kingdom Hearts 4, the Final Fantasy Tactics remake, and of course the Final Fantasy 7 remake for PC. However, Final Fantasy 9 remake has yet to materialize. Just a few months before the Nvidia leak, in June 2021, a Final Fantasy 9 animated series was reported to be in development, although we haven’t heard anything about it in the years since, either.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Dune: Awakening’s latest patch takes aim at PvP border campers, and dishes out some extra Landsraad rewards

Evacuate your Deep Desert tents, Dune: Awakening‘s latest patch enacts a timer tweak aimed at eliminating cheeky PvP zone border camping. It’s also added some extra rewards to the Landsraad and switched up how goodies are distributed to PvE players.

This patch comes as Funcom continue to respond to player feedback about the endgame loop, having already moved to split the Deep Desert between PvP and PvE in order to placate folks who aren’t a fan of the latter. Griefing’s also been a big topic of debate, with ornithopters proving just as deadly as those big worms.

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