Possessor(s) Devs on Crafting a Melancholy Yet Colorful World

Janani R November 25, 2025 | 1:10 PM Technology

Exploring Heart Machine’s simple yet stylized approach to characters and environments: across games like Hyper Light Drifter and Solar Ash, a consistent visual sensibility ties their diverse genres together — a deliberate choice by the developers.

Studio founder Alx Preston told Polygon that Heart Machine aims for every game to be instantly recognizable, no matter the genre or gameplay style. He and environmental artist Wolf Traenkle discussed how the studio crafts new IPs, like the side-scroller Possessor(s), and establishes the distinctive Heart Machine aesthetic.

Figure 1. Possessor(s) Devs on Melancholy and Colorful Beauty

Preston explained that Heart Machine aims to balance creating new IPs and exploring fresh ideas with building on successes from the Hyper Light universe. Each project, including Possessor(s), seeks to deliver something in the studio’s distinctive style while remaining as fresh as possible. Figure 1 shows Possessor(s) Devs on Melancholy and Colorful Beauty.

Possessor(s) is a 2D Metroidvania following Luca, a teen navigating a demon-infested, corporation-controlled city. She forms a pact with the demon Rhem as they search for an escape. Preston described the game as a darker evolution of Heart Machine’s previous work.

Heart Machine’s latest game features vivid environments and sharply defined enemies. Traenkle highlighted a signature vibrancy paired with serious, strong emotions across their games. For Possessor(s), the team embraced a darker, somber tone while using a simplified, highly stylized approach to characters and environments, Preston added.

In Possessor(s), emotional storytelling and visual design are closely intertwined. Traenkle described the team’s process as a “jam band” approach, with everyone collaborating around a shared sense of the game’s mood. She noted that character and environment designs often influence the narrative, and vice versa, making the creative process highly fluid.

Preston emphasized that Heart Machine’s games are driven by core emotional themes. Somber tones stem from internal conflicts and personal experiences the team aims to translate into gameplay. As he humorously put it, it’s about creating the feeling of being “happily depressed,” which he calls his favorite experience.

With demonic foes — such as flying, screaming books — Possessor(s) can be unsettling, though it isn’t designed as a traditional horror game. Traenkle explained that the game aims to evoke a sense of dread rather than outright fright.

As Luca navigates a mostly empty, demon-ravaged city, the game evokes parallels to the COVID-19 pandemic. Preston noted that themes of personal and societal isolation influenced the story. The team drew inspiration from media like Demon Slayer, Severance, and Annihilation, using emotional backstories, liminal spaces, and alien yet vibrant visuals to shape Possessor(s)’ storytelling and aesthetic.

The combination of influences, visual style, and moody atmosphere makes Possessor(s) distinctly a Heart Machine game, even as it explores new directions. Traenkle highlighted the challenge of creating stylized yet readable environments [1]. Despite the game’s creative successes, Heart Machine has faced recent difficulties, including layoffs tied to Hyper Light Breaker and later affecting some Possessor(s) team members. Preston noted the timing felt right to release Possessor(s) in November and then move on, though the studio’s next project remains unknown. The game is now available on PlayStation 5 and Windows PC.

References:

  1. https://www.polygon.com/possessors-heart-machine-developer-interview/

Cite this article:

Janani R (2025), Possessor(s) Devs on Crafting a Melancholy Yet Colorful World, AnaTechMaz, pp. 334

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