
Interview: we spoke with the creators of Scorn
"After playing the game, we spoke with the creators of Scorn (Ebb Software), and you can read the full interview below. "
Scorn is an incredible piece of art, and the things it evokes are so uncomfortable that I had trouble during longer play sessions. Scorn’s rotting biomechanical hellscapes filled with first-person puzzles impose paranoia, and you are allowed to roam its world freely, on a short leash, at the behest of some horrific intelligence. After playing the game, we spoke with the creators of Scorn (Ebb Software), and you can read the full interview below.
Q1: After many years spent in production, Scorn has finally arrived. What are your feelings now that your flagship project is finished?
When we started with Scorn, we always knew it would be a niche game whose impressions would be very divided in the community. There will be people who hate the game, but there will also be people who love the game. This is not a game intended for everyone. Because of that, we are very proud that the game resonates with very positive experiences among the audience for whom we intended it.
Q2: This is your first title. Were there any obstacles during the game's production?
I think it would be easier if we listed all the obstacles we didn’t have during the production of the game. But our biggest challenge was creating the game and the studio at the same time—we were constantly growing in both the number of developers and the experience we accumulated as a team. However, this has given us a much better perspective for future projects, and it is something we look at with excitement.
Q3: Scorn was obviously influenced by the works of H. R. Giger and his biomechanical horror works.
A lot of people made an instant connection with the works of H.R. Giger or Zdzisław Beksiński, but the point is that the themes and ideas we wanted to portray in the game are original. Although we did take inspiration from these artists, we believe we have created something completely new that did not exist before.
Q4: After finishing the game, we wondered about the story itself. We think it can be interpreted in several ways. Is that something you aimed for?
Definitely – the concept of the entire game being without dialogue is that absolutely everything is left to the player’s interpretation, and everyone will connect with the game differently; just as every person will experience the same painting differently. We received many questions regarding our official interpretation of the story, but we feel we shouldn't explain it. The thing is, there is no "correct" or "incorrect" here; it is about how you understood it.

Q5: Can we expect an expansion or a sequel to the game?
We cannot comment on that topic at this moment.
Q6: What does the future hold for Ebb Software? Will you stay in the horror gaming industry or move to other branches?
Currently, we are still in the process of gathering feedback on the game—both externally and internally—and it will take us some time before we decide what our next project will be. For now, we are not limiting ourselves to specific genres or themes.
Q7: Do you have any advice for people who want to decide on making their own game, especially if they are from the Balkans?
The Balkans have their own specific set of problems and challenges regarding the creation of video games, but in principle, we want to say that those problems are much less important than the ones you will encounter if you want to have a successful international project. The most important thing is to be realistic with yourselves regarding the size of the game you want to make, and to see if you have market value from that project. If you believe you have done your research well, then you must be persistent in the realization of the idea you have.
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About Adi Zeljković
They say he never sleeps! He lives in the blur between code and screen. While the world rushed through levels, he transcribed the cries of fallen bosses and the whispers of the machine. After 30 years in the digital trenches, his ink is binary. He isn't here to review games—he's here to archive the chronicle of our digital existence.
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