Your scholarship is in danger, your friends aren’t human, and something ancient is awakening in the dreamlands.
As reality itself becomes uncertain, questions of identity and transformation become matters of survival.
Just another finals week at Miskatonic University.
—Starspawn: A Miskatonic Mystery website
The Lovecraft Mythos has provided the inspiration for games since the 1980s, from early references in Dungeons & Dragons and other tabletop roleplaying games to collectible card games like Mythos, board games like Arkham Horror, and various console and computer-based video games including Call of Cthulhu: Dark Corners of the Earth. While many of these games focus on the horror the Mythos, each game brings something new, highlights different aspects of the Mythos, and allows the creators to use their imagination to explore and expand on the Mythos in new ways.
Starspawn: A Miskatonic Mystery is a forthcoming Lovecraftian visual novel/adventure/mystery game with elements of dating sim romance, puzzle solving, self-discovery, and transformation, exploring the Mythos through a queer lens. The demo is available on Steam and Itch.io, and the crowdfund campaign for the full game, along with tie-in fiction anthology and other perks, is now live on Kickstarter.
Starspawn Studios developers John Burke and Daniel Pennypacker (creator of Polemic) have agreed to answer a few questions about the game.
※
What is the one-sentence pitch for Starspawn: A Miskatonic Mystery?
John: You investigate an ancient mystery that’s threatening reality itself while navigating the personal connections that make life worth living, exploring themes of love and resistance in the face of overwhelming opposition and inevitable decay.
How did you get into Lovecraft and cosmic horror?
John: The first thing that comes to mind is watching John Carpenter’s The Thing in early high school. The gore was fun, of course, but the isolation and paranoia were what hooked me. I know Alien doesn’t really count, but I saw it around the same time, and it left a similar impression. Seeing skilled characters doing their best and still failing–or nearly so–is just really exciting. Cosmicism itself didn’t click until later; it just read as another apocalyptic threat. I started looking into cosmic horror more specifically after reading Blindsight and a couple Laundry Files books.
Daniel: During the collectible-card-game craze of the ’90s, I bought a starter deck of the Mythos card game. It was so different and confusing, and planted a seed of fascination deep in my brain. I learned more about H.P. and cosmic horror over time just by being into nerdy things.
In my early 20s, I had a horror movie phase and then read a couple of H.P.’s short stories. I was really impressed by how ahead of their time they felt, but I also bounced off because of the overt racism. I’d say at this point, my head was wrapped around what cosmic horror really was. I don’t like gore, so cosmic horror felt like the cool, artsy, subtle horror subgenre.
More recently, I had a Gothic literature phase, which led me back to listening to all of Lovecraft. This time, I was able to view his writing more from an art history lens and could push past his bigotry.
What Lovecraft story resonates the most with you and why?
John: The Shadow out of Time. It’s almost inverted from his usual stories–the freaky thing happens at the beginning, and the investigation is largely internal. The mounting dread isn’t from being trapped in a weird town or learning things you’d rather not about the history of Earth. It’s entirely about self-knowledge. Lovecraft was no stranger to mental illness, and I imagine his own moods, and maybe family history, served as some inspiration here. If not, he really nailed it, because that’s why Shadow so resonates with me. When you go a little funny in the head, afterwards, you have to figure out what happened, and who you are, and who you want to be. You might take medicine that changes your brain. You might try several! It’s not fun. The story uses a frank discussion of mental illness to make sure we know that that isn’t what’s going on, but it’s still ultimately about the terror of learning who you are and what you’ve done.
Daniel: At the Mountains of Madness deserves to be in the sci-fi canon. It has some flaws, but in the context of when it was written, it’s just so original. It’s also pretty free of any bigotry, as far as I can remember? There’s some imagery that’s really great too—the isolation of the Arctic, and the descriptions of the mountains really stick in my mind.
I’m also a big history buff, and knowing so much has happened before can cause some existential dread, so the revealing of a secret history really resonated with me. I’ve even had moments in my life where I think “Oh boy, I don’t wanna share a relevant weird history thing I know; it’ll ruin someone’s day.” After reading it, I spent a week imagining what a modern movie of Mountains would be like. The core story is so good, and straightforward forward, it seemed like it could use a modern adaptation that smoothed over some of the wordy narration. The big character arch I kept thinking of was regret and guilt about going on the expedition at all.
It’s also surprising how much the story actually tells about the Elder Things. He looks at reliefs in their old city, and it pretty much lays everything out. Also: the giant penguins!
What’s your background in gaming and game development?
John: I’ve been gaming consistently since the NES days. I like all sorts of stuff. If I had to list current favorites: Metal Gear Solid 3, Danganronpa 2, Final Fantasy VII… innovative games with great stories that strike a balance between somber and wacky. And old point-and-click puzzlers like Day of the Tentacle. You’ll see all of that in Starspawn’s DNA. For game development, in elementary school I made a text adventure with QBasic. It probably wasn’t very good. I’ve fiddled with a lot of different stuff since then, but I never sat down and made a real game start to finish until now. I never had an idea I liked well enough to justify all those hours. I stuck to writing stories.
Daniel: I’ve been developing physical card and board games on the side for a while, with one successful self-published game so far. I’ve always loved video games, my day job is programming. I’d always wanted to make a game, but it was always hard to do everything on my own. Having a co-dev was really instrumental in getting the game made.
Some of my favorite games are Shadow of the Colossus, Metal Gear Solid 2, and Resident Evil 4. So I wanted our game to have a clear and obvious interface, action mixed with exploration, and an interesting story. I think if a game is too story-heavy, it’s easy to get bored, but if there’s a boring story, it’s hard to stay interested in a game. One of my favorite parts of JRPG’s has always been entering a new town and just walking around and talking to NPC’s, so a 2D world with lots of talking, interspersed with some action, fit right into what I like in games.
How did you decide to develop Starspawn together? What’s the background of the game development?
Daniel: I tried making a narrative game a couple of years ago and learned a ton. But I hit a wall when it came to actual writing. Then John suggested working on a visual novel together, and it clicked: “Oh yeah, I was missing a writer—we could actually do this!” John does coding too, so it was nice to know I wouldn’t be stuck with technical problems.
John: Daniel was rereading some Lovecraft at the time and one of his suggestions was a dating sim where you go to school with the various monsters. This didn’t quite make sense—why would they be in school?—so I said okay, maybe you go to school with a bunch of half-monsters and you can date them.
Daniel: Gameplay- and story-wise, this made a lot more sense. It’s hard to come up with relatable characters that are incomprehensible gods.
John: Then we needed to reckon with why there are a bunch of half-monsters. It doesn’t seem like it would be a priority for the great old ones. I came up with a backstory to explain it that ended up being like, part Borges story, part Cold War spy thriller. Which meant pulling in some additional genres…
Daniel: There was a bit of feature creep.
John: I like the old LucasArts puzzle games, so we added a point-and-click mode.
Daniel: And arcade-style minigames.
John: And we needed a way to move around the world, which meant either a map that took you to different settings, or…
Daniel: A full-on 2D world. And we had to make that interesting, so we added stealth gameplay.
John: And finally made ourselves stop.
When you decided on a Lovecraftian theme, did that prompt a Lovecraft re-read?
Daniel: When we started working on the game, I was mid-read, and John re-read a bunch of the stories. I also ended up reading some other Gothic classics (Frankenstein, Wuthering Heights) and some classic sci-fi (Dying Earth, Conan). Reading Conan was especially interesting, as it made me realize how H.P. was broadly part of a pulpy genre.
John: My reread wasn’t going so well at first. The ideas I was getting while reading him were too lugubrious for my taste, and my other ideas were so whimsical that they felt unfaithful. Then I got to The Dream-Quest of Unknown Kadath, which I’d never even heard of. It was when everything clicked for me–how to tell the kind of story I’d want to read, with cosmic horror and whimsy, where you explore beyond the usual claustrophobic settings you find in a lot of mythos games. Carter is too chill about everything, but having a template for a real adventure was what I was missing.
Do you feel that being you (queer, a game developer) has shaped your understanding of Lovecraft and approach to cosmic horror?
John: It feels weird when there isn’t something deeper going on in a cosmic horror story. Even Lovecraft did it, right? Lots of his stories tie in to various preoccupations of the era. The best horror gets its hooks into you by speaking to something that’s already on your mind. And in order to do that, it has to speak to something. Otherwise all you have is tentacles. You don’t have to be queer to have that insight, obviously, but it can help.
My contribution to the Kickstarter short story collection is about a gay American who moves to Iceland around 1960 to help industrialize their fishing industry under the Marshall Plan. He’s expecting a relatively enlightened Danish-style approach to homosexuality there, but it turns out that LGBT life there was even harder than it was in America. It was legal in theory, but the country was so small and gossipy that stigma was more powerful than law. Being queer meant knowing the right secret incantations and hidden meeting places. And if you found something terrifying happening there, you might not report it. You’d be too paranoid and compromised. Some things are more frightening than cults.
Fiction doesn’t have to be about interrogating prejudice or speaking truth to power. But the better you understand yourself and your place in society, the easier you’ll find it is to write a good story. This Iceland idea came naturally to me since I knew about the broad strokes just from being myself, and knew from my life how effective it would be at creating a mood of strangeness and alienation.
Daniel: Both The Case of Charles Dexter Ward and Herbert West—Reanimator felt extremely queer to me! In Ward he literally brings a dark-dandy version of himself to life, who then takes over his life, all while avoiding his parents so he can go out at night. Herbert West feels like it touched on gay men having obsessive crushes that only get them into more and more trouble they can’t explain. I can’t make any judgments about Lovecraft’s sexuality, but we do know he was deeply alienated, and adopted an attitude of a snobbish outsider; a role gay men often occupied before Gay Rights. I suppose Lovecraft was touching on feelings of otherness that might be universal.
Does gaming offer a new way to explore and experience the Mythos?
Daniel: Yes! Just like any medium, there are certain feelings that games are good at evoking. Specific to cosmic horror, I think we did a good job making the mini-games anxiety-inducing, and providing lots of exploration, mystery, and investigation.
The classic clever video game for cosmic horror is Eternal Darkness on the GameCube. It did some really fun meta tricks where you thought the game was glitching. That sort of reality-questioning surprise would be impossible to do in any other medium.
Video games can also be really good at vibes and atmosphere, which are such a big part of cosmic horror. Elden Ring is probably the best recent example of a game that’s hard to describe other than the mood of playing it. Sure, it’s hard, but the majority of the game is spent walking around feeling a vague sense of dread. Maybe a more Lovecraft version would be that you can’t actually beat the monsters and can only run away.
John: “Only being able to run away” is a really great mechanic. There’s a game called Subnautica where you’re stranded on an alien planet and have to explore increasingly deep oceans full of weird fish and some giant monsters, and you basically only have a knife. It’s incredibly good at making you feel insignificant and alone. That game hits most of the Lovecraftian notes, actually, and the gameplay limitations really amplify the vibe.
Another thing unique to games is that you are actually sitting there making the character do things. When you’re watching a horror movie, you can say, you know, “Don’t open that door!” In a video game, you actually have to hit the button to open the door. Undertale does this on the genocide route, making things increasingly unpleasant as you enter commands. Papers, Please consists almost entirely of this, though I do consider it almost too unpleasant to play as a result.
I’ll mention one last mechanic that you see in a lot of games. You build up a big inventory of powers and items and travel abilities, then the game takes that all away from you and traps you somewhere. It’s frustrating if it’s done wrong, but it can be a really effective way to induce feelings of isolation and powerlessness. If you’re reading a story, you might empathize with the character, but if you’re playing a game, the buttons don’t do the same things they used to. You are the one who has lost the powers.
How does Starspawn explore queerness through a Mythos lens?
John: I’m going to let one of our contributing writers start this one. (Em wrote one of the novelettes we’re including as a Kickstarter reward, and she came up with one of the main characters.)
“[Cosmic horror] stories provide a ripe foundation for exploring non-heteronormative identity because both involve recognizing that consensus reality is more fragile and constructed than it appears. Cosmic horror traditionally focuses on themes of transformation, hidden knowledge, and the inadequacy of established categories, all of which create natural space for examining gender and sexual fluidity without requiring explicit positioning.
The genre frequently features characters discovering their true nature, often something that existed before their conscious awareness or something that has been heavily suppressed. Both resonate strongly with non-binary and trans experiences of self-discovery.
To cap it off, the horror elements can effectively capture both the terror and liberation that can accompany stepping outside normative social structures.”
‘Terror and liberation’ summarizes it pretty well. All of our characters have something like this going on. There’s always something about themselves that they don’t understand or don’t accept. Sometimes part of that is about being queer, but we never sat down and decided to write a queer story, if that makes sense. Starspawn deals with learning to accept yourself and love others, and self-knowledge and transformation and the weight of history. It would be weird if it weren’t at least a little queer.
We have a Yith mindnapping victim who comes back full of knowledge about other ways of being. This makes him reflect on who he was, who he is, who he wants to be–and some of the things he’s realized are about his sexuality. But he has many more things to figure out than that; he’s paranoid, he’s not experiencing time normally, he’s confused and depressed. Even with all that darkness, there’s a glimmer of light, since he’s learned things about himself that will let him live a more authentic life. And that’s worth celebrating, even at the end of the world.
Daniel: Feeling anxious, alienated, out of place, and at the mercy of powers beyond your control has a lot of queer overlap. Gothic literature is always concerned with legacy and history, and queer people often have to wrestle with anxiety about family and legacy.
One of the characters in Starspawn is a gay man transforming into a Deep One. Do you feel that “The Shadow over Innsmouth” offers parallels to the LGBTQ+ experience?
John: I’d have to give it a re-read, but I am inclined to say ‘not really,’ unless you want to do some eisegesis. As I recall, you yourself have written about how Innsmouth isn’t even meant to be understood as a parallel for race-mixing. If you play with the ideas presented in the story, though, you can go to some really interesting places.
The character’s name is Silas. He’s nineteen. His story is about leaving home and feeling conflicted about where you come from. In his hometown, they’ve got an ancient pact about breeding; but he doesn’t plan to have kids, which isn’t making him any friends there. And, needless to say, turning into a monster won’t make him many friends in gay circles. He’s got a foot in each world, but he doesn’t feel welcome in either. Pretty common experience for a young queer person.
What are some of the games that influenced the development of Starspawn?
John: I’d always wanted to make one of those old LucasArts-style point-and-click games like Monkey Island and Day of the Tentacle, so we have point-and-click and inventory-based puzzles. The protagonist is a little snarky and uses a lot of gallows humor, too. He’s freaked out, of course, but humor is an outlet for him. On the dating sim side, I prefer games with social sim elements rather than straight dating sims; specifically, story-driven games like Persona and Danganronpa, where you spend your free time getting to know the other characters and managing your life.
Daniel: WarioWare for the minigame. 90s Zelda and JRPG games for the 2D sections. Metal Gear for the stealth sections. And Yakuza for showing how combining lots of gameplay styles can work and still feel cohesive.
The previous game I’d tried making on my own was mildly cosmic horror! The setup was as you were in an RPG city that was about to be invaded and destroyed. The whole game would have had a time limit of about an hour, and was filled with NPC’s asking for help. You’d go around finding and trading items, but there would be no way you could help everyone. Nor could you prevent the city from being destroyed. This is the one I dropped off of because I couldn’t write very well, but it had similar elements of choosing who to spend time on, branching stories, and exploring new environments.
You obviously took inspiration from Lovecraft, but did you take inspiration from any other Mythos stories or games, like the Call of Cthulhu Roleplaying Game or Sucker For Love?
Daniel: Around COVID, I was playing more TTRPGs and ended up learning how to run Call of Cthulhu. I also read a bunch of adventures to get a good overview of what was out there. I think designing a D&D adventure is the closest thing to structuring a video game. You have to think a lot about pacing, and designing around players missing things or doing things out of sequence.
Right off the bat, we decided there had to be a madness meter, which is taken right from Call of Cthulhu’s sanity mechanic. A madness meter is a really nice way to add some gameplay to exploration and investigation. In CoC, there’s always a risk that anytime you look into something, you’ll end up losing some sanity. This adds some risk assessment to exploring, and not just having players “check everything.”
Our madness meter is a little kinder, though. In CoC, it’s more like a multi-session health point bar that ensures things keep getting worse for the players. In our game, we want it to be a scale you move back and forth on, and being madder isn’t always bad.
John: It’s sort of key to the game design, actually. We didn’t want any combat, since being able to defeat things is the wrong vibe, but we still needed a way to punish you for being bad at things, and like Daniel said, add some dread to exploration. You also take on some madness as you get to know certain characters, ask certain questions, read certain books.
In a dating sim, the main stressors are time management and dialogue choices. You’re always having to decide who to spend your limited time with, and what to say to them. Madness compounds this. The madder you get, the less free time you have to bond with other characters; you have to spend that time doing a soothing activity. Your personality changes, too. You get different dialogue options, often for the worse. But there are also paths in the game that you can only take if you’re willing to commit to being sort of insane. Cursed knowledge and stuff shouldn’t be one-dimensional; a lot of things are still worth knowing.
How do you deal with prejudices in the game? Will characters have to face homophobia or anti-Innsmouth prejudice?
John: I talked a little about Silas above. He’s definitely running into homophobia at home—it’s a small town with an ancient cult that’s obsessed with reproduction. Silas has started to transform, but he’s got some magical protection around it, so he’s just looking a little sweaty and frog-eyed to the general public, which of course comes with its own prejudices. He’s a film major and likes making student films, but he doesn’t let himself act in them anymore. He doesn’t like people looking at him. The guy’s not having a great year. You can see him for who he really is, though. Since each scene has branching paths, you’re free to provide the anti-Deep One prejudice yourself, if you want. I don’t know why you would, but being a jerk is often an option.
When you start exploring the dreamlands, you run into some anti-dreamer prejudice, too, as if you’re there to gentrify the place. And some of your classmates’ parents really don’t approve of their kids dating a baseline human. Every character and setting provides a lens we can use to look at prejudice. We have nine befriendable characters and two worlds, so we’ve had a lot of opportunities to explore this space.
Starspawn has dating sim elements and romance options. Why did you choose to include these in the game?
John: As the story evolved, we realized how important it is that the player can bond with and help other people. Every cosmicist story has the characters realizing how insignificant they are, how insignificant humanity is, but what somebody does with that knowledge is up to them. When Carl Sagan saw the ‘pale blue dot’ picture of Earth from four billion miles away, he didn’t go mad. He used it to try to convince us to be nicer to each other. That’s a direction that Starspawn pushes you towards, too. Relationships give life meaning, even if the universe doesn’t. But we’re not didactic. You can be a total jerk. I don’t know why you’d want to be, but you can. It makes things harder and you get a much worse ending, though.
As for romance, well, that’s part of life too! And it seemed like fun. The bonus art’s been a little embarrassing to work on, I’ll admit.
Daniel: Plus dating sims are a trendy mechanic. And for a good reason! It’s compelling to have to stress over deciding who to engage with more.
John: It encourages you to engage with the characters’ stories, too. If you want to maximize your relationship with them, you have to learn what they like and don’t like. In a game where story features so heavily, that’s an advantage for me as a writer.
Daniel: Dating sims also mesh perfectly with branching narratives, which also mesh well with exploration. So at a certain point, it just felt like it all gelled.
What did you learn while developing Starspawn?
Daniel: So much! I worked on a lot of the 2D engine, and it forced me to learn a ton of the basics of game coding. I had to learn about making maps, pathfinding, animations, and scripting. I had lots of self-doubt about choosing an engine, and I kept wondering if we should have picked Unity, instead of a dedicated visual novel engine, so we didn’t have to write as much of the 2D engine. Ren’Py does give you a huge amount, though. And from talking to game-dev friends, it’s still got the best-in-class syntax for writing a visual novel script.
John: And since the majority of the code is just dialogue, that matters a lot!
Daniel: Personally, it was extremely rewarding to learn so many fundamental aspects of coding a game. One of the nicest surprises was how welcoming game-dev friends were. I’ve got a couple of friends who work in games, and I was initially self-conscious about showing Starspawn off.
John: It’s just the two of us and a few visual artists, so the result is a little, shall we say, indie. I think we’re succeeding, though. A journalist recently called the demo ‘charming and ambitious.’
Daniel: I think everyone can see how much work we’ve put in. A lot of people in games got their start by doing their own little indie things, so everyone’s been extremely supportive.
John: One thing I’ve struggled with, as a writer, has been the cost of ideas, in time and money. When you’re writing a book, settings are free. You can come up with some crazy, mind-bending concept and just set a couple of scenes there. Here, you need a painted backdrop for it, you need pixel landscapes, maybe even character portraits. If we have an idea for a cool action scene, we have to figure out how to represent it in gameplay, which usually means we have to cut it. And people don’t want to have to read too much, either. You only get a few sentences at most for each beat. So I’ve learned a lot about being concise.
※
Thank you, John and Daniel, for answering all of these questions. I’m looking forward to seeing what the full version of Starspawn looks like, and wish you the best of luck with your crowdfunding on Kickstarter!
For more on Starspawn Studios check out their website and Bluesky account.
Bobby Derie is the author of Weird Talers: Essays on Robert E. Howard and Others and Sex and the Cthulhu Mythos.
Deep Cuts in a Lovecraftian Vein uses Amazon Associate links. As an Amazon Associate I earn from qualifying purchases.















