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The Making of Dredge: An Inside Look at Black Salt Games' Debut

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Indie games often appear unexpectedly, and one such success story is Dredge by Black Salt Games, a small team from Christchurch, New Zealand. Released in 2023, Dredge merges cozy fishing with cosmic horror, capturing the interest of players worldwide.

Black Salt Games, formed by Nadia Thorne, Joel Mason, and Alex Richie, began their journey with three game prototypes. They tested these prototypes with colleagues and friends, and Dredge stood out due to its unique blend of fishing and horror elements. The other prototypes included a real-time strategy game and a stealth vehicle game, but they felt Dredge had the most potential.

The development process involved refining the game from its initial concept, which was inspired by games like Papers, Please. The core idea—combining cosmic horror with fishing—remained consistent, but the game evolved significantly. Early versions of Dredge had a top-down, turn-based mechanic, but the team shifted to a real-time system to reduce stress and enhance gameplay.

The Dredge #1
Screenshot from the noclip documentary (video below)

Art and design played a crucial role. Due to time constraints, the game’s early prototypes featured blocky, low-poly graphics. This style evolved into a more detailed but still stylized look, balancing simplicity with a sense of unease. The water shader, an essential feature of the game, went through many iterations to create a visually appealing and functional water effect.

The game’s world is divided into biomes, each with its own unique theme and challenges. The Marrows serve as the starting area, familiarizing players with the game. As players progress, they encounter Gale Cliffs, Stella Basin, Twisted Strand, and Devil’s Spine, each inspired by different environments and featuring distinct threats. The biomes were designed to be explored in any order, similar to Breath of the Wild, allowing players to experience the game’s world in a flexible manner.

In hindsight, one aspect of Dredge that could have been improved is its world structure. The game loads everything in one large scene, which has led to performance issues, especially on the Switch. Initially, the team lacked the expertise and time to implement more advanced streaming techniques for world loading. This decision has become problematic as the game’s content grew.

Dredge explores cosmic horror by building tension rather than relying on jump scares. Players face risks if they venture out at night or damage their boat, creating a sense of anxiety. The game’s atmosphere is designed to make night-time navigation nerve-wracking, with limited visibility and unsettling audio cues that heighten the tension. The team aimed to create a spooky atmosphere rather than a traditional horror game.

The Dredge #2
Screenshot from the noclip documentary (video below)

The design of fish in Dredge combines real-world knowledge with creative alterations. The team used Wikipedia and their expertise to select fish types suited to different biomes in the game. They also adapted these fish to fit the game’s aesthetic by making them more grotesque and fitting the game’s cosmic horror theme. This careful design helps create a more immersive and eerie experience.

Another challenge was integrating a harpoon mechanic, which was eventually abandoned. The team decided it did not fit with the game's cosmic horror theme and would have altered the intended experience.

Securing funding was another hurdle. Black Salt Games initially planned to self-publish but eventually secured a deal with Team 17. Their successful pitch and positive pre-launch buzz helped them achieve significant sales, exceeding their initial targets. If you want to hear more about the game itself, you can watch the documentary below.

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