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“A Great Idea Only Matters If You’re Able To Finish It” – Atlantis Studio On Learning From The Past For Its Exclusive Switch 2 Horror

July 7, 2026
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Making a horror recreation isn’t any small feat. Creating one constructed across the idea of co-op play is even more durable. How do you steadiness that essential sense of isolation and worry once you’ve consistently received somebody alongside for the experience with you?
For brand spanking new growth crew Atlantis Studio and artistic director Nico Augusto, it is a problem price pursuing. Past the Darkish: Nightwatch is a brand new, unique Swap 2 title in growth now that focuses completely on co-op, asymmetrical play. One participant faces their fears in a spooky home inhabited by a mysterious creature, whereas the opposite gives help through surveillance.
Sounds promising certainly, however Augusto additionally has a lot to show after his earlier recreation, Seasons of Heaven, by no means got here to fruition on the unique Swap. We dive into this and rather more in our chat, so learn on for extra data on what may very well be one of many Swap 2’s most unusual horror titles to this point.

Nintendo Life: For these unfamiliar, are you able to introduce Past the Darkish: Nightwatch?
Nico Augusto: Past the Darkish: Nightwatch is an uneven two-player cooperative thriller recreation with a robust sense of pressure, designed solely for Nintendo Swap 2. It’s not merely a cooperative recreation. It’s an expertise the place two gamers are taking part in two utterly totally different views whereas sharing the identical journey.
One participant bodily explores the “Home” in first individual, trying to find clues whereas making an attempt to flee a mysterious creature lurking inside. The second participant turns into their eyes from a distance by the WB-86, a conveyable surveillance system impressed by Eighties expertise. They monitor safety cameras, determine risks, information their companion and uncover data that the explorer can by no means see alone.
Each gamers have totally different gameplay, totally different obligations and totally different data. Neither participant can full the journey with out consistently speaking with the opposite.
One of many options we’re most enthusiastic about is GameShare. Just one participant must personal the sport. A second participant can merely be part of utilizing one other appropriate Swap or Swap 2 system and instantly turn into a part of the expertise with their very own devoted display.
For us, that’s what makes Past the Darkish: Nightwatch particular. It’s not about taking part in facet by facet—it’s about experiencing the identical story by two utterly totally different views.
Picture: Atlantis Studio
Why did you resolve to create a Swap 2 unique in your first mission?
As a result of Past the Darkish: Nightwatch merely wouldn’t exist on this kind anyplace else.
From the very starting, we wished to design the gameplay round Nintendo Swap 2 as a substitute of adapting an present idea to new {hardware}. As quickly as we found GameShare, the whole lot instantly made sense. It completely matched the philosophy behind Atlantis Studio: creating cooperative experiences which might be accessible, intuitive and designed to be shared.
We’d additionally prefer to sincerely thank Nintendo for his or her help all through the event of Past the Darkish: Nightwatch. Having the ability to construct the sport round Nintendo Swap 2 from an early stage allowed us to completely embrace its distinctive options and refine each facet of the expertise round them. Nintendo has at all times inspired builders to innovate by gameplay, and that’s precisely the philosophy we wished to embrace with Past the Darkish: Nightwatch.

Past the Darkish: Nightwatch merely wouldn’t exist on this kind anyplace else.

As your first mission for Swap 2, what sort of challenges have you ever confronted to this point?
Engaged on a brand new platform is at all times thrilling as a result of it encourages experimentation. Certainly one of our greatest challenges wasn’t merely technical. It was ensuring that each gamers consistently really feel equally necessary regardless of experiencing utterly totally different gameplay. Designing an uneven recreation is extremely rewarding, but in addition very demanding. Each mechanic has to create significant communication. Each puzzle has to make each gamers really feel helpful. Each resolution has to bolster the concept neither participant might succeed alone.
One other main problem was implementing GameShare “Particular person” inside Unreal Engine 5. As a result of Past the Darkish: Nightwatch was designed round two utterly totally different gameplay experiences operating concurrently, we spent quite a lot of time experimenting with Unreal Engine to make the expertise really feel utterly seamless. It required a whole lot of engineering, optimisation and collaboration, however seeing two gamers immediately related on separate Nintendo Swap techniques made each problem worthwhile.
Discovering the best steadiness between gameplay, communication and expertise has in all probability been our greatest problem, nevertheless it’s additionally what makes Past the Darkish: Nightwatch so distinctive.
Picture: Atlantis Studio
What made you go for a horror recreation? What do you assume it’ll supply gamers that hasn’t been completed earlier than?
Mockingly, I am not really good at horror video games. I like thriller, supernatural tales and the sensation of exploring locations crammed with secrets and techniques, however I’ve at all times discovered horror video games too anxious to play alone.
Once I was youthful, my sister and I used to play them along with only one controller. She wasn’t merely watching—she was consistently serving to me, warning me, fixing puzzles with me, screaming earlier than I even realized one thing was behind me. Although solely one among us was holding the controller, it genuinely felt like we had been each taking part in. That reminiscence by no means left me.
Years later, I began asking myself a easy query: what if a recreation was designed from the bottom up round that actual feeling? That is how Past the Darkish: Nightwatch was born. It isn’t about making the scariest recreation potential. It is about creating an expertise the place worry turns into one thing you overcome collectively. Communication, belief and collaboration are the actual mechanics of the sport.
We hope that {couples}, mates, siblings and even dad and mom and kids will end the journey with tales they will nonetheless be speaking about years later.

Seasons of Heaven was in all probability the best lesson of my profession. If you’re younger, you imagine that zeal and good concepts are sufficient to construct a recreation. They are not.

Which horror media, if any, did you look to for inspiration for Past the Darkish?
Our inspirations go far past horror video games. It got here from novels, Murakami tales, Hayao Miyazaki-san, Lovecraft and French horror film-makers like Pascal Laugier (Martyrs).
We admire the environmental storytelling of video games additionally like Resident Evil 7, and the ambiance of traditional supernatural cinema, however we had been simply as impressed by escape rooms, thriller novels and cooperative video games that naturally encourage gamers to speak.
The “Home” itself turned one among our greatest inspirations. We wished it to really feel alive, virtually like one other character. Each room reveals a part of a thriller that spans centuries, and each object invitations gamers to ask one other query. In the end, we do not need gamers to recollect BTD due to a single leap scare. We would like them to recollect the conversations they’d collectively whereas making an attempt to grasp what was actually taking place contained in the Home.
Picture: Atlantis Studio
Your Seasons of Heaven recreation sadly by no means made it to fruition. What classes did you are taking from that have that you simply hope to use to your new studio?
Seasons of Heaven was in all probability the best lesson of my profession. If you’re younger, you imagine that zeal and good concepts are sufficient to construct a recreation. They are not. That have taught me that self-discipline, manufacturing, communication and surrounding your self with the best persons are simply as necessary as creativity. It additionally taught me one thing I will always remember: an excellent concept solely issues should you’re in a position to end it. Atlantis Studio was constructed on these classes.
Right this moment, we intentionally maintain our productions centered, our groups agile and our ambitions life like with out ever compromising our inventive imaginative and prescient. Trying again, I do not see Seasons of Heaven as a failure anymore. I see it because the expertise that made Atlantis Studio potential.
And for many who have adopted my journey through the years… should you take the time to discover each nook of the Home, you may come throughout a number of delicate nods from the previous. It is our approach of claiming thanks to everybody who has believed in us because the very starting.
What’s the tough timescale for growth in the meanwhile? Do you might have a goal launch window?
Growth is progressing very nicely. The crew is at the moment centered on sharpening the gameplay, refining the uneven cooperative mechanics and persevering with to broaden the thriller surrounding the “Home”.
We already know when gamers will lastly step contained in the “Home”, however we’ll must maintain that secret just a bit longer. We promise the wait gained’t be too lengthy. We will’t wait to indicate extra of the sport over the approaching months.
Picture: Atlantis Studio
Lastly, is there the rest you’d like our readers to know at this stage?
Initially, I’d merely prefer to thank everybody who has supported Atlantis Studio because the announcement. The response from Nintendo followers has been extremely encouraging for such a younger unbiased studio.
Past the Darkish: Nightwatch is barely step one for Atlantis Studio. Our dream is to proceed creating authentic cooperative experiences for Nintendo gamers for a few years to return.
If, years from now, folks keep in mind Past the Darkish not as a result of they accomplished it alone, however as a result of they skilled it with somebody they care about, then we’ll really feel we’ve achieved precisely what we got down to do.

This interview has been evenly edited for readability.
Due to Nico Augusto for taking the time to reply our questions. What are your ideas on Past the Darkish: Nightwatch to this point? Tell us with a remark down within the normal place.

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Nintendo Life’s resident horror fanatic, when he’s not knee-deep in Resident Evil and Silent Hill lore, Ollie likes to dive into a very good horror e-book whereas nursing a stunning cup of tea. He additionally enjoys lengthy walks and listens to the whole lot from TOOL to Chuck Berry.



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