The Funskin Project is a solo-developed survival horror game built around exploration, puzzles and choices shaped by a day-and-night cycle. In an interview published by Insider Gaming on October 1, 2026, Antoine of Studio Richoux described how the project changed direction, what players can expect from its systems, and the works that influenced it. The interview does not confirm a release date, platform or public demo.
What is The Funskin Project?
Antoine describes the game as horror set in a strange, timeless universe. Players explore a large environment, solve puzzles, fight to survive and try to escape. Its pitch combines old-school survival horror with adventure and exploration rather than focusing on combat alone.
Antoine of Studio Richoux says he is developing the game by himself. The interview offers a developer’s account of the project, not an independent assessment of how it plays.
How long has the game been in development?
Antoine says development began around late 2023, in spare time alongside another job. The early concept was much broader: it used a modern setting and envisioned several environments and multiple approaches to the experience.
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After making an earlier demo of roughly three hours and pitching it to publishers without a positive response, he reconsidered the project at the beginning of 2025. The current direction centers on one large, coherent environment. He says he kept some earlier work—including save and inventory systems, some enemies and puzzles, and underlying code—but rebuilt most environments for the new setting.
How do the day-and-night and saving systems work?
Time passes during play, and the hour affects enemy behavior, saving and access to some areas. That makes when to continue exploring part of the survival decision-making.
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- During the day: Saving requires specific items. Antoine compares them to the ink ribbons in Resident Evil, so players must decide when to spend a limited save resource.
- At night: Players can keep exploring, but enemies become more dangerous. Antoine says some nighttime events are left for players to discover.
- Sleeping: The player can sleep to save without using a save item, but all enemies respawn. It is an alternative with a clear cost, not a free way to secure progress.
How prominent are puzzles, and how long is the game?
Puzzles are a substantial part of the experience, and Antoine says he has tried to make them varied. He describes valuing progression that asks players to struggle with a problem, work it out and then discover what comes next.
Antoine estimates the game at around twelve hours. That is his approximate expectation in the interview, not a measured playtime or an independent estimate; actual time may vary with a player’s pace and puzzle-solving.
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What inspired The Funskin Project?
Antoine named influences across games, film, visual art and literature. These are his stated inspirations, not evidence that the game directly imitates any one work.
| Influence | What Antoine says it contributed |
|---|---|
| The original Resident Evil | A large environment and the gradual unlocking of areas. |
| Ico | Level design and the feeling of moving through one coherent space. |
| Signalis | An example of this kind of game being possible with a smaller production setup. |
| Francis Ford Coppola’s 1991 film Dracula | An atmospheric influence. |
| Hans Bellmer and Francis Bacon | Visual-art influences. |
| The Silent Hill series | A horror influence. |
| Carlos Ruiz Zafón and André Pieyre de Mandiargues | Writing influences. |
What did the developer learn while making it?
Antoine says he trained as a programmer and had less experience with the artistic side of game development. He learned much of the 3D modeling and other art work during production. Animation remains difficult for him, while he says he has grown to enjoy making 3D environments.
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He also identifies design and balancing as challenges, especially pacing a long game and tuning puzzle difficulty. In the interview, he recalls letting friends play around two hours of the game. He says their feedback was generally good, particularly about the puzzles, and prompted him to give puzzles more emphasis. That account is his description of the feedback, not independently verified playtesting.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Is The Funskin Project available to play or buy?
The October 1, 2026 interview does not identify a platform, release window, storefront listing, physical edition or publicly playable demo. The roughly three-hour demo Antoine mentions was an earlier version pitched to publishers; the interview does not say it was released to the public. Availability cannot be established from this source alone.
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Who might enjoy it?
Antoine’s closing pitch is aimed at people who enjoy old-school survival horror as well as adventure and exploration games. Based on the systems he describes, the game may also appeal to players who like solving puzzles and weighing when to save or explore under greater danger. Those are useful points of comparison, not a substitute for hands-on impressions.
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