Psychological horror games need to be done right. Psychological horror games don’t solely depend on jump scares and cheesy trends to captivate players. Endflame may not have an extensive catalogue, but it’s a strong one. With their last release, Ikai, they proved they can capture that special niche of Japanese horror, diving into folktales and lore from that region. They have the pedigree for horror. That’s why I think Silent Road is not just familiar in name but speaks for what the game is. A journey on a road that’s silent literally or figuratively? There’s only one way to find out.
Looking at the trailer and various screenshots, you can see the clear influence of past horror games related to Japanese folklore. Fatal Frame and Silent Hill will immediately come to mind. The intense density of the forests of that region invokes many local and famous folktales, including the Aokigahara Forest, or “Suicide Forest.” Particularly the forests of Silent Hill 2, Fatal Frame II: Crimson Butterfly, Kuon, and even Siren come to mind. If you are a fan or even familiar with those games, then this might be something worth checking out. What kind of scares Endflame has in store for us will need to be seen, but after talking with them, it seems they are up to the task of slowly feeding players intense moments and building up to larger scares that pay off.
I talked with Endflame to pick their brains and get an idea of what we can expect from Silent Road. How does it compare to other games, and what makes it stand out from the ever-increasing indie horror scene? On top of that, how does it compare to their previous games, and what can we expect that’s different? The taxi mechanic is striking, as this is something that’s not really focused on as a main gameplay idea in horror games. The short stories you get from passengers are what can stick with players long after the credits roll. Check out the trailer below to get an idea of what to expect before diving into the interview.
Has any traditional Japanese folklore influenced Silent Road?
Yes, in fact, the narrative and setting are inspired by the legends surrounding Aokigahara, which is commonly known as Japan’s “suicide forest.” While the region in our game is fictional, it draws heavily from the eerie stories and lingering spirits associated with Aokigahara. We love Japanese horror, and our debut game Ikai explored yokai stories in a feudal setting. This time, we wanted to surprise players with a new angle while keeping the atmosphere they love, with a modern world haunted by the ancient legends of a forest marked by death.
As a fan of Ikai myself (I bought my copy for Switch from Best Buy on day one!), what have you learned from the feedback of that game that helped in Silent Road’s development?
Thanks for being such a loyal fan!
Player feedback from Ikai taught us what resonated most: atmosphere, memorable scenarios, and a strong creepy tone, so we’re bringing back all of that into Silent Road.
On the other hand, players also made us realize that some jump scares became predictable once they got familiar with the mechanics, which reduced the fear factor. Because of that, we’re focusing on adding more varied and unpredictable dynamics to the gameplay, with distinct twists so every ride or quest feels uniquely frightening in its own way.
What would you say sets Silent Road apart from other indie horror games of the same genre?
The Japanese theme and taxi-based gameplay are the key features that set Silent Road apart. Very few games have explored these ideas separately, and even fewer have combined them. We feel they complement each other perfectly and let us create situations that wouldn’t be possible within the limitations of more conventional settings. You never know what might unfold beyond the windshield… but dangers can also be sitting in the back of your taxi.
Has the recent rise in Analog Horror influenced the game’s development in any way?
To a certain extent, yes. Analog Horror doesn’t rely on hyperrealistic graphics to be scary or appealing, unlike big productions. We can’t compete on that graphical level, but we can create strong experiences built on interesting ideas, atmosphere, and our own aesthetic approach.
You’ve stated that games such as Silent Hill and Fatal Frame were big influences on Silent Road. Are there any retro classics that influence the game as well, such as Sweet Home or Clock Tower, for example?
Yes, there are. Clock Tower, as you mentioned, is one of them, and Forbidden Siren [Forbidden Siren is what Siren is called in PAL regions ed.] is another major reference for us. Even though we’re not aiming for similar gameplay, Forbidden Siren has that creepy, quiet atmosphere and classic J-horror look that we love.
Has there been any other inspiration from other Japanese horror sources, like Junji Ito or anime or manga? When I see that Silent Road will feature short stories from drivers, the short story horror anime Yamishibai comes to mind.
We’re actually driving the story toward a single overarching plot, presented through the different perspectives of the passengers. We’re aiming for storytelling with varied points of view and personalities, which is why we added passengers as a core element. Silent Road features characters with distinct mindsets that can shift the player’s perception of events and help them form their own interpretation.
Even though it wasn’t an initial reference, I’d say the structure is closer to Death Parade, where each character has their own story linked to the main plot, guided by a central “conductor” figure who shapes the narrative.
Music and ambience play a huge role in horror titles and can drive a lot of the emotion. What can we expect from Silent Road in that aspect?
As we did with Ikai, we are paying special attention to music, but especially to sound. We learned that a strong soundscape is key to establishing a creepy tone both in the environment and in gameplay scenes.
How dark can we expect Silent Road to go? The darker the better, I say. Will there be gore or anything super graphic? Most horror fans love this stuff if it’s done well and makes sense for the story.
Silent Road is leaning more toward psychological tension, with a strong build-up driven by the stories and unsettling situations that definitely go dark. There will also be some consciously placed jump scares woven into that build-up. We feel this game is better suited to psychological horror with very dark backstories rather than graphic gore. As you said, gore needs to serve the story to work, and here it doesn’t feel necessary.
Can we expect Silent Road to be released on other platforms, such as Switch 2?
We’d love to bring Silent Road to as many players as possible, just like we did with our previous titles. For now, we are keeping the scope small to guarantee the game’s completion. We’ll evaluate additional platforms and future opportunities as the game takes shape.
Will Silent Road be Steam Deck verified?
We are developing the game to run smoothly on Steam Deck, but verification is handled by Valve. That said, we are actively working to meet all requirements, although the actual verification process remains outside of our control.
DunkeyKong asks if the game will feature a fuel system for the taxi and if we can pet cats? That’s a big thing right now!
The game won’t have a fuel system. The main reason is that it would shift the gameplay toward management mechanics, and we don’t want players to be distracted by fuel interfering with our story plans. As for cats, I’m afraid we won’t have any, but if we did, we wouldn’t hesitate to add a petting feature!
Very interesting indeed! A preview will be incoming in the future, so look forward to that. Thank you to Endflame for taking the time to answer these questions and help connect some emotion to the game and get us excited for what’s to come. There’s no current release date, and the only confirmed platform is PC for now. If their release of Ikai is any indicator, we should hopefully see a console release and, mostly, a physical release eventually.



































































































Yep! The fact that I forgot about this game until you made a comment proves that.