The game Tartaros draws you into the mythical underworld, where you embody the role of Persephone, the Greek goddess of nature, who is trying to escape from Hades’ grasp after concluding a fateful agreement.
The game is being developed by the Slovak dev studio Red Spark.
In the free demo version, which offers approximately 45 minutes of gameplay, you will explore the first two areas – Hades’ castle and the Caves of Hypnos. The game combines a captivating story with puzzles and mechanics that allow you to manipulate the environment using magical abilities. Controlling the life cycle of plants, where you can make them bloom or wither, opens new paths and reveals hidden areas, secrets, and achievements.
The retro visuals inspired by the PS1/PS2 era with low-polygon models and pixelated textures evoke nostalgia, while offering a modern gaming experience.
The developers plan to improve the game based on community feedback, with early access lasting until the end of 2025. The full version will bring two additional zones, such as Tartaros, new puzzles, an expanded story with voice acting, and even more refined visuals. The demo already offers two fully playable levels with mechanics like moving objects, utilizing gravity, or interacting with items such as amphorae or jumping platforms.
Tartaros is a promising title for fans of puzzles with a mythological story.
We asked the lead developer under the nickname CommanderMalbo for an interview. We wanted to learn more about the game itself, the development, but also something about the creators themselves and their relationship to games.
How did you come to the theme of ancient mythology? Was it by chance or from a previous interest in this topic?
We started working on the game during Game Jam Plus in October 2022. There, we chose the theme “Retell a Story” and agreed on the myth of Hades and Persephone from ancient Greek mythology.

What other artistic works, films, or games influenced and inspired you for this project?
During creation, we were inspired by a wide range of works that do something similar, whether thematically, in genre, or mechanically, and do it well. For example, thematically, we were inspired by the God of War games, specifically those set in ancient Greece, which is mainly reflected in the level design.
Another major inspiration was games from Valve, namely the Portal series and Half-Life 2, which helped us with quality game design. For example, in balancing puzzle difficulty, teaching the player new mechanics, or placing elements in the game environment. These games were often tested during creation to ensure the best possible gaming experience. We also studied developer commentaries that these games include, and books about their development, such as “Raising the Bar,” to better understand their design.

Graphically, we were inspired by classic PlayStation 1 games, which had many technological limitations, and we have shaders that try to simulate that. These shaders allow us to use various effects, such as pixelation, limiting the color spectrum, jittering, and dithering, which was mainly known in old computers, but we decided to use it anyway. We were also graphically inspired by the game Dusk, which also implements retro graphics and at the same time uses elements of new technology to look even better, such as dynamic lights, shadows, and so on.
How many hours of entertainment and gameplay can a player expect from Tartaros?
The demo is about 40 minutes. As for the full game, I think a solid 5–6 hours for the main content. When searching for secrets and completing achievements, it can stretch out. It’s still hard to estimate at the moment, but 6 to 7 hours is possible.
Did you originally have bigger ambitions regarding the scope of the game, and if so, what barriers did you encounter during development?
Ambitions were big at the beginning and increased over time, until we finally set precise boundaries where to end the game and what all it should contain to fulfill its vision. We learned a lot on the fly, and our skills increased over time, which gradually allows us to achieve our goal. We overcame obstacles we encountered during development, whether by acquiring new skills or with the help of people who have those skills. Unlike large companies, team members have various roles as needed: the writer manages voice actors, the graphic artist draws almost everything from concepts and textures in the game to marketing banners, the programmer manages the entire project while doing level design. First and foremost, we mainly try to do what suits us best. Ambitions can be met, especially when we don’t allow ourselves to give up.
What makes your game unique?
Tartaros is unique in several areas. One of them is definitely the main mechanic and graphical style. We got the idea for the main mechanic at the game jam. For those who haven’t played the game: the main character has the ability to change the vegetative state of plants, allowing them to dry out or bloom the flora around them, thus helping to overcome obstacles and discover new paths. What I personally like about it is the window of possibilities it opens for puzzle design and the situations that come with it. For the visuals, we chose a low-poly pixelated style, which gives the game a nostalgic touch.
What results will you consider a success for the project after the game’s release?
To appear on Steam in the trending list 😀. And now seriously. Even completing the game according to our ambitions and visions is a great success. It has brought us a lot of experience and know-how. Finding players who like the game and want to try our future games will just be a plus.
Is Tartaros a completely linear game, or can players look forward to some replayability in the form of different approaches to the game, decisions, or branching in the story or maps?
The game is largely linear, with the exception of a few places where the player can choose the order in which to solve puzzles. We planned to make the game more open, but testing showed that players prefer linearity. Replayability is planned, but we haven’t agreed yet on exactly how to implement it. Currently, we plan to add hidden side quests, items, and rooms to the levels that would count toward 100% completion and also include achievements.

Did you use gamification in the game for obtaining certain rewards, treasure chests, or “gambling” where the player may or may not obtain certain items, abilities, or upgrades?
So far, the game only contains secret items that players can find on the maps. We also hid easter eggs there. They don’t have much use yet. In the future, we plan to add more achievements and secret hunting for achievement hunters, and some time-limited items.
How many people are working on the game, and how would you describe the approach, character, and added value of your members?
Currently, 6 developers are working on the game (programmer, 2D graphic artist, writer, tester/community manager, sound designer, 3D graphic artist), X voice actors, and 1 external sound designer. Each from the main team holds several roles at once, and I would say that each of us is an essential part of the project, as many activities in development require a significant amount of time and learning new things in our free time.
Do you play other games together as a team, or do you argue about your favorite games and which one is the best of all?
Yes, sometimes we play co-op games on Discord. This summer, we got hooked on Peak, Lethal Company, and R.E.P.O. It’s a pretty good way to relax and team-build. We don’t argue about favorite games; we respect each other’s preferences. Each game provides a unique experience, hard to compare with another.
Besides your game Tartaros, are you looking forward to the release of any other games in the near future?
Metal Gear Solid Delta came out recently, which I was waiting for, and it met my expectations. I don’t know what games are coming out right now, but I’m looking forward to the Halloween event Scream Fortress for the game Team Fortress 2; it’s worth it every year. (Programmer)
I’m currently playing Labyrinth of The Demon King. As for upcoming titles, I’m looking forward to the new Resident Evil Requiem. (Marketer)
How can people and players support, help, or participate in your project?
You can help us the most by wishlisting the game on Steam and leaving a positive review. There’s also the option to help with game testing, which we organize regularly on Discord (note: Red Spark studio’s Discord). And of course, any follow or feedback on socials will help 🙂.
Thank you for the interview; we’re looking forward to the game and wish you luck in development!
HERE you can find all links to Tartaros and the Red Spark studio.


Leave a Reply