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Learn moreThe horror game ILL attracted a wide audience after its trailer was released at Summer Game Fest, immediately landing on lists of the most anticipated games in the genre alongside the new Resident Evil. However, the project has been known for a long time. Russian studio Team Clout has been developing ILL for several years and has previously shared its work on the DTF platform. The studio also has a Patreon page, where fans can support the development and follow the progress.
We present to you a complete guide to one of the most terrifying and atmospheric games of our time. We will tell you about its features, gameplay mechanics, and plot twists that make it unique. Immerse yourself in a world where every element is thought out to the last detail, creating an unforgettable atmosphere of fear and tension. Find out what makes this game truly unforgettable and why it attracts the attention of both genre fans and new players.
- Who is developing ILL?
- Key features of ILL?
- The setting and gameplay of ILL?
Who is developing ILL?
Some time ago, many players doubted the reality of ILL's development and considered the authors to be scammers. This mistrust largely arose due to the poor management of the Patreon page, where activity decreased over time, and there were no significant updates on the development progress. However, at SGF, an impressive trailer was presented, and a collaboration with Mundfish Powerhouse, a creative brand created to support developers, was announced. This event dispelled any remaining doubts and confirmed the team's seriousness.
Development of the game began in 2021, when Team Clout consisted of only four people. Initially, they created several concept trailers and actively sought investment to further promote the project. Currently, the studio employs approximately 50 people, demonstrating significant growth and a serious approach to game development.
ILL is the debut project of Team Clout, which previously developed three successful mobile games: Rush Fight, Flippy Hills, and Bouncy Hills. The studio's founders—artists Maxim Verekhin, Oleg Vdovenko, and Alexey Mikhailov, as well as modeler and programmer Vadim Vdovenko—met at Russian art forums. Game designer Kirill Zolovkin, known for his work on Gripper, later joined the team as producer. The ILL project promises engaging gameplay mechanics and a unique artistic style, making it highly anticipated among mobile game enthusiasts.
Maxim Verekhin, Oleg Vdovenko, and Alexey Mikhailov represent the body horror genre, which forms the basis for the ILL project. In this context, body horror explores the physical and psychological transformations of the body, which is reflected in the work of these artists. Below are some of their significant works that vividly illustrate their unique approach to this genre.






In the summer of 2021, Team Clout opened a new office in St. Petersburg and switched to a full-time format, signing a contract with a private investor, whose identity remains unknown. The studio announced the possibility of choosing partners, which indicates that there are several offers. At this time, the ILL project was in active development, with only five people on the team, and a programmer was expected to join soon. At that time, the project's goals were less ambitious than they are now, and its concept was somewhat different. However, the key features of ILL were already known and remained unchanged throughout development.
Since its founding, Team Clout has gradually increased its team, also attracting freelancers to work on the project. The authors continued to announce the readiness of the demo, but it has not yet been released. Soon, the game was ported to the Unreal Engine 5 platform, which improved graphics and performance. In January 2022, the studio demonstrated a short teaser created in UE5 in real time, and then another teaser was presented at the Future Games Show 2022, which generated renewed interest in the project.
In March 2023, Team Clout announced the start of negotiations with a well-known partner, which turned out to be Mundfish. Subsequently, Team Clout expanded its scope and moved to a new office. As of October 2023, a vertical slice of the game demonstrating key mechanics had not yet been presented, but an internal demo of the project soon appeared. Collaboration with a new «secret» The partner also affected the frequency of Team Clout's publications on the Patreon platform, which began to appear less and less frequently.

In January 2024, the studio There were more than 25 employees, and the team continued to grow rapidly. Maxim Verekhin announced the completion of the script. At the end of the year, Team Clout decided to change the strategy of its Patreon, focusing on third-party creators with whom the studio collaborates. According to the developers, all funds received through this platform will go directly to them.
One notable creator is multi-genre electronic musician Alon Mor, who is creating the soundtrack for the game. Currently, only one track is available, but it already effectively sets the overall tone of the project.
In an interview with Game Rant, Maxim Verekhin emphasizes that collaboration with Mundfish Powerhouse had a significant impact on the development process. This partnership became the starting point for the full-scale production of the game ILL. The author notes that the studio had many questions, since ILL is their first project, and Mundfish has the necessary answers. In addition, Mundfish specialists provide support to Team Clout in various aspects of development, which contributes to the quality and efficiency of work on the project.

Key Features of ILL
The game belongs to the body horror genre, exploring the metamorphosis and distortion of the human body. Fear in such works often arises from a deep revulsion towards the events onscreen. The creators of ILL do not seek to limit themselves in this regard – their monsters are presented with bloated, disgusting, and disfigured bodies that induce nausea. The uncanny valley effect is fully manifested here: even ordinary enemies, if you can call them that, look human, but their forms are distorted beyond recognition. This creates a unique atmosphere of fear and discomfort, immersing the player in a world where familiar human features become a source of horror.
Verekhin and his team plan to introduce various subgenres of horror into the game. As sources of inspiration, they consider such cult games as Resident Evil, especially the seventh installment, as well as the first parts of Silent Hill and P.T. by Kojima. Interestingly, Half-Life 2 is also among the influences. In a conversation with subscribers on Patreon, Verekhin once described his game as a combination of Resident Evil and Half-Life 2.
Team Clout takes a traditional approach to horror, focusing on the physical threat posed by monsters rather than psychological fear. The team draws on horror films from the 1970s to 1990s as a primary source of inspiration, which utilized makeup, practical effects, and animatronics to create fear. This approach creates a more tangible atmosphere of horror and attracts viewers who appreciate classic elements of the genre.
This gallery features examples of classic body horror. These works immerse the viewer in a world of distorted bodies and unusual transformations, exploring themes of fear, identity, and human nature. Body horror, as a genre, evokes powerful emotional responses through visual imagery capable of shocking and disturbing. Each of the examples presented demonstrates a unique approach to the theme, highlighting the diversity of interpretations and stylistic approaches characteristic of this genre.




The authors of ILL emphasize hyperrealism and dismemberment, which was originally embedded in the concept of the game. In one of the interviews, Verekhin mentions the game Soldier of Fortune, known for its detailed dismemberment mechanics at that time. Players of this game often dismembered the bodies of their enemies to see what it looked like, highlighting the interest in realistic depictions of violence in video games.
ILL features detailed dismemberment mechanics that will affect enemy behavior. For example, one trailer shows a moment where a monster stares in shock at the place where its arm used to be. Enemies will also emit cries of pain, adding a touch of realism to the gameplay. Dismemberment is not only visually striking but also impacts gameplay: severed limbs can trigger the appearance of new enemies, making each battle unique and unpredictable.
Binaural audio plays a key role in creating authenticity in audiovisual content. The project's creators emphasize detailed gunshot sound. For example, the sound of a revolver shot in a hallway should convey the atmosphere of the space, highlighting its unique acoustic characteristics. This approach allows viewers to become fully immersed in the action and experience the realism of every scene.
We approach the sound design of our games with great care, as high-quality sound is a key tool in creating an atmospheric experience for players. Recalling my experience playing P.T., I can note how the effective sound heightened the tension, creating a constant sense of being watched or something being behind me. The right sound design not only immerses players in the gameplay but also significantly influences the emotional experience of the game, making it more memorable and captivating.
In 2021, Maxim Verekhin, Game Director at ILL, gave an interview to DTF. In this conversation, he shared his views on the development of the gaming industry and discussed the studio's current projects. Verekhin discussed the importance of innovation in game design and gave examples of successful solutions implemented in their games. He also touched on the topics of player interaction and the importance of feedback during the development process. The interview became an important source of information about the future of ILL and its desire to create unique gaming experiences.
One of the key features of ILL is the physics of the game world. Monsters in the game will react both to the surrounding objects and to each other, which was embedded in the concept from the very beginning of development. The trailers demonstrate how monsters' bodies physically interact, and some can pick up and throw objects. The developers drew inspiration from Half-Life 2, describing its world as alive thanks to physics. A similar effect is planned for ILL, which will make the gameplay more dynamic and realistic.
In the SGF trailer, the protagonist kicks a monster, possibly a child, but it is unclear whether this mechanic will be present in the game. A similar element was already demonstrated in a previous concept trailer. It is undeniable that the game will implement a finishing move mechanic that allows you to finish off monsters. We saw a similar system in Dead Space, where such actions looked very impressive thanks to the use of realistic physics. The ability to finish off monsters will add dynamics and tension to the gameplay, which will certainly attract the attention of players.

The main elements of ILL Focus on creating physical discomfort and palpable fear, while the environment reacts appropriately to the events taking place. These aspects play a key role in immersing the player in the gameplay, significantly enhancing the emotional perception and atmosphere.
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Realism plays a key role in creating an engaging experience in horror games. It allows the player to feel that the surrounding world really exists, which enhances immersion in the gameplay. Therefore, we aim to achieve the highest level of realism not only in the graphics, but also in animation, sound design, and other aspects that shape the overall experience. This commitment to realism makes the game more tense and immersive, which is especially important for creating atmospheric horror.
Maxim Verekhin, Game Director at ILL, shared a wealth of interesting details about game development and the future of the industry in a recent interview with Game Rant. He discussed the key aspects of creating engaging gameplay and the importance of player feedback. Verekhin also discussed the company's new projects and their concepts, which promise to change the approach to game design. The interview also touched on the technologies shaping the future of video games and how the ILL team plans to use them to improve the gaming experience.
The Setting and Gameplay of ILL
The plot of ILL remains a mystery, but it is known that the action takes place in a research fort, possessed by a mysterious entity that summons Aberrations—terrifying monsters. According to Verekhin, the name ILL, which translates as "illness," was chosen deliberately: it's laconic, reminiscent of a well-established logo, and also ties into the overall theme of the plot. The game's creators promise that the unfolding events will immerse the player in an atmosphere of anxiety and the unknown, creating a unique gaming experience.
The game's plot focuses on the protagonist's personal story, which is inextricably linked to the events surrounding them. The world in which the events unfold is perceived as isolated and hopeless. This connection between the character's inner world and external reality creates a deep atmosphere that attracts readers' attention.

Initially, the Team Clout developers planned to create a game set in a small American town. However, they later changed the setting to the Soviet Union in the 1980s and 1990s. The exact setting remains unclear, but Soviet-made equipment can be seen in the trailer presented at SGF. Verekhin also mentioned that some locations from the concept trailers will appear in the game. The video shows a scene with a giant spider destroying a wooden wall in a house, which is reminiscent of locations from the first concept trailers. This approach creates an interesting combination of elements that can engage players and add a unique twist to the gameplay.
Verekhin describes ILL as a dynamic survival horror game inspired by the brutal horror films of the early 1990s. The game offers a captivating storyline, rich in cutscenes and diverse characters. It features resource management without being overly complex: players must collect various items to upgrade their weapons. Inventory management also adds a strategic element. Resources are limited, making every decision important and contributing to a tense atmosphere.
The upcoming game will feature both the traditional horror genre's tense P.T.-style moments, where the player must avoid threats, and dynamic action scenes with elements of dismemberment. The developers emphasize realistic weapon behavior, so players can feel their power and weight. The arsenal will include both familiar shooter weapons, such as a shotgun, machine gun, and sniper rifle, as well as unique ones. In addition, the game will delight you with a variety of melee weapons for close combat.

The game does not have an open world, but players will be able to explore a variety of locations. The game will feature puzzles and environmental interactions: for example, if the player fixes the electricity in one area, it will cause another to become dark. The developers strive to create a believable and realistic atmosphere, as Verekhin emphasized.
The bestiary will be extensive and varied. The fort will include both zombies and terrifying, enormous creatures that, according to the game's plot, are not zombies. Encounters with powerful bosses are also included, adding dynamism and challenge to the game.
The game's release date remains unknown, as are its system requirements. The game will be available on platforms such as PC, Xbox Series S/X and PlayStation 5. The developers are expected to share more details about the release and the necessary specifications for a comfortable game soon.
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