Exclusives
[Exclusive] ‘Lone Survivor’ Interview Part Two: How the Pandemic Birthed ‘Super Lone Survivor’ and a Brand New Story
Lone Survivor, the 2D psychological horror title by developer Jasper Byrne, turned ten years old this past weekend. For the anniversary, Byrne took the time to speak with us for a two-part interview series. In part one, we discussed the origins and challenges of the original Lone Survivor. Now in part two, we take a look at his plans for Super Lone Survivor and the new side story Lone Warrior.
Lone Survivor’s narrative so closely focuses on a deadly pandemic, which has taken on a totally different meaning now that the world has been living with the effects of Covid-19 for the past two years. According to Byrne, the pandemic played a big part in his decision to begin work on Super Lone Survivor, an update of the original game.
“When the pandemic started, I had been working on a game for eight and a half years by that point, and I just couldn’t take it any more. The stress of the pandemic, knowing that I would have to be indoors with nothing to look at but this game. I was just like, I need something different. I started on this racing game that I’m now using as a promo for an album I’m about to release. It’s a car racing game in space called Galaxy Racer. I just wanted to do something colorful and uplifting that would help people out during the pandemic. But as it wore on, my optimism went and I started to think, you know what, Lone Survivor might have something to say right now.”
Another big factor in wanting to remake the original was its origins as a Flash project. Byrne thought porting it to a more modern engine would be a good way to work on a project he could finish quickly, hopefully creating a version that could be appreciated by an entirely new audience.
“So I thought, well I’ll dig out this old Lone Survivor thing and see if I can get a quick remaster because a lot of people are talking about it again and it’s coming up on the ten-year anniversary. That Flash version of it won’t last much longer, so it’s time to update.”
Byrne didn’t want to just do a straight remake of the game. During the production of the original, he left many ideas on the cutting room floor in order to get it out in a timely manner. Super Lone Survivor gives him an opportunity to weave some of that back in, but he wants to do so in a way that doesn’t ruin the pacing of the original.

“With the new stuff, I thought of how I can adopt new things all along the way, so that it’s not just one side area that feels tacked on. I wanted to integrate it all along the way, while also making it optional. Everything I’ve added has come from an original note, I’m just cherry-picking things that I had to cut or didn’t have time for. I’m not trying to add any additional exposition, no lore or backstory that’s going to change the canon or explain too much, but I also want to enrich the feelings that were already there. How can I take the themes that were already there and reinforce them?”
Early on, he experimented with changing up the game’s signature visual style, but quickly realized that it was an integral part of the game’s experience.
“The first thing I did was draw the guy in double the resolution, just a very rough sketch, just to see what it would look like. I realized that’s not what Lone Survivor is, it’s a particular look. The pixels are so big they become a mosaic. I love the way you can’t tell exactly what certain things are, it leaves room for the imagination. The more I can hide stuff and leave room for you to fill in the gaps the better.”
Initially, Byrne intended to include a brand new scenario in the Super Lone Survivor package, but it quickly became clear that this new story, now called Lone Warrior, would need to be its own thing.
“What happened was, I was going to make a new scenario on top of the original game that’s like the version of Silent Hill 2 that had the Born from a Wish scenario. I realized that the new scenario was ballooning out of control, so Lone Warrior became its own thing. It’s not going to be as big a game as Super Lone Survivor; it’s going to be a short but intense game. I’m really excited about it. Very different in flavor from Lone Survivor, more thrilling, let’s say. Without giving too much away, it is related, though it’s not the same protagonist.”
Lone Survivor seems prophetic in some ways with its views of the importance of self-care and mental health during a deadly pandemic, but Lone Warrior was conceived of during the Covid-19 era and is directly influenced by it in tone and content.

“It’s an action horror vs a survival horror. I wanted to make one that was fun and visceral as a cathartic thing during the pandemic. I think Lone Warrior is more specifically about the pandemic because it was coming from that point where it was at its peak.”
While the world of games has changed a lot in the past ten years since Lone Survivor was released, Byrne still finds himself looking to classic games for inspiration on Lone Warrior.
“I played Super Metroid for the first time on the SNES, and it blew me away. I hadn’t been so hooked on a game for a long time, since earlier Souls games. It was just the flow and fluidity of that game, the way it always feels like it’s moving. Lone Survivor is deliberately a clunky game, the guy’s not meant to be able to handle a gun. For Lone Warrior, the character is quite different, so I wanted to look at those action games that are on a 2D plane.”
What’s next for Byrne after he finishes up his work on the new Lone Survivor games? He’s hoping to return to that secret project he had been working on for eight and a half years, which he’s been stealthily teasing for all this time.
“I was determined to do an anti-promotion. I am running a now 10 year alternative reality game which you can go out there and find if you look for it. I think when Lone Warrior is closer to coming out, I want to announce this game. I’ve never even admitted I’m working on it, but I like to drop hints that I’m working on this thing because I would like to build a following for it. I’m playing a role with the place that I’ve been sharing stuff, and it’s all tied into the game itself. The marketing is part of the game story I’m trying to tell. I’ve owned a website for 10 years that just hosts a single image on it, but it’s all part of the marketing.”
Byrne is looking forward to getting back to that project, and hopes that people start picking up the breadcrumbs he’s been laying down to build excitement for whatever his new project may be.
Exclusives
‘The Space Between’ Exclusive Teaser Trailer – Damian Maffei Stars in Indie Liminal Horror Movie
Liminal horror is all the rage right now in the wake of A24’s Backrooms dominating the box office, and up next from the sub-genre is the indie film The Space Between.
We recently told you that The Space Between had wrapped production inside an operational Midwestern mall, and now we’re exclusively debuting the teaser trailer today.
Damian Maffei (The Strangers: Prey At Night, Wrong Turn, Haunt) stars in The Space Between. Watch the teaser trailer below, and also find the official poster underneath.
Maffei plays Rick, an overnight security guard working inside a once-bustling shopping mall after closing. While quietly carrying the grief of losing his daughter, Rick clings to the structure of his nightly routine as a form of stability. Over the course of a single shift, that routine begins to fracture as something unseen retraces his every step.
Kate Kiddo (Black Eyed Susan, The Events Surrounding a Peeping Tom) co-stars in the liminal horror movie as Dispatch, Rick’s only point of contact during the night. She is a calm and steady voice guiding him through his rounds as the system he relies on begins to break down.
Production took place inside an operational Midwestern mall, utilizing real locations after hours to ground the film’s surveillance-driven psychological horror and liminal atmosphere. Built through a lean independent model, the production focused on performance, practical environments, and atmosphere.
Filmmakers were granted unlimited access to more than 96,000 square feet of retail, corridor, and back-of-house space for critical sequences, allowing the production to capture the scale, emptiness, and unsettling realism of a functioning mall after dark.
Writer/director Joshua Garity tells Bloody Disgusting, “The original image that helped define the internet’s idea of liminal horror was traced back to Wisconsin, and that matters because those are the kinds of spaces I grew up in. They were once the heartbeat of a community, but many of them have slowly eroded into something more unnerving. Half-empty malls that still echo with laughter, if you listen closely and strip away the fresh coats of paint. The Space Between comes from that same Midwestern familiarity. It’s not about recreating Backrooms, but about exploring why these spaces stay with you: the absence, the repetition, and the feeling that a place you know is somehow watching you back.”
The Space Between is targeting a Fall 2026 release. Stay tuned for updates.

You must be logged in to post a comment.