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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →The Funskin Project is a solo-developed survival-horror game by Antoine of Studio Richoux. In an interview published by Insider Gaming on October 1, 2026, Antoine describes a strange, timeless setting built around exploration, puzzles, combat, resource decisions and escape. He estimates a playthrough at around 12 hours, but the interview does not confirm a release date, platform, storefront or publicly playable demo.
What is The Funskin Project?
Antoine presents The Funskin Project as a horror adventure in which players explore one large environment, solve puzzles, fight dangerous enemies and look for a way out. The intended audience is people who enjoy old-school survival horror as well as adventure and exploration games.
The game is being made by Antoine alone at Studio Richoux. That production context matters: the project’s current design is the result of reducing its scope so one developer could build a more coherent experience rather than attempting a much larger multi-location game.
How long has it been in development?
Antoine says development began around late 2023, when he was working another job and developing the game in his spare time. The project has changed substantially since then.
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| Period | Project direction |
|---|---|
| Late 2023 | Development began while Antoine held another job. |
| Earlier version | A modern setting, several environments and multiple possible approaches formed a much broader plan. |
| Approximate three-hour demo | Antoine made a demo and pitched it to publishers, but says the responses were not positive. |
| Beginning of 2025 | He reconsidered the project and shifted toward one large, coherent environment. |
| Current version | Some systems, enemies, puzzles and underlying code remain, while most environments were rebuilt for the new setting. |
The earlier demo should not be read as a publicly available trial. The interview describes it as a version used for publisher pitches, and does not establish a public demo download.
How the day-and-night system changes play
Time passes during play, and the day/night cycle affects enemies, saving and access to some areas. That makes the clock part of the game’s decision-making rather than a cosmetic lighting change.
Saving during the day
During the day, saving requires specific items. Antoine compares these to the ink ribbons used for saving in Resident Evil. Players therefore have to decide when a save is worth spending a limited resource.
Saving by sleeping
At night, the player can sleep to save without consuming a save item. The trade-off is that sleeping respawns every enemy. This creates a choice between preserving save resources and accepting a more dangerous route through areas that have been repopulated.
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Night exploration
Players can continue exploring at night, but enemies become more dangerous. Antoine also mentions other nighttime events that he has left for players to discover; the interview does not detail those events.
Puzzles and progression
Puzzles are a major part of The Funskin Project, and Antoine says he has tried to vary them rather than rely on one repeated formula. He describes progression as a cycle in which players struggle with a problem, work out a solution and then discover what that solution opens up next.
Antoine estimates the game at around 12 hours. That is his project estimate in the interview, not a measured average from independent players or a review, so actual completion time may differ.
He says feedback from friends who played roughly two hours of the game was generally positive, particularly regarding the puzzles. According to Antoine, that response encouraged him to place even more emphasis on puzzle design. The interview records his account of that informal feedback rather than an independently verified playtest.
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Why the environment matters
The current design concentrates on a single large, connected environment. Antoine says this approach lets the game retain a sense of place while keeping its scope realistic for a solo developer. The emphasis is on gradually understanding and unlocking one coherent space rather than moving through a long sequence of unrelated stages.
His stated design influences clarify the intended structure:
- Resident Evil (the original): its large environment and gradual unlocking of areas.
- Ico: its level design and feeling of moving through one coherent space.
- Signalis: an example, in Antoine’s view, that this kind of game can be made with a smaller production setup.
These are Antoine’s named influences, not a claim that The Funskin Project is a direct remake or equivalent of any of those games.
Visual, film and literary influences
Antoine also names Francis Ford Coppola’s 1991 film Dracula as an atmospheric influence. He cites the art of Hans Bellmer and Francis Bacon, and the Silent Hill series, when discussing the project’s broader visual and horror sensibility. For writing, he mentions Carlos Ruiz Zafón and André Pieyre de Mandiargues.
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Those references indicate the kinds of mood, imagery and literary tone he is drawing from, but the interview does not describe a one-to-one adaptation of any particular work.
What is the solo development process like?
Antoine is trained as a programmer and says the artistic side of game development was less familiar to him at the start. He learned much of the project’s 3D modelling and other art work during development. He still considers animation difficult, while increasingly enjoying the creation of 3D environments.
He identifies game design and balancing as continuing challenges, especially pacing a long game and setting puzzle difficulty. Those constraints help explain the shift from a broad, multi-environment concept to a more focused game built around one setting.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What features is the developer most proud of?
Based on the interview, the clearest priorities are the connected environment, the puzzle-focused progression and the day/night system. Together they make exploration carry consequences: the player is not only looking for the next door or clue, but also weighing enemy danger, save resources and whether sleeping is worth repopulating the area.
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The project’s retained systems also show how the redesign was handled. Antoine says he kept the save and inventory systems, some enemies and puzzles, and underlying code from the earlier version, while rebuilding most environments around the new setting.
Who should watch this game?
The strongest fit is a player who wants:
- Survival-horror exploration in a large, interconnected space.
- Puzzles that are central to progression rather than occasional distractions.
- Resource pressure around saving and enemy encounters.
- A day/night cycle that changes risk and access.
- A compact, solo-developed project with an intentionally focused scope.
It may be a weaker fit for someone looking for a confirmed near-term release, a competitive multiplayer game, or a straightforward action title. No release window or platform has been announced in the interview.
Release date, platforms and availability
The Insider Gaming interview does not confirm a release date, platform, current storefront, retail listing, physical edition or public demo. The approximately three-hour demo mentioned by Antoine was an earlier build pitched to publishers, not evidence of a public download. Readers should wait for an official announcement before assuming where or when the game can be played.
What the interview does—and does not—confirm
| Confirmed by the interview | Not confirmed by the interview |
|---|---|
| Solo development by Antoine of Studio Richoux | Release date or release window |
| Development began around late 2023 | Platforms |
| A major scope change toward one coherent environment in early 2025 | Current storefront or purchase page |
| Exploration, puzzles, combat and escape as core activities | Public availability of the earlier demo |
| Day/night effects on enemies, saving and some area access | Physical edition, price or final specifications |
| Developer estimate of around 12 hours | Independent completion-time testing or review results |
The source is a first-person developer interview by Mike Straw, Executive Editor at Insider Gaming, published October 1, 2026. It provides useful development and design detail, but it is not an independent review or a product announcement.
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