I’ve been taken aback by the BrokenLore series since it first hit a little while back. Somehow the developer has put out multiple short-form horror games in a ridiculous amount of time, along with another non-BrokenLore game as well.
While it was a PC-based franchise, the games are now slowly coming to PlayStation 5. There’s already another announced in the form of BrokenLore: Ascend, and so we spoke to Sebastiano Serafini from Serafini Productions about the BrokenLore series, where it’s going, how it got there, and how it’s so prolific.

Serafini Productions have released four games in the last year and a bit. How are you able to keep up at this pace?
I think the main reason we’ve been able to maintain this pace is our strong passion for creating and telling stories. That drive really pushes us forward every day.
At the same time, the more we work on BrokenLore, the more we improve our workflow and develop new skills, which allows us to become increasingly efficient. Our team has also grown with very talented people joining us, and that has made a huge difference in sustaining — and even increasing — our development speed.
What made you decide to release a horror anthology instead of totally separate games?
I’ve always loved non-linear storytelling and narratives that encourage players to take an active role. With BrokenLore, each game can stand on its own, but there’s also a deeper layer connecting everything.
Some players may simply enjoy a single title, while others might dive deeper and piece together the larger narrative. That sense of discovery helps players feel more connected to the series, almost like they’re part of a bigger puzzle.
So the idea was to create focused, self-contained stories while also building a broader, interconnected universe.

BrokenLore doesn’t shy away from heavy themes like unwanted pregnancy and parental abuse. Is it tough to handle these issues with the care they need?
These are themes we deeply care about, and we always do our best to approach them with sensitivity and respect. We often work with consultants, including psychologists, and sometimes with people who have experienced these situations firsthand.
In some cases, these stories are also inspired by personal experiences within the team.
We’re not afraid to explore difficult topics because we want to go beyond surface-level horror. Our goal is to create meaningful experiences that can resonate with players and, in some cases, raise awareness — while always treating these subjects with the care they deserve.
BrokenLore: Don’t Watch had an Easter Egg referencing Jacksepticeye. How did this come about?
It was actually a really nice surprise. I had tried to get in touch with him in the past, but we never managed to connect. Then, at some point, he played the game and reached out saying he really enjoyed it.
Since his logo features a green eye, we thought it would be a fun and fitting Easter egg to include in BrokenLore — especially given the themes of the game.

Horror YouTubers have flocked to your titles. Do you think this is an important part of the series’ popularity?
Absolutely — YouTubers, and players in general, are a fundamental part of what makes these games meaningful.
Creating a game is already a personal achievement, but seeing people engage with it — especially when they feel represented or emotionally connected to the story — is incredibly rewarding.
It’s been amazing to see horror YouTubers not only play the games but also come back to the series, trying to piece together the larger narrative. Some of them have been following BrokenLore since the early demos, and it’s really exciting to see that level of engagement.

There have always been secret links between the games, but BrokenLore: Unfollow had much more obvious connections to previous titles. Was it important to create an interconnected universe?
Yes, absolutely — the connections between the different titles are a fundamental part of BrokenLore.
What players have discovered so far is honestly just the tip of the iceberg. We have many more stories planned, and the interconnected narrative will continue to expand over time. Some titles will push the main storyline forward more directly, especially those featuring certain key characters, while others may feel like standalone or side stories at first — but still hide deeper connections.
We also like to include hidden elements and secret endings that reveal additional layers of the narrative. In many cases, details that might seem minor now could become much more meaningful in future chapters, and even encourage players to revisit earlier games with a new perspective.

BrokenLore: Unfollow was much longer and more ambitious than the first two games. Are you hoping to continue in this direction?
BrokenLore: Unfollow had a longer and more complex development process — in fact, it was the first title we started working on, even though it was released later.
Going forward, we’ll likely aim for experiences that are generally more substantial than the earlier entries, but we don’t want to set strict rules around length. For us, the most important thing is giving each story the time it needs.
If a narrative requires a longer experience to be told properly, we’ll take that space. If it works better as something shorter and more focused, we’re equally open to that. Our priority is always the story itself, rather than external factors like trends or expectations.

How closely connected are BrokenLore: Unfollow and the upcoming BrokenLore: Follow?
They are very closely connected. In fact, Follow was developed very early on, almost in parallel with Unfollow, so the relationship between the two is deeply rooted in their original conception.
That said, there is also a key difference between them — something that some players may have already noticed in the demo, while others might only fully understand later on. It’s a subtle but important distinction that plays a significant role in how the story unfolds.
We prefer not to reveal too much, but players who pay close attention — especially to hidden elements — may start to piece it together. The secret ending, in particular, will offer some meaningful hints.

BrokenLore: Ascend looks very unique, combining horror and climbing. What should fans expect from it?
BrokenLore: Ascend is a very special project for us. We had the opportunity to collaborate with Tokyo Tower, which is one of the most iconic symbols of Tokyo — a city that is very close to my heart and also home to Serafini Productions. Being able to create a game inspired by such a recognizable location has been incredibly meaningful.
In terms of themes, Ascend explores ambition — especially in the context of online culture and streaming — and how far someone is willing to go in pursuit of success.
It also introduces a very distinctive creature inspired by the Japanese yokai Rokurokubi, which adds a unique layer to the horror experience. Overall, players can expect something quite different, both in terms of gameplay and atmosphere.
Thanks to the studio for taking time to answer our questions.
BrokenLore: Ascend is due for release in 2026.