Dissecting ‘Digested’ And Getting Eaten Alive With Developer Karel: “It sprang from a real nightmare of mine”

A few weeks ago, the trailer for Digested showed us a world in which we are stuck on an island with a giant anaconda. Scavenging around the island, the player is able to find tools and abilities to aid in their escape. The primary goal of finding the extraction pod without being caught by the giant snake, which is both exciting and terrifying.

I was lucky enough to have a little back-and-forth with developer Karel and dive more into Digested’s mystery.

Dread Central: Where did the idea for Digested come from?

Karel: The concept of Digested sprang from a real nightmare of mine, being chased by a giant snake. It was genuinely terrifying, and I’ve always had a major fear of snakes. So, I thought, why not channel this fear into a game? It seemed like a unique angle in the horror genre, away from the typical ghosts or monsters. Turns out, I’m not alone in my fear; the idea really resonated, and there’s even been talk about a spider-themed sequel, tapping into another common fear.

DC: Was it always constructed as a bodycam horror game?

K: Yes, the game was envisioned as a bodycam horror game from the start, but with a twist. The camera is designed to rotate around, somewhat like a selfie stick, allowing the player to stay constantly aware of their surroundings without changing the character’s direction.

DC: Can you tell us a little about the gameplay loop?

K: In the game, you emerge from one of the ten escape pods scattered across an open-world map. You’re left with nine active pods and eight navigation points. Only one pod takes you back home, while the others… well, let’s just say they lead to less pleasant destinations. Players deactivate the wrong pods by discovering navigation points and narrowing down their choices. You can risk an early exit among the remaining pods or try to find all the points to ensure a safe return. Plus, every navigation point grants a special power-up tool to temporarily fend off the snake, adding another layer to the strategy. For example, there is an ability to leave a decoy of yourself to confuse the snake. Another one is an energy booster that gives you the ability to run faster for a limited amount of time.

DC: Could you expand on the story in Digested?

K: The storyline is still in the works, focusing more on setting the scene than deep narrative complexity. Let’s just say you are sent to explore these experimental worlds that are supposed to have some fantastic creatures.

DC: Is Digested randomly generated in terms of tasks and locations players need to interact with?

K: While the main island layout remains constant, your starting point, the navigation points, and the escape pods are different each time. The power-ups you receive from navigation points are also randomized.

DC: This might be a weird question, but how does a game-over happen? How graphic are we getting with being eaten? Are there other ways to die in Digested?

K: Initially, I planned for a very graphic depiction of the snake-eating scene inspired by the Anaconda movie. But I’m reconsidering how explicit to make it. It’s not just about the unexpected fanbase that emerged but also the technical challenges of making such a scene feel authentic. I certainly don’t want to have a fade-to-black screen, so I need to find a good balance between visual quality and my time/budget constraints.

DC: How long has Digested been in development?

K: The initial concept for the game emerged about 19 months ago, starting as a side project where I experimented with world-building and snake animations. But six months back, things took a serious turn as I was able to commit all my efforts and time to developing it, effectively kicking off the full production phase.

DC: Q1 2024 is listed as the launch date. Is this still the targeted window?

K: I’m considering a Q2 release for the game. While the development is progressing well, I’ve come to realize the significant time commitment required for marketing. It turns out that balancing both marketing and development is quite challenging for me. Whenever I’ve concentrated on marketing, the development side slows down considerably.

DC: How has the reaction to Digested been for you?

K: The response has been incredible and more validating than I ever imagined. It seems like taking a risk with a snake-based horror theme paid off. The positive feedback has been uplifting, and even the criticism has been constructive, helping me see different perspectives and refine the game further.

DC: Is there anything you want to get across to the people excited about Digested?

K: A huge thanks to everyone! Meeting so many incredible people has been the highlight of this game dev journey. If you haven’t yet, please consider wishlisting the game on Steam. It really boosts our visibility. Also, join the conversation on our Discord, accessible via the main Steam page. Your engagement and support are what make this endeavor truly worth the effort.


After hearing what Karel has to say about Digested, I’m even more excited to play it when it comes out. It seems like it will have a lot of replayability, and the way we’ll be able to outsmart the snake seems intuitive. I am not looking forward to getting eaten, but hey, either way, it’s going to be a fun time.

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