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We sat down with Max Verehin, CEO of Team Clout, the indie studio behind the heavily anticipated, gore-soaked action-survival horror game ILL. Verehin took us through some of the hyperrealistic features and designs that have kept players' attention since 2021, as well as the game's cinematic inspirations, the development team's creative ambitions, and what the studio hopes to achieve with its debut.
ILL shocked horror fans with a cinematic gameplay preview on YouTube in 2021. Five years of development and a collaboration with Mundfish Powerhouse later, indie studio Team Clout has grown from a four-person team to a global operation 70 artists strong.
We sat down with Team Clout CEO Max Verehin following ILL's story trailer and release date reveal during PlayStation's State of Play on June 2, 2026, and were treated to new insights about ILL's lore, gameplay, and development.
The studio's upcoming debut is one of the most talked-about titles from State of Play and is among the most anticipated games in the horror genre, with over one million wishlists on Steam as of January 2026.
Verehin thanked players for their support and expressed the team's surprise at the public reception of the game, as well as their excitement to deliver an "unforgettable, nerve-wracking experience" for eager fans.
"While we always knew we were crafting a genuinely terrifying game that would resonate with the community, we could have never anticipated that public interest would surge to such an incredible level."
ILL finally announced its 2027 release window with its first story trailer during State of Play. "Development is moving forward exactly on track," Verehin confirmed.
The studio is currently shooting cinematic cutscenes featuring performances from real actors and involvement from artists who worked on iconic horror projects such as Until Dawn, IT: Welcome to Derry, and Longlegs. "We are leveraging this collective expertise to ensure that the cinematic presentation in ILL is executed at an exceptionally high tier."
While the team is focused on developing the base game now, Verehin stated that they are "open to introducing additional features down the line."
ILL's focus on realistic visuals is typical of the body horror genre, a subgenre of horror that relies on grotesque depictions of the human body to disturb and provoke. (Verehin personally cites body horror classic The Thing by John Carpenter as a major inspiration). Perhaps more than any other genre, body horror understands the importance of video and audio working together to create a truly terrifying experience.
Aside from cinematics, Verehin holds that sound and music are "critical pillars" of the game, accounting for at least half of its scares. "We implemented a robust binaural audio system. It maps out every minor rustle, ambient echo, and monstrous screams in a true 360-degree soundscape, getting right under the player's skin and making them feel physically trapped in the world."
Their collaboration with musician Alan Mor for the game's soundtrack even actively inspired new ideas and fresh perspectives for the team, said Verehin.
Gameplay, of course, joins audio and video as a core aspect of the "uniquely disturbing" interactive experience that Team Clout aims to deliver with ILL.
"The narrative and the gameplay mechanics are treated with equal importance in ILL. From the very inception of the project, we mapped out our core storyline alongside specific monster concepts, mechanical systems, and combat scenarios. Throughout production, these two halves constantly iterate on one another, dynamically influencing and shaping each other into one cohesive experience."
ILL is "fundamentally an action-horror title backed by a deep cinematic foundation," according to Verehin. However, he confirmed that the game's narrative intersects with themes typical of the body horror genre such as human fragility and vulnerability.
Although categorically not a psychological horror, ILL aims to "present classic genre tropes in a fresh light [and deliver] an experience that is both intensely visceral and genuinely thought-provoking."
Verehin confirmed that ILL is a linear story with no branching narratives, which takes place in a singular setting. However, he also assured players that there will be plenty to do and discover. "A self-contained facility doesn't mean the environment will feel small or repetitive," he said.
"On the contrary, the fort features incredible spatial diversity, offering vastly different sectors ranging from an abandoned hospital to laboratories and other unannounced locations. Players will seamlessly transition from claustrophobic indoor environments to sweeping outdoor areas exposed to the freezing open air, ensuring a highly varied journey through fear in its many forms."
As shown during State of Play's story trailer, players control a protagonist who wakes from a coma and goes blind into a "rapidly unfolding catastrophe" within a massive, isolated research fort.
"Beyond uncovering the source of this grotesque nightmare and fighting to survive, he is driven by a vital personal mission to preserve and protect what he holds dearest," said Verehin of the protagonist's core motivation.
He left the game's most sought-after secrets for players to discover themselves, such as what exactly is causing the existence of Aberrations or what really hides behind the ominous locked vault from the trailer. Prompted by a scene in the trailer where a man asks the protagonist if he "fell from the moon," we asked whether the game would feature aliens or other otherworldly elements.
"While we want to avoid premature spoilers, I can tell you that the phrase "fell from the moon" is entirely a figure of speech," said Verehin, proceeding to share some lore about the scene in question and demonstrating the kind of environmental storytelling players can expect from ILL.
"If you examine that scene closely, you'll notice a space-themed painting hanging in the background behind the character. The phrase simply ties into the character's thoughts and his environment. Furthermore, in the context of the 1970s Eastern Bloc setting, "falling from the moon" was a highly common idiom of the era, essentially acting as an expressive way of saying, "Are you living under a rock? How could you possibly not know this?""
(Left: 2025 Trailer, Right: 2026 Trailer)
Following ILL's State of Play feature, some players observed that enemy designs shown during the story trailer were different from those seen in past previews. Comparing side-by-side screenshots, they noted that Aberrations now look less fleshy and decayed and more fit and agile, prompting fears that the game won't live up to its initial teaser, which some felt promised too much.
Despite the skepticism, Verehin ensures that the team is not backing down on the hyperrealism which players have come to expect from previous trailers.
(Left: 2025 Trailer, Right: 2026 Trailer)
"The latest trailer simply introduced new classes of Aberrations," Verehin confirmed. "Variants we showcased in our early previews haven't gone anywhere - they are present in the game. For this particular Story Trailer, we simply felt that focusing on these specific, agile monster types was a better fit for maintaining the trailer's narrative flow and consistency."
Delivering on the promise of dynamic enemy AI shown in previous trailers, monsters in ILL will actively use items in the environment against the player. "Combined with our advanced physics engine, objects will fly, shatter, and react dynamically mid-fight, to the point where rampaging Aberrations can actually collide with and knock each other down during chaotic fights," Verehin said.
Players can fight monsters with weapons they pick up on their journey. Verehin confirmed that the weapon-jamming mechanic they previously revealed has been removed due to feedback from internal playtesting, which showed that when combined with in-game environmental conditions, "mechanical jams induced more frustration than genuine tension."
However, ammunition will still run out, and melee weapons will actively degrade and eventually break. "[This ensures] players never feel entirely safe or possess a singular, ultimate weapon that trivializes encounters," said Verehin.
In addition to the infamous kick from a previous trailer, players will also be able to perform a stomp and hand punch. However, Verehin asserts that ILL will not turn into a hand-to-hand brawler. "Letting monsters get that close is far too dangerous, so these will be rare exceptions to the rule."
Since its first ever teaser in 2021, ILL has cultivated a dedicated following, with fans even supporting the game's creators on Patreon. "We are profoundly grateful to our core fanbase," Verehin said. "They stood by us from the very beginning and actively helped translate our ideas into reality - their early contribution to the project is absolutely invaluable. Their support continues to fuel us today."
He shared that the dev team even meticulously reads community feedback and discussions to deliver a game that fans will love, but clarified that the studio has never compromised its creative direction. Since the game's story trailer, Verehin said that they have been joyfully watching fans dissect the teaser and spin fan theories.
To the fans of ILL, Verehin sends the following message: "I want to extend our heartfelt thanks once again for their incredible, unwavering support. We are anticipating the day ILL gets into their hands with a profound sense of excitement, and we cannot wait to watch them explore our world, experience the terror firsthand, and uncover the truly horrifying revelations waiting for them."
When asked about Team Clout's future plans, Verehin stated that the team is wholly focused on their debut game. "Right now, 100% of our team's energy is channeled into making ILL a horror experience that fulfills our creative promises and delivers pure terror and fun to gamers worldwide."
However, he confirmed that they have also brainstormed about how to evolve and expand the ILL franchise, and that the studio plans to stick to horror.
"We intend to explore the horror genre as deeply and comprehensively as possible. We want to venture into its most unconventional, terrifying, and dark corners, continuously pushing the boundaries of the genre and testing just how much terror players are willing to open their minds to in order to experience truly visceral emotions."
[INTERVIEW] ILL Devs Double Down on Features People Thought Were Too Good to Be True
"Variants we showcased in our early previews haven't gone anywhere."
We sat down with Max Verehin, CEO of Team Clout, the indie studio behind the heavily anticipated, gore-soaked action-survival horror game ILL. Verehin took us through some of the hyperrealistic features and designs that have kept players' attention since 2021, as well as the game's cinematic inspirations, the development team's creative ambitions, and what the studio hopes to achieve with its debut.
ILL Presents Classic Horror Tropes in a Brutal New Light
Team Clout is Thrilled to Terrify
ILL shocked horror fans with a cinematic gameplay preview on YouTube in 2021. Five years of development and a collaboration with Mundfish Powerhouse later, indie studio Team Clout has grown from a four-person team to a global operation 70 artists strong.
We sat down with Team Clout CEO Max Verehin following ILL's story trailer and release date reveal during PlayStation's State of Play on June 2, 2026, and were treated to new insights about ILL's lore, gameplay, and development.
The studio's upcoming debut is one of the most talked-about titles from State of Play and is among the most anticipated games in the horror genre, with over one million wishlists on Steam as of January 2026.
Verehin thanked players for their support and expressed the team's surprise at the public reception of the game, as well as their excitement to deliver an "unforgettable, nerve-wracking experience" for eager fans.
"While we always knew we were crafting a genuinely terrifying game that would resonate with the community, we could have never anticipated that public interest would surge to such an incredible level."
Development is On Track
ILL finally announced its 2027 release window with its first story trailer during State of Play. "Development is moving forward exactly on track," Verehin confirmed.
The studio is currently shooting cinematic cutscenes featuring performances from real actors and involvement from artists who worked on iconic horror projects such as Until Dawn, IT: Welcome to Derry, and Longlegs. "We are leveraging this collective expertise to ensure that the cinematic presentation in ILL is executed at an exceptionally high tier."
While the team is focused on developing the base game now, Verehin stated that they are "open to introducing additional features down the line."
The Role of Sight, Sound, and Sense in Crafting the Perfect Scare
Realism is Key and Sounds are Half the Scare
ILL's focus on realistic visuals is typical of the body horror genre, a subgenre of horror that relies on grotesque depictions of the human body to disturb and provoke. (Verehin personally cites body horror classic The Thing by John Carpenter as a major inspiration). Perhaps more than any other genre, body horror understands the importance of video and audio working together to create a truly terrifying experience.
Aside from cinematics, Verehin holds that sound and music are "critical pillars" of the game, accounting for at least half of its scares. "We implemented a robust binaural audio system. It maps out every minor rustle, ambient echo, and monstrous screams in a true 360-degree soundscape, getting right under the player's skin and making them feel physically trapped in the world."
Their collaboration with musician Alan Mor for the game's soundtrack even actively inspired new ideas and fresh perspectives for the team, said Verehin.
Gameplay and Narrative Are Equally Important
Gameplay, of course, joins audio and video as a core aspect of the "uniquely disturbing" interactive experience that Team Clout aims to deliver with ILL.
"The narrative and the gameplay mechanics are treated with equal importance in ILL. From the very inception of the project, we mapped out our core storyline alongside specific monster concepts, mechanical systems, and combat scenarios. Throughout production, these two halves constantly iterate on one another, dynamically influencing and shaping each other into one cohesive experience."
ILL is "fundamentally an action-horror title backed by a deep cinematic foundation," according to Verehin. However, he confirmed that the game's narrative intersects with themes typical of the body horror genre such as human fragility and vulnerability.
Although categorically not a psychological horror, ILL aims to "present classic genre tropes in a fresh light [and deliver] an experience that is both intensely visceral and genuinely thought-provoking."
A Narrative-Driven Fight for Survival
Linear Story, Singular Setting
Verehin confirmed that ILL is a linear story with no branching narratives, which takes place in a singular setting. However, he also assured players that there will be plenty to do and discover. "A self-contained facility doesn't mean the environment will feel small or repetitive," he said.
"On the contrary, the fort features incredible spatial diversity, offering vastly different sectors ranging from an abandoned hospital to laboratories and other unannounced locations. Players will seamlessly transition from claustrophobic indoor environments to sweeping outdoor areas exposed to the freezing open air, ensuring a highly varied journey through fear in its many forms."
As shown during State of Play's story trailer, players control a protagonist who wakes from a coma and goes blind into a "rapidly unfolding catastrophe" within a massive, isolated research fort.
"Beyond uncovering the source of this grotesque nightmare and fighting to survive, he is driven by a vital personal mission to preserve and protect what he holds dearest," said Verehin of the protagonist's core motivation.
Expect A Lot of Environmental Storytelling
He left the game's most sought-after secrets for players to discover themselves, such as what exactly is causing the existence of Aberrations or what really hides behind the ominous locked vault from the trailer. Prompted by a scene in the trailer where a man asks the protagonist if he "fell from the moon," we asked whether the game would feature aliens or other otherworldly elements.
"While we want to avoid premature spoilers, I can tell you that the phrase "fell from the moon" is entirely a figure of speech," said Verehin, proceeding to share some lore about the scene in question and demonstrating the kind of environmental storytelling players can expect from ILL.
"If you examine that scene closely, you'll notice a space-themed painting hanging in the background behind the character. The phrase simply ties into the character's thoughts and his environment. Furthermore, in the context of the 1970s Eastern Bloc setting, "falling from the moon" was a highly common idiom of the era, essentially acting as an expressive way of saying, "Are you living under a rock? How could you possibly not know this?""
Hyperrealistic Horror Still in Full Focus
Story Trailer Simply Introduced New Classes of Aberrations
Following ILL's State of Play feature, some players observed that enemy designs shown during the story trailer were different from those seen in past previews. Comparing side-by-side screenshots, they noted that Aberrations now look less fleshy and decayed and more fit and agile, prompting fears that the game won't live up to its initial teaser, which some felt promised too much.
Despite the skepticism, Verehin ensures that the team is not backing down on the hyperrealism which players have come to expect from previous trailers.
"The latest trailer simply introduced new classes of Aberrations," Verehin confirmed. "Variants we showcased in our early previews haven't gone anywhere - they are present in the game. For this particular Story Trailer, we simply felt that focusing on these specific, agile monster types was a better fit for maintaining the trailer's narrative flow and consistency."
Advanced Enemy AI Allows for Dynamic Interactions
Delivering on the promise of dynamic enemy AI shown in previous trailers, monsters in ILL will actively use items in the environment against the player. "Combined with our advanced physics engine, objects will fly, shatter, and react dynamically mid-fight, to the point where rampaging Aberrations can actually collide with and knock each other down during chaotic fights," Verehin said.
Gameplay Updates
Gun Jamming Cut from Development
Players can fight monsters with weapons they pick up on their journey. Verehin confirmed that the weapon-jamming mechanic they previously revealed has been removed due to feedback from internal playtesting, which showed that when combined with in-game environmental conditions, "mechanical jams induced more frustration than genuine tension."
However, ammunition will still run out, and melee weapons will actively degrade and eventually break. "[This ensures] players never feel entirely safe or possess a singular, ultimate weapon that trivializes encounters," said Verehin.
Kick, Stomp, and Punch
In addition to the infamous kick from a previous trailer, players will also be able to perform a stomp and hand punch. However, Verehin asserts that ILL will not turn into a hand-to-hand brawler. "Letting monsters get that close is far too dangerous, so these will be rare exceptions to the rule."
A Message from the Devs
Grateful for Community Support
He shared that the dev team even meticulously reads community feedback and discussions to deliver a game that fans will love, but clarified that the studio has never compromised its creative direction. Since the game's story trailer, Verehin said that they have been joyfully watching fans dissect the teaser and spin fan theories.
To the fans of ILL, Verehin sends the following message: "I want to extend our heartfelt thanks once again for their incredible, unwavering support. We are anticipating the day ILL gets into their hands with a profound sense of excitement, and we cannot wait to watch them explore our world, experience the terror firsthand, and uncover the truly horrifying revelations waiting for them."
Nothing Lined Up, But Strictly Sticking to Horror
When asked about Team Clout's future plans, Verehin stated that the team is wholly focused on their debut game. "Right now, 100% of our team's energy is channeled into making ILL a horror experience that fulfills our creative promises and delivers pure terror and fun to gamers worldwide."
However, he confirmed that they have also brainstormed about how to evolve and expand the ILL franchise, and that the studio plans to stick to horror.
"We intend to explore the horror genre as deeply and comprehensively as possible. We want to venture into its most unconventional, terrifying, and dark corners, continuously pushing the boundaries of the genre and testing just how much terror players are willing to open their minds to in order to experience truly visceral emotions."