Interview with James Alex Santoro

A Conversation with the Co-Founder and Creative Director of Vertex Zero Studio
Introduction
There are certain games that announce themselves differently — not through loud marketing or flashy trailers, but through a quiet confidence in their vision. Silent Planet is one of those games. A gothic sci-fi metroidvania with cosmic horror elements, it takes place in the year 2997 on a dying planet — a world already in its final chapter, haunted by ancient artifacts, forgotten civilizations, and mysteries that cut to the very origin of life itself. It’s a bold, atmospheric premise, and one that immediately caught our attention here at SunsetNerdVerse.
Behind the project is Vertex Zero Studio, an independent developer based in Quebec, Canada. We had the opportunity to talk with James Alex Santoro — Co-Founder and Creative Director — to ask about the inspirations that shaped Silent Planet, its protagonist Apranik, the psychokinetic combat system, and what the team ultimately wants players to feel when the credits roll. You can follow their work at vertexzerostudio.com and on X at @VertexZeroGames.
Question 1
Q: Silent Planet is described as a gothic sci-fi metroidvania with cosmic horror elements — that’s a fascinating blend of genres. How did that combination come together, and what were your biggest creative inspirations?
A: From the beginning, we knew we wanted to explore cosmic horror, but we also wanted to incorporate elements of gothic horror. The combination felt natural, as both genres share themes of mystery, isolation, and humanity confronting forces beyond its understanding.
Our inspirations came from films such as Alien, Event Horizon, and Dark City, as well as animated works like Angel’s Egg and Vampire Hunter D: Bloodlust. Each of these helped shape Silent Planet‘s atmosphere, blending futuristic settings with haunting imagery and a persistent sense of existential dread.
Question 2
Q: The setting of the year 2997 on a dying planet immediately creates a powerful atmosphere. How did you approach world-building for a civilization that is essentially already in its final chapter?
A: We started from the beginning (laughs)
Before Silent Planet, we had already begun developing the Starseer Chronicles, a collection of histories and records chronicling cosmic civilizations in decline or long gone. That body of lore became the foundation for building the world of Silent Planet.
In many ways, the game explores a universal cycle. No matter how advanced or powerful a civilization becomes, it must eventually confront decay, change, and the passage of time. That concept became a central pillar of both the world’s atmosphere and its history.
Question 3
Q: Tell us about Apranik. What makes her the right protagonist for a story centered around ancient artifacts and the origin of life itself?
A: Apranik is our tragic heroine. She is virtuous and resilient, but like any compelling character, she is also defined by her flaws. She carries a deep melancholy born from a life marked by loss and fragmented memories, which shapes both her perspective and her journey.
In Silent Planet, Apranik embodies perseverance in the face of uncertainty. As players uncover ancient artifacts and the truths hidden within the world, they’ll gradually discover how her personal story is connected to mysteries far greater than they initially imagined.
Question 4
Q: The press release mentions psychokinetic combat — can you walk us through how that system works and how it ties into the overall exploration and progression design?
A: Psychokinetic abilities are at the core of how players interact with the world. They can be used offensively in combat, but they’re equally important for traversal, environmental interaction, and uncovering hidden paths.
As players gain new powers, they don’t just become stronger — they also gain new ways to explore. Through the Psychomancy stance, players can quickly target and interact with objects, enemies, and environmental elements across the screen. We wanted every new ability to expand both the player’s tactical options and the ways they can engage with the world around them.
Question 5
Q: Metroidvanias live and die by their environments. How did you approach the visual and sound design to make Silent Planet feel genuinely otherworldly rather than just “sci-fi dark”?
A: Visuals are the first line of communication with the player, so we’re focused on ensuring they can sense the blight corrupting the world even before reading a single line of lore. Every environment is designed to reinforce the atmosphere and tell part of the story through visual cues alone.
On the audio side, we’re working with two extremely talented teams to ensure that both the sound design and soundtrack are equally important pieces of the puzzle. Together, they help create the sense of mystery, tension, and melancholy that defines Silent Planet.
Question 6
Q: Vertex Zero is based in Quebec, Canada, and Silent Planet has a very distinct tone — almost like a requiem, as it’s described. How much did your team’s background and culture shape the game’s identity?
A: Although Vertex Zero is based in Quebec, I’m originally from Chile, so the project is shaped by a variety of influences and perspectives. I think that mix naturally finds its way into the game’s themes and atmosphere.
That said, Silent Planet‘s identity comes less from a specific culture and more from universal ideas about loss, resilience, and decay. Those themes resonate across cultures — and that’s exactly why they became such a central part of the game’s tone.
Question 7
Q: Where does Silent Planet sit in terms of difficulty and accessibility? Is it being designed for hardcore metroidvania fans, or is there a wider audience you’re hoping to bring into the genre?
A: In a time when many titles focus heavily on high difficulty, we prefer to create an experience that is challenging but still accessible. Silent Planet is designed so players can engage with both its world and its systems without being locked out by difficulty.
At the same time, we’re considering post-game difficulty modes for players who want an extra layer of challenge. Our goal is to make sure the game can be enjoyed by a wider audience without sacrificing either its sense of challenge or its focus on exploration.
Question 8
Q: What’s the one thing you want players to feel when they finish Silent Planet — and how does the game’s title connect to that final emotional experience?
A: More than anything, we want players to leave Silent Planet feeling reflective. The game explores existence, legacy, and our relationship with the unknown, and we hope those ideas stay with players long after the credits roll.
We also hope it sparks discussion — players going back through the lore, piecing things together, and sharing their interpretations with others even after finishing the game.
At its core, Silent Planet is a requiem for dead worlds and the memories they leave behind. It’s about what remains when everything else is gone, and the quiet weight of trying to understand and make sense of it.
Watch the Official Console Announcement Gameplay Trailer
Conclusion

Talking with James Alex Santoro made one thing clear: Silent Planet isn’t just another entry in the metroidvania genre. It’s a game built around a specific feeling — the quiet weight of things left behind — and every decision, from the psychokinetic combat to the dying world of 2997, flows from that core idea. The ambition here is real, and the foundation Vertex Zero has built through the Starseer Chronicles suggests a developer with the vision to back it up.
We’ll be keeping a close eye on Silent Planet as it moves toward release, and we’d encourage you to do the same. Wishlist it, follow the team at vertexzerostudio.com, and keep up with their updates on X at @VertexZeroGames. This one has the makings of something special — and SunsetNerdVerse will be there when it arrives.