The beloved atmospheric horror collection Little Nightmares is getting a 3rd entry quickly, with Little Nightmares 3 poised for an October 10 launch date. Little Nightmares 2 did a lot to develop on the unique’s gameplay by introducing an AI companion, Six, who introduced a brand new dynamic to puzzle-solving by involving a second social gathering. Persevering with the development, Little Nightmares 3 pushes issues even additional by being designed from the bottom up for two-player co-op. Gamers assume the roles of Low and Alone, who possess distinctive gadgets to help each other in numerous methods. Communication, teamwork, and fast considering shall be key to success on this surprisingly difficult but suave horror sport.
Sport Rant lately sat down with Coralie Feniello, producer at Bandai Namco Europe for Little Nightmares 3. Throughout the interview, Feniello spoke about how Little Nightmares 3 builds upon the franchise’s strengths via tense co-op gameplay, in addition to how the crew devises the varied nightmarish situations during which Low and Alone discover themselves. Moreover, Feniello spoke about the way forward for the Little Nightmares franchise, which seems to be simply getting began. This interview has been edited for brevity and readability.
Telling a New Little Nightmares Story
Sport Rant: Little Nightmares video games are recognized for his or her wordless storytelling. How do you strategy the narrative of Little Nightmares 3 without any dialogue?
Yeah, I feel the narrative is actually attention-grabbing for Little Nightmares 3. As a result of the characters don’t have voices, it pressured us to strategy storytelling another way. One of the crucial essential components is clearly the atmosphere. The neighborhood is aware of to essentially have a look at all the things, and we love studying and seeing all of the theories individuals give you—it’s actually cool.
Nevertheless it’s additionally about having story factors within the narration that anybody can perceive. We don’t need to lose the participant. We would like a narrative that works for everybody, after which, for those who’re very curious, you’ll be able to dig deeper, discover extra particulars, and begin to perceive the larger image of the world.
Sport Rant: You talked about the sport’s neighborhood. What stands out to you most about Little Nightmares’ followers?
Nicely, I feel it’s the best way they’re making theories. They’re taking a look at all the things in a lot element, and I’m at all times impressed by what they give you. We don’t need to say something, as a result of we would like them to proceed speaking about it, and it’s tremendous cool to see how a lot they love the universe.
I feel now, additionally with the transmedia we’re releasing—we now have a podcast, and plenty of issues as nicely—everybody was actually concerned in that. It’s about getting the entire “it’s an entire world” feeling and understanding it. With the podcast, we’ve began to speak concerning the Counties, that are form of the actual world, even when we don’t actually prefer to name it that, and the Nowhere, which is the world of the nightmares—the world of the video games, mainly.
So with the podcast we’ve began to indicate these worlds, and we’ll proceed to do it with different issues. It’s actually attention-grabbing to see how these are built-in and the way the neighborhood will perceive extra about them.
Sport Rant: You additionally mentioned fan theories. How do these theories issue into improvement? Do they encourage you, or information a few of your choices?
We attempt to hold indifferent from that. We take a look, we see what’s occurring, however we strive to not be influenced by it, as a result of we need to inform our personal tales. We don’t actually need to simply take issues from the followers. However when they’re proper, it’s actually cool to see. And generally they give you stuff that’s loopy, but in addition tremendous attention-grabbing.
Sport Rant: With out spoiling an excessive amount of, are you able to speak about what sort of story you needed to tell in Little Nightmares 3?
I feel it might be an excessive amount of of a spoiler. However primarily, it’s a narrative of friendship. You may need seen that Low and Alone are tremendous shut, and I actually like how they work together inside the new Demon Carnival. You’ve seen the small cutscene in there, and the best way the connection works is a bit totally different in that setting.
I really need gamers to see the entire relationship—the way it evolves from the start to the tip—and I feel that would be the primary thread. However then, after all, there may be all the things else.
Sport Rant: Are you able to discuss concerning the new setting and the way it contrasts with earlier settings all through the collection?
Every chapter has a really totally different setting, and I feel that’s one thing new. In Little Nightmares 1 and a pair of, the chapters had been a bit extra related—aside from the final one, the Transmission, which was fully purple and pink.
Right here, we actually needed to indicate totally different locations, totally different environments, and push that additional. You may see every chapter has a really particular coloration grading, and we labored rather a lot on that. The Necropolis, which is the primary chapter we confirmed after we introduced the sport, was an enormous step for us. We needed to have a chapter that was brighter, with hotter colours than typical. It took a whole lot of course of to achieve the fitting stability—at first it was too brilliant, so we toned it down till we discovered that disturbing orange tone.
Every chapter was a bit like that: discovering its personal character. This one is the perfect illustration, as a result of it feels so totally different from the remainder. And I feel each chapter, and each enemy too, has its personal character. I’m actually wanting ahead to everybody seeing the entire sport and all of the chapters.
Sport Rant: Little Nightmares 3 is designed from the ground up for co-op. How did that have an effect on your strategy to puzzles or fight encounters in comparison with the earlier video games?
Yeah, it does change issues. In Little Nightmares 1 and a pair of, at most, you had Six as an AI, however she wasn’t there on a regular basis. Now, with Little Nightmares 3, we needed to have one other character current on a regular basis. So it was actually a problem from a design perspective, ensuring the entire sport stayed attention-grabbing with two characters.
As you mentioned, we began by creating the multiplayer first, as a result of that was the brand new component, and it’s extra difficult to place in place from the start. We additionally needed the AI to really feel as human as potential. So we started with multiplayer, seeing how individuals work together with the sport and the way they play collectively, after which we tweaked the AI.
Once we did playtests—a number of periods throughout improvement—we at all times had each multiplayer and single-player. That allowed us to see how individuals interacted with multiplayer and the way we may make the AI extra attention-grabbing. And yeah, tweaking that AI to maintain the stability has been an ongoing course of.
Sport Rant: Did you discover it troublesome to regulate the AI in order that it’s not overly useful to the purpose the place it removes the stress, however nonetheless useful sufficient to be helpful?
Yeah, fully. It’s exhausting to assist the participant after they want it with out making them pissed off, whereas nonetheless giving them time to assume. We’ve been working rather a lot with what we name “interest points.” Mainly, if you get near the answer, the AI will observe. Typically the AI would possibly do one thing for you, otherwise you may need to work together with one thing for them to react. Issues like that. So we’ve been approaching it in that method.
Sport Rant: Talking of challenges, what would you say has taken essentially the most effort to get proper in Little Nightmares 3?
Yeah, multiplayer is one thing actually attention-grabbing from a design viewpoint. Narration was additionally fairly advanced, since you want one thing easy sufficient for everybody to grasp—even with out phrases—however nonetheless difficult sufficient to remain attention-grabbing.
We had the story we needed to inform in thoughts from the start, however translating that into one thing everybody would perceive was the problem. We examined with totally different gamers to see what they understood from the story and what they didn’t. For me, it’s additionally essential to not give all the things away—we would like gamers to consider issues.
It’s at all times about reaching that stability: the place is the frustration? With dying, it’s the identical in design. Typically we would like the participant to really feel very small, to really feel like they don’t belong right here, to really feel fragile. However for those who go too far in that course, they could turn out to be very, very pissed off.
Sport Rant: Is there a facet of the sport that gamers might not understand you labored particularly exhausting on? One thing that’s deceptively advanced or difficult to place collectively?
I feel the design of every of the 2 participant characters, Low and Alone, is actually primarily based on shapes. Alone has the pigtails, Low has the masks, and it was the identical for Six and Mono. The concept is to create a silhouette that shall be memorable for everybody, and that was the place to begin for all of the Residents.
It has been tremendous advanced to create one thing that appears like an authentic ambiance—one thing new that doesn’t fall into basic horror, as a result of we don’t need to go too far in that course. We don’t need gore or issues like that. As a substitute, we speak about “charming horror,” and getting that side proper is sort of exhausting, particularly with the Residents, the enemies.
Sport Rant: What had been the early conversations like for Little Nightmares 3? Had been there features of the sport that had been determined early on?
We began with the multiplayer as a result of it was one thing the followers needed. Since in Little Nightmares 2 we launched it with the AI, we actually needed to ship on that this time. So it began there.
Then we continued with the general narration—deciding what we needed to inform from begin to end, and who the characters can be. Narration has had a whole lot of work put into it. I feel it’s the place we’ve finished essentially the most forwards and backwards, testing, and iteration. As a result of, yeah, as I used to be saying, non-verbal narration is tremendous exhausting to get proper.
Sport Rant: Do you recall any moments throughout improvement the place you tried a characteristic or concept and in the end determined to not go that route?
Yeah, I don’t know if I can let you know an excessive amount of about that, since you’ll see it if you play the entire sport. There are options I actually love now, however wow—it was so exhausting to get them proper.For the chapters you’ve seen, I feel it’s extra concerning the animations. It’s been tremendous difficult to determine how the Residents ought to transfer and easy methods to make them really feel proper. Take the King, for instance.
At the start, he was nothing like what you see now. I keep in mind telling the crew, “Right now, it just looks like a guy who is completely drunk.” We needed to discover that stability—it wanted to really feel bizarre, however not so bizarre that you simply couldn’t determine or perceive something.
Animations are tremendous essential. We had a whole lot of forwards and backwards with the crew, whether or not it was the cutscenes you’ve seen or the smaller particulars. For the nice crew, we would have liked them to be cute, however not too cute—extra like charming. That stability is actually exhausting to get, as a result of for those who push the emotion too far within the animations, it doesn’t really feel like Little Nightmares anymore.
And yeah, that’s one thing I actually love—animation is one among my specialties.
Sport Rant: What are the design pillars behind Little Nightmares? Are there features which can be foundational if you’re engaged on this collection?
A very powerful factor is the setting. Should you look purely from a design and gameplay perspective, it’s not likely that difficult. One of many pillars is that it’s very tactile—you’re taking issues, you push issues, you pull on them, you leap. There actually aren’t that many options when it comes to controls and character actions.However making that attention-grabbing comes right down to the setting. Every time the crew got here up with a puzzle concept, we might at all times ask, “Okay, that’s interesting—you pull this, the other one does that. Cool. But what’s the setting for it?” That’s the place it turns into attention-grabbing.
For instance, for those who take the puzzle the place you’ve separated the top and it rolls down, the mechanics themselves aren’t difficult—it’s simply putting one thing. But when it had been a field as a substitute, it wouldn’t be attention-grabbing in any respect. Right here, although, you replicate the motion with one thing that’s disgusting, and it makes you’re feeling bizarre about what you’ve finished. I feel that’s the primary level.
Constructing Upon the Little Nightmares Sequence
Sport Rant: The Little Nightmares collection balances between horror moments and puzzle-solving. How do you strategy that stability and decide what number of of every sort of sequence to incorporate?
We at all times begin with paper design. We put a stage map on paper and lay it out that method. Every room is drawn, as a result of mainly—I don’t understand how seen it’s for you, however with the dollhouse digital camera you’ll be able to see the bodily rooms, and each has a reputation.So we put them on paper and resolve, “Okay, this part will be a chase, these parts will be puzzles,” and so forth. From there we begin making an attempt to stability it. However improvement is rarely that simple—it by no means works completely. It’s simply a place to begin.
Then we put it into the software program and see the way it feels. Typically we tweak it, add new puzzles, and so forth. It’s at all times a back-and-forth course of, and actually the one option to do it’s iterative.
Sport Rant: Because the series’s third installment, what features of the earlier video games had been you most desirous about bettering or constructing upon?
I feel the apparent one can be cooperation. In Little Nightmares 2, you had the AI, however she wasn’t there on a regular basis. Now you might have two characters collectively on a regular basis, whether or not it’s one other participant or the AI. Cooperation is there from begin to end, and I feel that’s the primary distinction.
Then we now have all of the totally different chapters and the way they give the impression of being so totally different, as a result of ambiance is essential to capturing childhood fears. Within the first and second video games, that was very seen for gamers. Within the first one, you had the Janitor, looking out beneath the beds—that’s very tied to childhood fears. Within the second, you had the Instructor, which is one thing everybody can instantly acknowledge.
Right here, it was extra difficult as a result of we went a bit farther from that, however we nonetheless wanted to maintain the sensation of childhood fears. For instance, the Monster Child is only a big child, however I feel everybody had a doll sooner or later that made them really feel uncomfortable. That’s one thing that resonates with everybody, even when it’s much less direct than the Instructor.
With the Carnival on this one, it’s extra concerning the enjoyable truthful—the sensation that if you’re a baby, a good could be enjoyable and thrilling, but in addition overwhelming. There are many individuals, a lot of noise, and you may really feel very, very small. I keep in mind once I was younger, I went to one thing like that—it was a showcase or a good—and there was an enormous clown. It was tremendous scary for me, and I even had nightmares about it. However for my dad and mom, it was simply, “Yeah, it’s cool, we brought her to the fair.” So, yeah, everybody has one thing like that.
Sport Rant: Do private tales like that come into play usually inside the crew?
Yeah, I feel it’s core to the best way of creating a sport like that. I don’t actually have one other instance… however sure, we had discussions with the crew about what your fears are, mainly, and issues like that.
Sport Rant: With Supermassive Games becoming a member of the crew on this, did they convey any philosophies or approaches that stand out to you?
The apparent one is the truth that they’ve been engaged on multiplayer and horror for a very long time now, like with The Darkish Footage. So it was one thing they introduced—how do you deliver horror, and the way do you deliver concern to individuals when they’re collectively? Once you’re with somebody, speaking with somebody, it at all times turns the concern down a bit. So it was actually essential to have individuals who understood that. I feel that’s the primary one.
Past that, everybody working at Supermassive loves the collection. They checked all the things in Little Nightmares 1 and a pair of, making an attempt to grasp how issues had been finished. They spent a whole lot of time learning all that.
On the similar time, they’ve added totally different components, like the connection between Low and Alone. It’s brighter, and it’s actually near friendship—totally different from what we noticed with Mono and Six. It was essential to deliver one thing new whereas maintaining the identical setting and DNA of the franchise.
Sport Rant: How do you hope gamers really feel, or what would you want them to consider after they step away from the sport?
I don’t need to spoil the tip of the sport, however I feel it’s one thing the place, in each element, you might have this type of bittersweet feeling. I’m actually wanting ahead to seeing the response on the finish, as a result of I find it irresistible. However yeah, it’s actually that form of factor—one thing you carry with you for some time afterward. That’s at all times what I would like for the gamers.
Sport Rant: Is Little Nightmares 3 meant to be a capstone for the collection, or is there extra to come back afterward?
With the showcase lately, we’ve proven how a lot new stuff we’re engaged on, and there may be the VR sport as nicely. I feel that is only the start.
Sport Rant: Is there something we didn’t get to that you simply’d like to say?
I feel we’ve talked about a whole lot of various things I really like concerning the sport to date, however we haven’t actually talked concerning the gadgets for Low and for Alone. That was a design problem as nicely. In Little Nightmares 2, Mono generally had gadgets—like one thing to hit with—however we needed to maintain our characters feeling fragile whereas nonetheless including attention-grabbing gameplay with new gadgets.
That was an enormous problem, but in addition actually attention-grabbing from a design viewpoint. Giving them totally different gadgets reveals the interplay between the 2 gamers much more in co-op. You’ll be speaking with the opposite participant—like, if you discover one thing, you inform them, “Okay, I can do this, I can try that.” It results in a whole lot of trial and error. I actually beloved that side, and I feel it was a really attention-grabbing a part of improvement as nicely.
Sport Rant: It inspired a whole lot of communication between me and the individual I used to be taking part in with. I feel making an attempt to determine easy methods to use the gadgets is a fun part of co-op.
I feel within the playtest we’ve seen some {couples} and friendships being destroyed by the sport. Sorry if that occurs when the sport releases! However that’s additionally what makes an excellent sport.
Sport Rant: Any final ideas you’d prefer to share?
I’m actually wanting ahead to the sport’s launch on October 10, 2025, and to seeing individuals play and revel in the entire story. That’s what I would like most—to see their reactions.
It was additionally tremendous cool to see you taking part in the Carnival, as a result of it’s a chapter I hadn’t actually seen anybody play till lately. Watching individuals take pleasure in it has been actually, actually cool.
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Little Nightmares III
- Launched
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October 10, 2025
- ESRB
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Teen / Blood and Gore, Violence
- Engine
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Unreal Engine 5
- Multiplayer
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On-line Co-Op