Hunter’s Dream: A Conversation with Lilith Walther

Bloodborne is the most evolved form of Dark Souls, and I mean, how could it not be?  The moody and stylish game has the signature meticulous style of From Software’s iconic grim fantasy action series baked into its Hot Topic crust, improving on everything the iconic developer has cooked up before.  Sparring with ghoulish freaks and otherworldly beasts beneath the glowing moon in Bloodborne makes it feel like it’s always Halloween – except you still need to Prepare to Die. And, like the Dark Souls trilogy, Bloodborne’s influence has expanded far beyond what most developers ever dream of, despite only being available on Sony’s last-gen console. 

A passionate fanbase isn’t the only badge of pride that Bloodborne enjoys. The game’s mechanics and vibes have inspired development of not only other developers experimenting with other artist’s toys, but also experimenting with new unique and rad ways. Indie game developer Lilith Walther has been busy exploring echoes and alternate ripples of Bloodborne. Bloodborne PSX is already available and can be played right now on PC. The game offers up a slice of spooky, slashing action in the style of an original PlayStation title. It’s a fan project with a remarkable level of polish and care.

Bloodborne PSX seems to be ripped straight out of the year 2000, the cozy, warm center of the console’s life cycle.  The gameplay feels like the real deal, and the cute, crusty graphics are remarkable, as are the strained stereo sound effects, somehow simultaneously pure and murky, like the most beautiful melody you’ve ever heard on a radio station that barely comes in.

It’s either something you’ll love or hate, but if you’ve made it this far, it’s probably the former (let’s face it: if you’re a Six One Indie reader then you’ve obviously got style), so let’s recap details on what we already know about Bloodborne Kart before our conversation with Lilith Walther, and the future ahead.

Perhaps one of the best April Fools Day jokes to exist, certainly up there anyway, Bloodborne Kart quickly shifted into a real video game, and, from the looks of it, a pretty good one.  Bloodborne Kart is still in development, with updates being shared publicly all of the time. And no, not even exclusively with the media, or anything like that.

Developer Lilith Walther isn’t just working on the best kart racer since the 1999’s king (Crash Team Racing, obviously); Walther is also routinely pulling back the curtain on development, offering an intimate look at the progress of Bloodborne Kart.  She makes it easy and fun to stay updated and follow along, posting organized and detailed threads on her personal Twitter account, often containing videos with details and notes on what’s being shown. 

In a world where game development is treated like a product of its own, sometimes leading to devastating and unintended consequences, there’s just something so refreshing and pure in witnessing the gradual and passionate development of an indie game. Lilith has no doubt been extremely busy. She is after all developing and promoting a video game. But she was still kind enough to make some time to speak with us at Six One Indie about Bloodborne Kart and what it’s like making a video game. 


When will the game launch?

A: When it's ready! I don't have any solid release date until the game is mostly done to prevent crunch!


Has FromSoftware tried to shut down the project at all?

A: They have not! They have left me and my little fan projects alone for the most part.

What characters can fans expect to see from Bloodborne?

A: The final roster isn't fully set in stone, but right now the included racers are the Hunter, the Doll, Father Gascoigne, with future plans for Eileen the Crow, Gherman, and Micolash! I also want to try to get in some of the bigger bosses like the Cleric Beast as well, if possible!

How did you decide on some of the specific kart mechanics and level design?

A: I looked at Bloodborne and tried to 'convert' everything into what a kart game would be! For example, mechanics like rallying, quicksilver bullets, consumable items, stamina, blood echoes, insight, all these and more I wanted to interpret as mechanics for a kart racer. I didn't just want to make a Mario Kart clone!

Will you make a Bloodborne Super Smash Bros. Clone?

A: No more fan demakes! Two is enough ha!!


As of writing, the most recent videos on Lilith’s YouTube channel are of Bloodborne Kart’s characters. The videos show the characters and how they handle, offering up a look of the dedication to detail, across characters and level design. And of course, there are more videos showing off the development and progress on Bloodborne Kart as well, but you’ll find most of it on Walther’s personal Twitter account. Following her there is the best way to keep with the development of the game. 

That passion is so very clearly there and on full display with Lilith. Her vision and what she knows Bloodborne Kart will be is already on her face, across the dozens of development updates I’ve seen since she’s started making Bloodborne Kart. It’s this kind of passion that makes the best video games the most special experiences, and I’m grateful that so many artists and creators are biting the Quicksilver Bullet and sharing this vulnerable side of, not only their creations, but also themselves.

Bloodborne Kart might not be out yet but Bloodborne PSX is already available and free to enjoy. It’s almost Halloween so there’s no better time to take a journey into one of the most exciting and visceral “PS1 games” to come out after the system’s original release. When Bloodborne Kart does release, it will become available at “a separate, standalone bonus mini release at a later date,” according to details on the developer’s itch.io page.

Written by Juno Stump 

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