Interview with Abashed Solo Developer Supantha Paul

It’s that time of year again! The Six One Indie Showcase is in full swing and that means loads of amazing indies being shown off and, of course, we’ve got more developer interviews for you. This time around I sent questions over to the solo developer behind the psychological puzzle game Abashed that our team has actually been following for quite a while.

A huge thank you to Supantha Paul, creator and solo developer of Abashed, for not only answering my questions, but being a part of our September showcase.

  • Can you tell us about yourself and how you got started working in the game’s industry?

    I’m a software engineer by trade and a game dev by heart. Growing up, I’ve been obsessed with storytelling in all forms of media, especially thrillers, mysteries, horrors, and the like. I’ve had this weird story in the back of my head for a really long time, and one fine afternoon, I thought this story would be really cool as a video game. So, after more than eight years of first googling “How to make a video game?” and two years of actually trying to make this game, here we are!

  • How did the initial idea for the game come about? What inspired the intense atmosphere and unique circumstances of the game’s main character?

    The idea of Abashed began with a simple question: What does it mean to confront our deepest fears? Inspired by personal experiences and a fascination with exploring the human psyche, I wanted to create a game that dives into themes of love, loss, grief, and self-discovery. The atmosphere grew naturally out of that: dark, haunting, and emotional, but with small sparks of hope. It’s really about confronting fears and grief in a way that feels both unsettling and strangely intimate.

  • Abashed’s main character Issac is dealing with severe mental health struggles and suffers from psychosis. How does this affect gameplay?

    Issac’s mental state directly shapes the gameplay. He has the ability to “bend reality” by taking pills, which temporarily alter the world around him. Walls may disappear, objects may appear, or hidden paths might be revealed. It basically doubles the exploration possible for each given scene, and you need to use that instability to solve puzzles and progress.

  • You mentioned to us that you’ve been working on the game for a couple of years. What kinds of lessons have you learned during development? What advice might you give to other solo developers?

    One of the biggest lessons is patience. Working solo, you have to wear every hat, and that can get overwhelming very fast. I’ve learned the importance of breaking big problems into smaller pieces and not being afraid to cut ideas if they don’t serve the heart of the game. My advice to other solo devs would be to embrace constraints. Your limitations can actually push you to find more creative, unique solutions. And above all, don't rely on motivation. Having been working on Abashed for more than a couple of years part-time, I've understood that motivation is temporary, and it will always come and go. But rather, the discipline is what will help you make progress and finish the game. I've noticed that building a habit of working on your project every day, even for a few minutes, helps a lot.

  • What are some ways that you like to unwind and relax after a long day of game development? (I’m a chronic napper and cat cuddler). 

    Honestly, I’m pretty simple when it comes to relaxing. Most times, it’s just turning on the cozy light and reading a book. I'm currently reading My Friends by Fredrik Backman; it's a story about friendship that also goes into grief, love, learning to trust, spontaneous adventures, and fart jokes. I do a lot of late-night dev sessions, so relaxing often means switching my brain off with movies or a really early morning walk. And I’ll admit, I’m also guilty of the occasional long naps.

  • What does “indie” mean to you?

    For me, “indie” is freedom. It’s the ability to tell the stories you want to tell without someone watering them down. It’s deeply personal, sometimes messy, but always authentic. Indie games often carry pieces of their creators inside them, and that’s what makes them so powerful. Abashed is my attempt to share a part of myself with players, and I think that’s the essence of being indie.

You can wishlist and play the demo for Abashed on Steam now. The game is set to launch Q1 of next year.

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Abashed Preview - Diving Into an Alternate Reality