Interview with the Creative Director and Senior Lead Artist on Crisol: Theater of Idols
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. We sent questions over to the team behind the upcoming horror game Crisol: Theater of Idols and David Ternero and Helena Sánchez were kind enough to send over their answers.
A huge thank you to David and Helena for being a part of our September showcase and for allowing us to show off the game.
Can you tell us about the team and how you got started working on Crisol: Theater of Idols?
(David Ternero, Creative Director): The initial idea for Crisol began almost 20 years ago while I was walking through the streets of Granada during Holy Week. I stepped into a local church and saw these wooden polychrome statues of saints adorned with real hair. Something about them struck me—they felt so lifelike in an uncanny, unsettling way. I thought, “What if these things came to life? That would make for a terrifying horror story.”At first, it was just a hobby. I worked on the concept in my spare time at home, knowing I didn’t have the means to create something of that scale—at least not back then. But over time, I started reconnecting with people from my old technology school and forums online who shared the same passion. Eventually, there were enough of us to dream bigger—at least big enough to make a demo and try to catch the attention of publishers or investors.
We joined a small incubation program at my former technology school, which was run by someone who is now my business partner. That’s when the real adventure began!
(Helena Sánchez, Senior Lead Artist): It's a bit of a long story, but I’ll try to keep it short! I joined a few months after David Tornero had started the project, back when we were just a small collaboration group. Since then, the team has grown a bit! Honestly, I know it might sound like a cliché, but the art team has become like a second family to me. I'm truly grateful our paths crossed and I feel incredibly proud of what we've accomplished together and I’ll always be grateful I got to take on the role of lead.
What inspired you to create a twisted version of Spain for the game?
(David Ternero, Creative Director): Spain is a country rich in symbolism, history, and deeply rooted traditions—especially religious ones. I’ve always found our churches, sculptures, and rituals both beautiful and slightly eerie, particularly during Holy Week. That contrast—between devotion and something darker—was the perfect foundation for a horror universe.
Crisol is a distorted mirror of that heritage. We imagined what it would be like if a parallel religion emerged—one devoted not to salvation, but to the Sea God, with its own saints and terrifying idols. Hispania is a version of Spain, but filtered through so many nightmares.
Can you tell us what players can expect to find in Hispania?
(David Ternero, Creative Director): Hispania is our own dark reimagining of Spain—a land where all the country’s cultural roots and mythologies are blended into something new and terrifying. That’s actually where the name Crisol comes from; in Spanish, it means "crucible" or "melting pot," and in this case, it symbolizes the fusion of all these traditions into a haunting vision of a multicultural nation.
How can the protagonist Gabriel use his own blood as a weapon in the game?
(David Ternero, Creative Director): Gabriel’s blood is special—it’s toxic to the monstrous creatures that inhabit Hispania. Conventional weapons don’t work against them, so players will rely on arcane firearms that don’t reload traditionally. Instead, they draw blood from Gabriel himself using sharp spikes. It’s up to the player to decide how much blood to sacrifice. Do you play aggressively, risking your life for more power? Or do you conserve your strength and flee? That trade-off is the core of the gameplay.
What are enemies like in the game? Can players expect a great challenge? Are there bosses to contend with?
(David Ternero, Creative Director): The enemies in Crisol are inspired by art and statues of saints that you can see in many Spanish churches—but twisted by the influence of the Sea God. They are reverent and grotesque at the same time. Some players might find it difficult at first to adjust to the idea of sacrificing life to reload, as it breaks from traditional gameplay expectations. But that’s the point—we want to challenge your survival instincts. And yes, there are bosses. Some are enormous, terrifying, and deeply tied to the lore of the world. But I don’t want to spoil too much—part of the fun is discovering them for yourself.
Will Crisol be more of a linear experience or will players be able to explore Hispania somewhat freely?
(David Ternero, Creative Director): Crisol is designed to be a narrative-driven, linear experience, because that structure allows us to better control the pacing and emotional rhythm of the story. However, there is great room for exploration within Tormentosa. Players will encounter side locations, hidden secrets, and optional paths that flesh out the world and reward curiosity. It’s not open-world, but it is certainly not a straight corridor either.
What is your favorite game to play when you’re not working on Crisol: Theater of Idols?
(David Ternero, Creative Director): I’m a huge fan of survival horror games, especially the Resident Evil series. That franchise had a big influence on me. Unfortunately, like many developers, I rarely have time to play —which is a shame I’m sure a lot of us can relate to.
(Helena Sánchez, Senior Lead Artist): It really depends on my mood! I’m a huge fan of the Zelda series, but in recent years I’ve poured countless hours into Baldur’s Gate 3 and Clair Obscur: Expedition 33, both of which have been incredibly inspiring in different ways.
What is so special to you about the art of Crisol?
(Helena Sánchez, Senior Lead Artist): I think what’s been most special for me is the chance to imagine a world that feels both incredibly close and yet so distant from our own. The art style, somewhere between stylized and realistic, gave us a lot of freedom to experiment with the designs, from characters and enemies to the most eccentric technologies. We were also able to draw inspiration from some of our favorite games, like Bioshock and Dishonored, which really shaped our creative direction.
What was it like to make sure the game looks like both Spain and uniquely Tormentosa at the same time?
(Helena Sánchez, Senior Lead Artist): It definitely wasn’t easy, but focusing on the culture and religion of this world is what really helped us define Tormentosa’s unique identity. While we took certain elements from Spanish culture, we always had to consider its specific context: its deep connection to the sea, the climate, the isolation, the underlying pain… Every day, we tried to step into the shoes of its people to give it that distinctive tone and personality.
What does “indie” mean to you?
(Helena Sánchez, Senior Lead Artist): For me, a game feels indie when it has a truly unique personality, something that clearly reflects the people behind it. Since we’re such a small team, the project naturally carries bits and pieces of each of us. That can be a blessing and a challenge, but ultimately, it is what gives the game its soul.
Crisol: Theater of Idols does not have a release date just yet but players can wishlist the game on Steam now.