Interview with the Developer of Quite a Ride

The team at Six One Indie absolutely cannot wait to play Quite a Ride and were unbelievably excited to have them as part of the showcase. 

Huge thank you to the team for answering my questions about the game!

  • Can you tell me more about the team behind Quite a Ride?

The core team consists of three people: me (Alex), Rita, and Dmitriy. We’re also collaborating with the band Arigto, who are creating the original soundtrack for the game.

  • What inspired the use of a bicycle for traversal in Quite a Ride?

We spent a few months after our last game was released prototyping and trying to figure out what we wanted to do next. We knew it had to be connected to the horror genre in some way - but with a unique twist.

The idea of using a bicycle came about completely by accident. One night, I had a nightmare where I was being chased through the woods… while riding a bike. The next morning, I checked to see if a game like that already existed - and to my surprise, such an obvious concept didn’t seem to be explored much in games. (Or maybe I just missed it.)

  • What is the world of Quite a Ride like?

The game’s world is set in the countryside of an imaginary country - a surreal blend of post-Soviet landscapes from across the CIS and Eastern Europe. Our goal is to evoke the mood of Stranger Things meets Silent Hill, with a touch of Stephen King’s eerie small-town vibe. Hidden government facilities, mysterious cults - it’s all part of the picture. You’re trapped in this strange rural sprawl, and your main goal is to figure out how to escape it.

  • Will players be able to explore the world freely or is Quite a Ride more of a linear adventure?

It definitely leans more toward an open-world structure. Some areas become accessible as the story progresses, while others evolve and change dynamically over the course of the game.

  • One element of Quite a Ride’s gameplay is keeping your phone charged. What is the importance of your phone in the game? How does it help you?

Yes, the phone is one of the game’s central macguffins - along with the bicycle, of course. A strange entity has possessed your phone, and its very existence depends on the device’s battery charge. From time to time, you receive messages from this entity - it may offer cryptic hints about puzzles, warn you about dangers, or act as an unreliable narrator throughout your journey.

  • Your Steam page states that players’ global efforts can affect the game, can you explain a bit more about how that works? 

A very basic example would be this: when a total player base collects a certain amount of a specific resource (tracked individually per playthrough) - a strange merchant, who’s particularly interested in that resource, appears somewhere on the map on every one’s client.

A more intriguing example: imagine a side activity completed by multiple players, and once, say, 500 players have done it globally, a new hidden area becomes accessible to everyone. It’s a concept that sits somewhere between Helldivers and Death Stranding - blending personal progression with subtle community-driven world changes.

My hypothesis is that this might make the world feel more alive and reactive.

  • What are three items you’d like to have with you if you were stuck in the world of Quite a Ride?

  • Thermos bottle – to carry liquids and stay hydrated. 

  • Crowbar or a sturdy knife – useful for breaking things open or unlocking stuck objects. 

  • Portable radio – crucial for both survival and navigation in the world of Quite a Ride… but I won’t say more just yet.

  • What does “indie” mean to you?

It’s a really difficult question to answer these days. People interpret the term differently, and I can’t say any of them are necessarily wrong. Even for myself - I struggle to define it clearly. If anything, I think it’s wiser to avoid making bold claims about what art is, what counts as independent art, or whether true independence even exists.

Nobody tells me what to do or how to do it in Quite a Ride - but that doesn’t mean I’m completely unaffected. The industry and its trends inevitably influence my decisions, even if indirectly.

To me, being indie is more about the creator’s own sense of independence - if they feel like an indie developer, that’s what matters. The audience will decide for themselves whether they see it the same way, but that comes later. 

Quite a Ride is available to wishlist now on Steam.

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Interview with the Developer of Forbidden Solitaire