Inside the Minds of Indie Devs – Interviewing Morteshka, the team behind Slavic folklore games Black Book and One-Eyed Likho – GTOGG

Inside the Minds of Indie Devs – Interviewing Morteshka, the team behind Slavic folklore games Black Book and One-Eyed Likho – GTOGG

Editor’s note: The interview was conducted before the release of One-Eyed Likho.

The world of game development is a world filled with unique tales and personal stories. And we’re not just talking about the wide range of endlessly creative projects that see the light of day on a daily basis, but also the brilliant minds that will these titles into existence. Our series of game developer interviews began with a simple goal in mind: to introduce you to some of the most wonderfully creative people of the industry, and to learn a bit about their personal experiences and perspectives while working in this field.

It’s shaping up to be an exciting journey, and we’d love to have you along for the ride — so, without further ado, let’s dive right in.

Games that draw on folklore and mythology have always fascinated us – the potential to tell stories based on such tales in order to create unique and memorable experiences never ceases to be an exciting prospect. Today’s interview spotlights a team whose games have primarily dealt with the world of Slavic folklore – we chat with Morteshka, the team whose games include The Mooseman, Black Book, and the upcoming One-Eyed Likho.


Inside the Minds of Indie Devs – Interviewing Morteshka, the team behind Slavic folklore games Black Book and One-Eyed Likho – GTOGG

A screenshot from One-Eyed Likho

First things first: could you please introduce yourself for our readers?

Hello, and thank you for your interest in our project! My name is Vladimir Beletsky. I’m the founder of Morteshka, a small game development studio originally based in Perm, Russia. At the studio, I handle game design, programming, and narrative design. We’ve released two games so far — The Mooseman and Black Book. Now we’re preparing to launch our latest title, One-Eyed Likho.

A recurring theme in your projects, including The Mooseman, Black Book and the upcoming One-Eyed Likho, is their intricate connection to myths, history and folklore – particularly Slavic folklore. Was there a specific desire in the team to introduce more gamers to Slavic culture and folklore through your work, and for your games to serve as an educational tool to spark more interest in this field?

I think it’s a bit of everything, but the main idea that led to all of this was simply the desire to do something unique. When we started developing The Mooseman, we were looking for a setting that hadn’t yet been explored in the gaming industry. The Perm animal style turned out to be a perfect match. The Finno-Ugric myths depicted in this style are largely unknown — and not as well researched as we would like — and the animistic, hunter-gatherer imagery provided the perfect inspiration to build upon.

As we worked on the first prototype, we began researching both the mythology and the visual style behind it. We decided it would be exciting not just to use the source material as a backdrop for gameplay, but to make it an inseparable part of the narrative. That way, players would not only enjoy the game — which is the most important thing — but also learn something new and interesting along the way.

We carried the same mindset into Black Book and One-Eyed Likho. Once again, we searched for an engaging topic rooted in real mythology — something we could study ourselves and then pass on to our players through the experience.

As a follow-up to the previous question: do you (or anyone else on the team) have a favorite myth, story, teaching or even mythological creature? Something that really resonates with you for one reason or another?

Slavic mythology is quite different from the more familiar Western traditions, like those of Rome, Greece, or the Norse. The specifics of ancient Slavic beliefs were largely lost during Christianization — we’re left with only a few names of gods, and even those are still debated among ethnographers as to whether they had any real historical basis.

The Slavic mythology that can be considered truly authentic was recorded much later, mostly in the late 19th century — and that’s the material we explored in Black Book. These are magical realist stories passed down by real people: tales of demons, ghosts, witches, and everyday supernatural encounters. Since those accounts were written down more or less as they were told, they resonate with me the most.

Reconstructions of ancient pagan beliefs are fascinating, but they often lack solid historical evidence. The folklore collected directly from villagers — raw, vivid, and deeply human — feels far more alive and meaningful.

What inspired you to get into game development?

I’ve always loved games, but I never really thought of myself as a game developer — it just didn’t seem like a real possibility at the time. One day, I came across an article about a successful Flash game developer (back when those were still around), and it sparked something in me. I decided to try my hand at it.

I ended up creating a simple top-down shooter, and surprisingly, I managed to find a publisher for it. That first success gave me the motivation to keep going — to improve my skills and aim for bigger, better projects.

What would you say has been the biggest challenge you’ve had to face while working on your game?

Each of our games belongs to a different genre, and every genre brings its own set of challenges — especially when you’re starting from scratch. That was definitely the case with One-Eyed Likho.

We had gained some experience with RPG systems while working on Black Book, but with Likho, we had to learn everything from the ground up again. We didn’t have the right tools, and our initial vision was still taking shape. There were several moments when we had to scrap large parts of the game and rebuild them from scratch.

Thankfully, we managed to push through those hurdles and bring the project to completion.

What is the one thing that you believe every game developer should be aware of?

As game developers, we often strive for perfection — in art, code, sound design, everything. But we have to remember: at the end of the day, the fun is what matters most. You can polish a game endlessly, but if it’s not enjoyable to play, none of that effort will really land.

There are plenty of great games out there with messy code or rough edges. So don’t lose sight of the forest for the trees. Focus on creating something fun and engaging — the rest is just icing on the cake.

In your opinion, what is needed for a game to be recognized by the gaming public? What will make people pay attention to the project?

It’s always a combination of different factors. A game needs an unusual yet recognizable setting, a captivating art style, engaging gameplay that still feels familiar — and the right price point.

Even if just one of those elements is off, it can bring the whole hype train to a halt.

Do you have any words for aspiring game developers?

If you want to make a game — go for it. It might be hard or intimidating at first, but you can learn as you go. These days, it’s easier to get started than ever before.

If you could go back in time, what would you tell your past self? Is there anything you’d do differently?

I’d tell myself to start making games earlier. I think I could’ve made more great projects if I had just begun sooner.

Finally, could you tell our readers where they can follow you and your work if they’d like to stay up to date with any future developments?

You can follow our studio on Steam here: https://store.steampowered.com/developer/Morteshka

And I also post updates on my personal Twitter/X account.


You can read our thoughts about One-Eyed Likho here and make sure to check out our previous indie dev interviews as well:

Leave a Reply

Your email address will not be published. Required fields are marked *