You are largely defenceless, except for the ability to draw on the ground with salt.
“During invocations, drawing a circle of salt could act as a basic protection.
“I am very fond of urban legends and imaginary bestiaries,” Khamelot explains.

“I also grew up near large forests which have always been very important to me as a child.
I wanted to put a part of it into a story, whatever form it took.”
That form has evolved a little.

“It stayed like that for quite a while.
In the end, the feature turned out to be even more fun than expected.”
Today we have the chance to see this aesthetic come back and taking very different directions.

I think it’s fantastic,” they tell me.
“I find that from the design constraints that this imposes emerges an incredible creativity.
The lack of realism pushes our brain to fill in the gaps.

“We focus on the essentials, on an overall vision.
In the case of The Salt Order, that alternate world is a scary one.
Like the weeping angels from Doctor Who, they don’t move if you’re looking at them.

The game is largely silent apart from the creaks and knocks of unseen wood moving.
“…At least no more than necessary.
I attempt to find other ways to scare players through the atmosphere of the game,” they explain.

“It’s the first time I’ve had such an ambitious personal project.
It won’t be perfect, but I want to be proud of what I did.”
An error in the management or placement of the salt could be fatal.”