LOVE ETERNAL Interview

Love Eternal Interview: Toby Alden

Love Eternal is a horror platformer that thrives on restraint. It starts from something recognizable and then removes the safety net, placing you in a world that feels shaped by absence, memory, and dread. The fear isn’t loud. It’s in the quiet moments between attempts, the uncertainty of what’s ahead, and the way the game asks you to keep going anyway. In my conversation with lead designer Toby Alden, one idea came through clearly: Love Eternal is built to make challenge and atmosphere feed each other, so the act of playing becomes part of the tension.

A Foundation Built on Difficulty

Alden shared that Love Eternal traces back to an earlier game of theirs called LOVE, a notoriously punishing platformer made nearly a decade ago. That original release earned a reputation for being brutally hard, with only a small number of players ever completing it. With Love Eternal, Alden wanted to keep the same “one more try” pull, but reshape it into something more inviting. The goal was not to remove difficulty, but to make sure players who approach it sincerely can reach the end, even if the path is still demanding.

The Secret Ingredient Is Pacing

A major theme of our discussion was how difficulty is not only about hard jumps or tight timing. It’s also about how the game sets expectations and builds momentum. Love Eternal alternates intense stretches with moments that let you breathe, and it uses story beats as a form of reward and motivation. Those narrative breadcrumbs help reframe frustration into progress. You aren’t only trying to clear the next screen. You’re trying to see what the game will reveal next.

Screenshot: brlka

Built Chronologically, One Step at a Time

One of the most interesting development details Alden revealed is that the game was built mostly in chronological order. The team did not fully know how it would end when they started. That approach made development feel improvisational, but also kept the process energizing and surprising. Alden hopes players feel some of that same momentum as the game gradually blurs the line between story and play.

Screenshot: brlka

Showcases, Feedback, and Working With a Publisher

We also talked about the difference between in-person demos and online events like Steam Next Fest. Alden noted that conventions provide immediate, human feedback that can be hard to replicate through online comments alone. They also described working with Ysbryd Games as a positive experience, emphasizing trust and creative autonomy.

If you’re looking for an indie horror platformer that feels singular, Love Eternal is aiming to leave you with a rare takeaway: you may not have played anything quite like it.

LOVE ETERNAL is out now on PS5, Xbox Series X|S, Switch, Switch 2, and PC.

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Author

  • Kurosh Jozavi

    Kurosh is a contributing writer for Temple of Geek on video games as well as host of The KJP Show on YouTube. He has been talking about video games in podcasts, videos, and articles for over 8 years. He covers all manner of video games and video game culture, and if it’s tactical RPGs, looter/shooters, and especially indie games, he is definitely there. When he’s not gaming, he’s at conventions, like Comic Con, WonderCon, and PAX, hosting panels about video games.

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Kurosh Jozavi

Kurosh is a contributing writer for Temple of Geek on video games as well as host of The KJP Show on YouTube. He has been talking about video games in podcasts, videos, and articles for over 8 years. He covers all manner of video games and video game culture, and if it’s tactical RPGs, looter/shooters, and especially indie games, he is definitely there. When he’s not gaming, he’s at conventions, like Comic Con, WonderCon, and PAX, hosting panels about video games.

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