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Whisper Mountain Outbreak News

Friend's Pass is Coming to Whisper Mountain Outbreak!

[p][/p][h3]Reporting in, Agents. [/h3][p]Incoming early transmission from B.R.I.M. Support Division, prepare for a new mission briefing.[/p][h3]
What is Friend's Pass?[/h3][p]Whisper Mountain Outbreak is launching into Early Access on August 11th, and the good news is... You can play the game with your friends without them owning the game using Friends' Pass![/p][p][/p][h3]Friend's Pass - Recruit your friends to survive the outbreak together![/h3][p]We're introducing Friend's Pass to Whisper Mountain Outbreak, where you can survive together with friends for free! Grab one friend who owns the full game, have them host a lobby, and share the room code.[/p][p]You can play together with a friend using Friend’s Pass, as long as one of you has the full game, you and your friends can play.[/p][p][/p][h3]Here's how it works:[/h3][p]1. Grab a Room Code from a friend who owns the full game.
2. Download Friend's Pass for free.
3. Play the entire game together![/p][p][/p][h3]A Friend’s Pass player can:[/h3][p]✅ Join a friend’s lobby
✅ Play solo demo offline (limited levels) [/p][p][/p][p]With the Friend’s Pass, you'll be able to join online lobbies using a Room Code provided by someone who owns the full game. As a Friend’s Pass player, you won't be able to host your own lobbies, and will have limited access to certain features of the game. [/p][p]For example, character customization options are limited in Friend's Pass, but you can still unlock them by owning the full game. [/p][p][/p][h3]A Friend’s Pass player can not:[/h3][p]❌ Host multiplayer lobby
❌ Unlock achievements
❌ Unlock new content
❌ Recorded in the leaderboard
❌ Earn Steam Trading Cards

[/p][p][/p][p]Later this week, we will have special gift for the community as we get closer to the Early Access release. [/p][p][/p][h3]Wishlist and follow to get more updates on the upcoming Early Access![/h3][p][dynamiclink][/dynamiclink][/p][p]Don't forget to wishlist us so that you can be informed of any upcoming updates!

Be prepared for the outbreak, agents!
Do keep in touch for a new mission briefing.


Stay sharp, and keep surviving! 🧟‍♂️💥
— B.R.I.M. Support Division


[/p][h2]Join the Survivors Network![/h2][p]If you encounter any bugs or want to give us feedback, feel free to join our community!

[/p][p]More Whisper Mountain Outbreak content on social media!

Facebook
Instagram
TikTok
[/p]

Community Log - The User Interface of B.R.I.M.



[h3]Reporting in, Agents. [/h3]
We’re back with the latest updates from the B.R.I.M. Support Division.

This week, we're taking a look at some changes we've made on the help our agents proceed with caution. From navigating the environment more smoothly, improving the player HUD, to streamlining lobby access-many of these adjustments were shaped by community feedback and internal playtesting.

Kriswin, the supervising artist of Whisper Mountain Outbreak, will be answering a few questions about the changes made to the game. Refining the UI is an important step for us to create a better gameplay experience, whether you're a veteran agent or a rookie agent.

[h3]The importance of UI / UX for the players [/h3]
UI/UX plays a huge role in how players experience the game. A well-designed UI/UX will help players understand what’s going on. It helps you navigate into the game without confusion. In a tense survival horror game like Whisper Mountain Outbreak, where every second matters, having a clean and responsive interface makes a big difference.

We also wanted the interface to feel like something that supports the immersion rather than breaking it. That’s why we took the time to refine it, ensuring it feels intuitive, easy to read, and fitting the game’s horror vibe.

[h3]Main Menu [/h3]
OLD NEW

[h3]Options [/h3]
OLD NEW

[h3]What consideration was put to change the UI / UX ?[/h3]
At first, I designed the UI with a military-inspired theme. Bold, solid visuals with a worn, metallic look to reflect strength and structure, which I felt suited the game's intense survival atmosphere. But as development went on, I realized that this approach had some drawbacks: the UI elements were too big and lacked transparency, which blocked important parts of the screen and made the gameplay feel cluttered and distracting.

So I shifted to a more minimalist UI, focusing on transparent zones, simple outlines, and silhouette icons to make the screen clearer and less cluttered. I also moved away from the military look and went for a mystery-investigator vibe that fits better with the game’s secret agency theme. Choosing a typewriter-style font helped add a subtle retro-horror feel that supports the tone we wanted.

With the new UI, the screen feels much more comfortable to look at. It doesn’t block key visual cues, and the overall mood is more immersive. Mystery and horror are now felt more strongly through the interface itself. I believe this change not only improved usability but also helped support the storytelling and tone of the game.

[h3]Lobby Game (HQ) [/h3]
OLD NEW

[h3]Mission Selection [/h3]
OLD NEW

[h3]What is the most important thing in creating UI / UX? [/h3]
For me, the most important thing in creating UI/UX is clarity. Making sure players get the information they need without confusion, especially in the middle of intense gameplay. It has to be easy to read, quick to understand, and not get in the way of the action.

But beyond that, it also needs to support the game's tone and atmosphere. Since Whisper Mountain Outbreak is a survival horror game with a strong mystery element, the UI had to feel like part of that world, subtle, eerie, and immersive. So it's a balance between function and feeling: helping players while also deepening their connection to the game’s world.

[h3]Ingame[/h3]
OLD NEW

[h3]Transition Loading[/h3]
OLD NEW

[h3]The most significant changes of the UI/UX been made? [/h3]
The most significant change we made was shifting from a heavy, military-style UI to a more minimalist and transparent design. The old UI looked bold and thematic, but it took up too much screen space and often blocked important visual elements during gameplay.

We redesigned it to be cleaner and more functional. Using outlines, silhouette icons, and more negative space. We also changed the theme to match the game's mystery and investigation vibe, including switching to a typewriter-style font. These changes made the interface easier to read, less distracting, and more in tune with the game’s atmosphere.

[h3]Inventory System[/h3]
OLD NEW

[h3]Map[/h3]
OLD NEW

[h3]Result[/h3]
OLD NEW

Tune in next week when we will be dropping more about the lore of Whisper Mountain Outbreak.

[h3]Wishlist and play the limited-time demo now![/h3]
https://store.steampowered.com/app/1953230/Whisper_Mountain_Outbreak/
Don't forget to wishlist us so that you can be informed of any upcoming updates!

Be prepared for the outbreak, agents!
Do keep in touch for a new mission briefing.


Stay sharp, and keep surviving! 🧟‍♂️💥
— B.R.I.M. Support Division


[h2]Join the Survivors Network![/h2]
If you encounter any bugs or want to give us feedback, feel free to join our community!



More Whisper Mountain Outbreak content on social media!

Limited-Time Demo Ending Soon!



[h3]Reporting in, Agents. [/h3]
The demo will be ending soon, team up with your friends play with your friends or the fellows on the community while you still can!

[h3]🗓️ The demo will be unavailable after July 26 [/h3]
From now until July 26, you can still play the demo without any changes. Once the demo is taken down, we will shift to polishing and preparing for the Early Access release on August 11.

We also want to give a huge thanks to everyone who played the demo and sharing their feedback via the form or our Discord community channel. Your suggestions, feedbacks, and anticipiation towards the game motivates us to shape Whisper Mountain Outbreak to be more fun and exciting to play.

If you haven’t tried the demo yet — now's your last chance to jump in and experience it solo or together!

Stay tuned, Agents.

Later this week, we will also release a new community log where we will discuss about some changes made in the game.

[h3]Wishlist and play the limited-time demo now![/h3]
https://store.steampowered.com/app/1953230/Whisper_Mountain_Outbreak/
Don't forget to wishlist us so that you can be informed of any upcoming updates!

Be prepared for the outbreak, agents!
Do keep in touch for a new mission briefing.


Stay sharp, and keep surviving! 🧟‍♂️💥
— B.R.I.M. Support Division


[h2]Join the Survivors Network![/h2]
If you encounter any bugs or want to give us feedback, feel free to join our community!



More Whisper Mountain Outbreak content on social media!

Community Log - The 3D Objects of Mount Bisik



[h3]Reporting in, Agents. [/h3]
We’re back with the latest updates from the B.R.I.M. Support Division.

[h3]Modelling 3D Objects in a 2.5D Aesthetic with Alan[/h3]
This week, we’re going to check out some objects we put in the game. Alan, the 3D Artist of Whisper Mountain Outbreak, has been working hard behind the scenes to create 3D assets.

The 2.5D Aesthetic is where we incorporate props and models in 3D, while the equipment and characters are drawn in 2D pixels. We are going to take a deeper dive into the 3D low-poly objects created by one of our 3D artists, Sultan Maulana (also known as Alan).

Alan is responsible for modeling everything from everyday objects to those transformed into ominous anomalies scattered throughout the outbreak maps. First, the characters were created in 2D by a different artist, and then the 3D models were integrated into the map. It is an artistic choice on our part, where we aim to create an eerie environment that is still acceptable to modern audiences while maintaining some classical aesthetics.

The aesthetics need to be spot on so it’s believable while keeping the game's pixelated artistic choice intact.

Alan, the 3D artist for Whisper Mountain Outbreak, is a fun and quirky member of the team.

[h3]The process of creating 3D objects[/h3]
Working with the Art Director (Kriswin), Alan prepared the concept for all the props that needed to be placed in a particular map. Working with the references given, Alan goes back and forth to Kriswin until they are satisfied with the pixelated textures.

The pixelated textures then first need to be reviewed and compared to the characters inside the game. After the pixelated texture is spot on, Alan works to create low-poly 3D models, which are then showcased to the team.

All media shown below are works from past and current iterations, some of which you may see (or not) in the game.


The first two image below is the example work in progress and the finished product.
A comparison of the pixelated texture with characters in-game.


A sample of finished prop, a medical equipment you can found in the Hospital map.

Just for fun, we did fan-made characters to celebrate the release of Resident Evil 4 Remake.

Vehicles that can be found, depending on the map you’re investigating.
B.R.I.M. Car – A specialized emergency response vehicle from the Bureau.


Chicken Truck – An everyday vehicle used by a local chicken vendor.

Hawker stalls.
A few hawker stall props that we placed in the Market area of the game.



Besides the props, we also work on multiple variations of the trees depending on the environment. Such as Kapok trees, Stone pine, bamboos, etc.

An eldritch entity in the form of a gigantic head with four terrifying faces that you’ll encounter during a mission.

[h3]Special Training Manual – Charged Melee Attack [/h3]
A new short series that breaks down few gameplay elements of Whisper Mountain Outbreak.
[h3]01 - Charged Melee Attack
[/h3]


Tune in next week when we will be sharing more behind-the-scene stuff you see in the game.

[h3]Wishlist and play the limited-time demo now![/h3]
https://store.steampowered.com/app/1953230/Whisper_Mountain_Outbreak/
Don't forget to wishlist us so that you can be informed of any upcoming updates!

Be prepared for the outbreak, agents!
Do keep in touch for a new mission briefing.


Stay sharp, and keep surviving! 🧟‍♂️💥
— B.R.I.M. Support Division


[h2]Join the Survivors Network![/h2]
If you encounter any bugs or want to give us feedback, feel free to join our community!



More Whisper Mountain Outbreak content on social media!

Community Log - The Undead Horde



[h3]Reporting in, Agents. [/h3]
We’re back with the latest updates from the B.R.I.M. Support Division.

This is the first entry in our Community Log series, here to keep you hyped with Whisper Mountain Outbreak. We want to share some interesting behind-the-scenes from the development. Be on the lookout, as a new entry drops every week!

[h3]The Living Undead of Whisper Mountain Outbreak[/h3]
While playing the game, the generic zombies are one of the anomalies you will see the most. We took the utmost care in designing the zombies to fit the environment. While they are scattered across the map to disrupt your investigation, the horde will also be alerted when you proceed to certain areas or make too much noise.

They’re just ordinary humans, afflicted by the entity whispering through the fog.

The mining incident at Mount Bisik led to the emergence of an unknown entity, affecting civilians living in the vicinity of the mountain. The entity will affect the living by turning them into a raging walking corpse with no way of recovering. When humans can’t contain their negative emotions, such as fear, anger, or despair, they will be taken over by an evil force and become possessed.

The mystical force amplifies the undead through their distressed emotions, using rage as their fuel to move and kill the living. Controlled by the entity, these undead see and indiscriminately attack the living with bare hands or whatever melee weapons they can grab.

The entity not only affects the living, but it also takes over the dead. As long as a body has a head and functioning limbs, the entity will possess these empty husks.

All media shown below are works from past and current iterations, some of which you may see (or not) in the game.

Illustration of Mayit (Undead), the generic zombies of Whisper Mountain Outbreak.


A basic zombie running animation. It is quite scary if you run into a horde of them.

A generic zombie with police armor.
With some armaments still from their police duty, they are more durable than most.


These anomalies were inflicted with an evil curse.

They sometimes hover in midair while being dormant.

The corpse also plays a huge role in setting the environment.
Some of them may already be put to rest, while some of them can still attack you.



[h3]Over 120,000 Agents Have Wishlisted for the Game! [/h3]


Tune in next week when we will be sharing more behind-the-scene stuff you see in the game.

[h3]Wishlist and play the limited-time demo now![/h3]
https://store.steampowered.com/app/1953230/Whisper_Mountain_Outbreak/
Don't forget to wishlist us so that you can be informed of any upcoming updates!

Be prepared for the outbreak, agents!
Do keep in touch for a new mission briefing.


Stay sharp, and keep surviving! 🧟‍♂️💥
— B.R.I.M. Support Division


[h2]Join the Survivors Network![/h2]
If you encounter any bugs or want to give us feedback, feel free to join our community!



More Whisper Mountain Outbreak content on social media!