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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!

Developer Diary #1: Welcome to Whisper Mountain



[h3]Reporting in, Agents.[/h3]

This is one of many entries where we will take a look at some behind the scenes content and interviews with the developers. You might learn some new insights on how to survive the outbreak. Expect a new diary entry every month, each featuring a variety of interesting discussions!

For this month’s entry, Kashuur, the community manager at Toge Productions, having a chat with one of the crew members working on Whisper Mountain Outbreak — Kriswin Yuniar. From building the lore and shaping the atmosphere to designing characters and environments, Kriswin plays a huge role in bringing the game to life.

Grab a warm drink, equip your flashlight, and proceed with caution. Let’s venture together into the creative depths of Whisper Mountain Outbreak!

A close look at our latest key art. What evil forces lie beyond the fog?


💬"Hi, Kriswin! So glad to have you with us today! I know for sure, a lot of people are curious to know more about you. So, we maybe should start from there first."

[h3]Who are you, and what do you do on this project?[/h3]
Kriswin: "Hi, I’m Kriswin, the supervising artist at Toge Kediri—formerly known as Tahoe Games, before joining the Toge Productions family. I lead the visual direction for Whisper Mountain Outbreak, ensuring that everything, from character sprite designs to environment styles, aligns with the tone we’re aiming for.

Basically, everything you see on screen goes through my review before it’s approved by the game director. I also work closely with our narrative team to help shape the game’s lore and worldbuilding."

[h3]Footage from older iterations.[/h3]


[h3]Footage from recent iterations.[/h3]


[h3]Enemies wearing different type of clothes.[/h3]


[h3]Samples of character models and objects.[/h3]


💬"I see... That’s kind of like saying you’re the secret boss behind the game, right? Just kidding! But that does bring up an interesting point. Since I know many people in the community are really hyped, let’s talk a bit about the game."

[h3]From your perspective, what is Whisper Mountain Outbreak?[/h3]
Kriswin: "Whisper Mountain Outbreak is our love letter to fellow fans of classic survival horror, especially those who hold the Resident Evil Outbreak series close to their hearts. We recognize that RE Outbreak was a franchise ahead of its time. Even today, it still has a passionate fanbase that longs for its return from the grave.

As longtime fans ourselves, we felt compelled to create our take on what a modern Outbreak experience could be. Of course, we don’t intend to and could never hope to replace the original series. However, with this game, we aim to contribute to the growing library of co-op survival horror titles and offer a little something to ease the lingering nostalgia that many of us share."

More footage from our latest update.

💬"Hey, I’m also a big fan of zombie games, you know? That’s why I’m super excited for Whisper Mountain Outbreak! But here’s the tricky part.. As a player myself, I’m always on the lookout for something new to play, and with so many zombie games coming out soon, it’s tough to choose. So..."

[h3]What makes Whisper Mountain Outbreak stand out from other zombie games?[/h3]
Kriswin: "The first thing that stands out about Whisper Mountain Outbreak is definitely our visual direction. We combine 2D pixel-animated sprites with 3D environments, all presented through an isometric camera angle. While part of this choice was due to our technical limitations, it was also a deliberate decision to evoke a nostalgic retro vibe, while still feeling fresh and relevant in the era of modern game technology.

We wanted to stand out in a sea of games chasing hyper-realistic graphics. Instead, we focus on style, mood, and the core experience of teamwork and survival.

At its heart, Whisper Mountain Outbreak emphasizes cooperation: protecting each other, sharing resources, and solving puzzles together. The game is deliberately designed to be difficult to beat if players act selfishly. That said, we also give players full freedom in how they play each character. We believe this freedom creates room for unexpected, emergent gameplay moments that feel unique in every session.

In later iterations, we added meta roguelite elements to enhance replayability, encouraging players to try new strategies and playstyles each time they start over."

Zombies will bother your investigation — clear them out before proceeding.

💬"You got me at the vibes. I played the demo before, and everything just felt right and tight. Now I’m really curious about the lore — when I played, I found some leftover notes from previous survivors and bits of info in the mission briefing..."

[h3]Where did the outbreak take place? And can you share any interesting details about how it all started?[/h3]
Kriswin: "Whisper Mountain Outbreak is set in the fictional city of Daha in 1998. The name “Daha” is a nod to our hometown, Kediri. In ancient Java history, Kediri’s royal capital was known as Dahanapura. We took the name "Daha" from that historical root.

We chose Kediri as the inspiration for Whisper Mountain Outbreak’s setting because in real life, Kediri lies between Mount Wilis and Mount Kelud, while in the game, Daha is overshadowed by the mysterious Mount Bisik.

A real-life shoot in Kediri, the developers' hometown.

Instead of taking a sci-fi approach, we leaned into supernatural horror. The outbreak in Daha is caused by the growing influence of an ancient entity that has been unleashed from deep within the mountain. Its power brings about strange phenomena, causing the dead to rise again, driven by rage and bloodlust.

We drew inspiration from the Necronomicon lore in The Evil Dead series, particularly in Evil Dead Rise, where disturbing something ancient leads to terrifying consequences."

Hence the gory environment you now see in the demo.

A sample poster we made in Bahasa Indonesia, explaining how to avoid anomalies.


💬"Oh my, that’s so cool! You guys actually used your hometown as a reference? It reminds me of how Mojiken based A Space for the Unbound on their hometown too! I’m really invested in the setting — it’s not your typical bio-zombie story. Since we’re talking about your hometown, I’d love to ask a bit more about you personally..."

[h3]Tell us a bit about the developers behind Whisper Mountain Outbreak! [/h3]
Kriswin: "We’re a team of eight developers from Toge Kediri, with one additional member from Toge Productions HQ. Back when we were still known as Tahoe Games, we partnered with Toge to publish our game Rising Hell (2021). That collaboration eventually led to our acquisition by Toge in early 2022, after they took an interest in our roguelite portfolio, particularly Rising Hell.

[h3]An action roguelite where you need to rise up and fight through hell! [/h3]
https://store.steampowered.com/app/657000/Rising_Hell/

When we were offered the Whisper Mountain Outbreak project, it was a big challenge for us. This is our first time working on an online multiplayer game, as well as our first 3D title. We’ve learned a great deal throughout the development process, and what you’ll be playing is the result of our team’s hard work. Something we’ve poured our hearts into and are truly proud to share."

[h3]A recent selfie from the developers at the studio in Kediri.[/h3]



💬"Just that small number of devs making a game of this scale? You guys must’ve worked extra hard to achieve something like this. It’s absolutely amazing, and I can’t even begin to comprehend how you guys pulled it off! With the game just a month away from Early Access, everyone must be wondering how long you’ve been working on it."

[h3]When did the development of Whisper Mountain Outbreak begin and how is it going so far? [/h3]
Kriswin: "Development for Whisper Mountain Outbreak began in early 2022. During the pre-production phase, we initially considered setting the story within the same universe as Toge’s Infectonator franchise. However, we eventually decided to separate the two, allowing us to create a darker, more serious tone for world-building.

In the early iterations, the game focused on a group of strangers forced to work together to survive while trying to escape a spreading curse in the city. But later, our game director proposed a new premise: the survivors are now anonymous recruits, brought in by the leader of a secret government agency to continue an investigation and find a way to stop the ancient entity’s influence from spreading beyond the city of Daha.

Character artwork design for the agents.

We believe this shift gave the game a stronger direction. Players are now free to define their character. At the start of the game, they can choose a background class or job, each with unique skills. They can also fully customize their character’s appearance, as the design was intentionally kept identity-neutral to allow more immersion. This way, players can truly immerse themselves in their chosen role.

The secret-agency theme also ties in nicely with modern horror and new weird fiction, drawing inspiration from works like the FBC in the Alan Wake universe and the SCP Foundation."

Logo of the Bureau of Research and Investigation of Metaphysics (B.R.I.M.)


💬"You guys definitely pulled this one off with the new changes. I see our community members are even more hooked with the current iteration! I wish you all the best of luck with the preparations leading up to the August release. Also, thank you so much for taking the time for this interview. And... "

[h3]Before we wrap up, is there anything you’d like to say to the community? [/h3]
Kriswin: "We hope you enjoy our game! Grab your friends, siblings, partner, or even your spouse and play together. If you're looking for people to team up with, feel free to join our Discord. Who knows, you might make some new friends too.

While we all wait for an official remake (if it ever happens), there’s no harm in giving our game a shot!"

[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!