Sure thing, here we go:
—
So, I was chatting with Mike Monroe and Scott McKie, the geniuses behind this game called DEAD LETTER DEPT. They run Belief Engine from the misty Pacific Northwest (think Twin Peaks or whatever), but lately, they’ve been hanging out in Japan. Must be the sushi—I’ve read it’s amazing there.
How did these two cross paths? Belief Engine’s been alive for, like, 12 years. Twelve! That’s a middle schooler’s age. Mike jumped into it full-time back in 2020. (Why, you ask? Because he just felt like he had to, I guess.)
Mike hails from Colorado but chased his dreams to Washington in 2004, sneaking into DigiPen to learn video game stuff. Scott’s story? A tad different. Picture him in Boston, painting and coding away for eight long years and then, poof, off to Washington, lured by computer science. Funny thing is, despite the degrees, he realized money can be a pain. “I’m broke!” he exclaimed dramatically (probably).
Those two nerds liked video games, and fast forward—you guessed it—they decided to create one. Prototype after prototype, you know.
The folks at TVGB were curious about where the inspiration came from. Apparently, they have different tastes. It’s like me with pineapple pizza—some love it, some hate it. Anyway, DEAD LETTER DEPT. mostly sprang from Mike’s mind. Though Scott pitched in too.
Real talk, DEAD LETTER DEPT. dives deep into what feels like home and the anxiety of losing it. Moving is such a mind game. Trust me, I’ve moved twice, once across the city, once across the country. Both times, stress was my copilot.
Scott had this college gig in Boston entering data at night. Sounds spooky, right? Imagine trekking over train tracks to a warehouse at the crack of dawn—no thanks. Still, he loved how his mind got to wander there.
Both dudes are really into this flow state thing, it’s a gamer thing. You know, like when folding laundry and your brain just drifts. I guess the idea was to bring that feel into a horror game, which sounds wild. Those games where weird stuff happens and you can’t tell why? That was their jam. Haunted code was apparently a blessing in disguise—like weird glitches they made work. Spooky, yet efficient.
Anyway, TVGB asked about the first-person view. Mike honestly thought it was just easier. Also more immersive, like when you’re the one spinning around in a horror movie. Post-it notes, not tutorials—that was his bright idea for instructions. Low-key loved that.
Scott’s onto a new project—a language learning game that’s like this 80s, 90s flashback for the Japanese gaming scene. Might even include some gnarly monsters.
Crafting game’s his fave. I mean, Scott’s obsessed with complex systems while Mike’s digging into sound design. They kind of split the load, though Scott’s got a friend he bribes with cookies to manage the admin side. A little chaotic, a lot relatable.
Oh, and this game has a killer soundtrack coming. Picture Scott, cantering around, music in his ears from the game.
Japan adventures? Mike’s into creepy tunnels, and there’s one with cracked floors and an old PA system. Sounds like the set of a B-grade horror flick, really.
And Scott? Snapping shots of, I kid you not, quirky houses and iron-streaked walls. Something about Japanese architecture snagged his artsy heart.
Their next jaunt? A rural museum trip where they might end up hiking because taxis are scarce. Will they survive a 90-minute hike with conversational Japanese? Time will tell. But wherever the journey leads, their games and stories keep rolling.
Find DEAD LETTER DEPT. on Steam—it’s a trip, really. And that soundtrack? Fingers crossed, it’s out soon.