At EGX 2024 I played a lot of great games, but one game captured my imagination: A Home Below. Developed by Hermit House, a small indie company working across the UK, the game presents a captivating underwater adventure with environmental storytelling at its heart. After a brief demo and a delightful chat with the developers, I knew this was a project worth following.
Weeks later, I had the privilege of speaking with Jess Kashdan-Brown, one-third of Hermit House and the writer and producer of A Home Below. Together, we delved into the origins of the studio, the inspiration behind the game, and their plans for the future.
Editor’s Note: The full video of this interview is available here. While this article summarizes key highlights, you can explore the complete conversation for additional context and insights.

A Family-Centric Studio with Big Ambitions
Hermit House is a family affair, composed of Jess, her brother Ivan (programmer), and Ivan's partner Blythe (lead artist). Their collaboration began organically, stemming from shared creative interests.
"We've worked on other projects together before," Jess explained, "but this is our first big, ambitious 3D game. Ivan and Blythe had previously created shorter 2D games, and they wanted to explore something larger in scope. That's where I came in, bringing my background in creative writing."
Despite their distinct roles, the trio collaborates on game design as a unified team. "The idea has always been a back-and-forth exchange of ideas, ensuring it's something we're all passionate about," Jess shared.
Crafting an Underwater World Inspired by Real Stories
At its core, A Home Below tells a story about adaptation, resilience, and the wonders of nature. The game follows a hermit crab navigating a submerged home once inhabited by humans. As players explore, they piece together the family's history while engaging with the unique ecosystem that has reclaimed the space.
The inspiration for this concept came from a blend of real-world events and creative curiosity. "We were captivated by an article about Fairbourne, a town in North Wales that's projected to be underwater by 2070," Jess revealed. "This sparked our imagination about what these underwater environments could look like, not just as remnants of human life but as spaces reinhabited by sea creatures."
The team also drew on Jess's academic background in environmental humanities. Research into rapid animal adaptations to climate change and hermit crabs' unique behaviours fuelled the game's narrative and mechanics. "Hermit crabs are fascinating"”they'll use almost anything as a shell, like bottle caps and other litter," Jess said. "We were inspired by their resilience and how their survival could reflect themes of adaptation and resourcefulness."

Gameplay That Blends Story and Mechanics
The gameplay of A Home Below combines environmental storytelling with puzzle-solving and exploration. Each "shell" the hermit crab dons provides unique abilities, enabling players to traverse new areas while uncovering layers of the family's story.
"For example, in the demo, players start with a shot glass as a shell and later find a bottle cap that offers new mechanics," Jess explained. "Every shell is tied to both the hermit crab's journey and the human story embedded in the environment."
This design approach creates a balance between discovery and subtle narrative. "We wanted the environmental storytelling to feel organic; players can engage with it as much or as little as they like. It's about creating a sense of wonder without being didactic," Jess said.
Overcoming Challenges and Finding Success
As a small team, Hermit House has faced its share of challenges. Early on, they struggled with over-scoping, generating an overwhelming number of ideas for the game. "The first few weeks were about carving down our concepts to ensure the experience was focused and fun," Jess shared.
Funding was another hurdle, but participating in the Transfuser programme proved transformative. "It was like a crash course in the business of game development," Jess said. "We learned how to pitch our game, plan for the future, and set ourselves up as a company."
The team's efforts paid off, securing £25,000 in funding through the UK Games Fund. This support allowed them to focus on the game full-time and bring in additional talent, including a composer and a new artist.

The Future of A Home Below and Hermit House
Hermit House plans to release a public demo of A Home Below by March 2025, with a full release slated for 2026. Beyond this project, the studio envisions creating more nature-inspired games that combine artistic storytelling with thoughtful mechanics.
"We're committed to making games that inspire curiosity and a sense of wonder about the natural world," Jess said. "Our focus is on short, cinematic experiences that center nature not as a backdrop but as a living, integral part of the story."
While the team has no plans for sequels, they're open to exploring new settings and biomes, reusing elements from A Home Below to build fresh narratives.
Final Thoughts
A Home Below stands out for its unique blend of environmental storytelling, thoughtful gameplay, and serene exploration. Hermit House's passion and dedication are evident in every aspect of the game's design.
To stay updated, follow Hermit House on their social channels and keep an eye out for their Steam page launch. This is one game"”and one studio"”you won't want to miss.
