If you enjoy independent indie game coverage, consider supporting Indie-Games.eu on Patreon. It helps keep the site independent.
In a recent interview during the Six One Indie Showcase, developers Harvey and Holly, the creative minds behind the upcoming indie game Morgan: Metal Detective, discussed the game’s origins, development process, and what makes this cozy title special. Interviewers Mike and Kyle uncovered many interesting details about the project.
The two developers have very different backgrounds. Holly began her career in traditional and 3D art, driven by a passion for creating beautiful compositions in virtual worlds. Harvey, on the other hand, took an unusual path: he studied mechanical engineering and worked as a tax advisor for ten years before deciding to pursue his love for games. Together, he and Holly founded their own development studio.
Morgan: Metal Detective originally started as a university project. However, midway through development, they realized they had something much bigger on their hands. Instead of the required 10-minute demo, they already had two to three hours of gameplay. Their turning point came when they showcased the game at EGX 2023, where visitors eagerly asked when the game would be released and whether it would come to Nintendo Switch.
Motivated by the positive feedback, Harvey and Holly officially founded their studio one month later and continued working on the game. They also partnered with publisher SubSilico, run by Graeme, who helped port the game to multiple platforms. Despite being a small team, the developers received support from talented collaborators, including composer Rotem and sound designers Joseph and Lucas.
The core gameplay revolves around using a metal detector, a distinctive concept that immediately caught attention. Harvey explained that the idea came from thinking about mudlarking, a British hobby that involves searching riverbanks for historical artifacts with a metal detector. They expanded the setting beyond estuaries, choosing the picturesque island of Cornwall as the game’s backdrop.
The island’s design went through several iterations. Holly spent months studying Google Maps and merging elements from various Cornish towns to build a cohesive world. Inspired by games like Alba: A Wildlife Adventure, the developers aimed to create a low-poly yet richly detailed environment that feels both familiar and inviting.
One standout feature is the use of retro items like a Polaroid camera and cassette recorder. These choices were intentional, the team wanted to create a cozy, grounded aesthetic. In a world full of modern digital devices, the analog charm of these objects provides a tactile, memorable experience. Players can collect items, take photos, and keep notes about their discoveries, creating a personal and immersive adventure.
The developers were also inspired by the “solid, tactile feel” of the radio in Firewatch, a quality they wanted to capture through the items in Morgan: Metal Detective. The game emphasizes creativity and player expression, allowing players to decorate their notebook with stickers and instant photos, putting their personal stamp on the gameplay.