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Home » Interviews » ‘Grave Seasons’ Dev Explains The Importance Of Not Erasing The Cozy For Horror

‘Grave Seasons’ Dev Explains The Importance Of Not Erasing The Cozy For Horror

Kate SánchezBy Kate Sánchez06/13/202610 Mins ReadUpdated:06/13/2026
Grave Seasons
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Read our hands-on impressions for Perfect Garbage’s Grave Seasons here. 

Perfect Garbage’s Grave Seasons has been top of mind since I played it back at 2025’s Summer Game Fest Play Days. The game blends horror, mystery, and guts with a cozy farming system, and does so without compromising either genre.

During this year’s Summer Game Fest Play Days, we spoke with Narrative Designer, Luca Azenaro-Acero. An indie studio partnering with Blumhouse Games for publishing, Perfect Garbage’s narrative team is made up of Azenaro-Acero and Narrative Director Emmett Nahil. We spoke about the game’s inspirations, its hot characters, and the stigma players see put on cozy games. 

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BUT WHY THO: Grave Seasons is a unique title. Can you talk a little bit about the game’s inspirations?

LUCA AZENARO-ACERO: [Perfect Garbage’s] co-founders, Son M. and Emmett Nahil, both love farming sims, and they both love horror, and they said, “What if we just smash these two things together? What, what elements of a farming system kind of lend themselves to horror, and where can we fit that in?” What we do at Perfect Garbage is genre mash and come up with weird ideas. So this was just a natural marriage of two of our co-founders’ interests.

Grave Seasons

BUT WHY THO: I think that’s one of the things that is very interesting, is that people who think that folks who love horror don’t also like the cozy side of things. What was the approach to building those two genres in the game?

Because when having played it, there is some gore and there’s pure horror here, but there is also that really good brain-scratching coziness of farming. How do y’all approach making sure both [genres] are maintained mechanically and narratively [distinct]?

LUCA AZENARO-ACERO: Well, I think that we really want people who love farming sims and cozy games to feel at home here, and never discounted. You know how when they do those weird, edgy reboots of kids’ TV shows, or whatever else? The general vibe [with those] is that the thing you liked was kind of stupid, and now it’s now it’s cool. We never want that. We want people who love farming sims and cozy games to play [Grave Seasons] and get that experience that they love, because we also love it.

We think [sim and cozy games are] great; however, we also love horror, and we want to combine those to the best of our ability. I would say that—for example—there’s no secret that you can romance the killer in this game. That’s one of our big marketing points. The fact that you can engage in a romance with this person, and it’s normal, and it’s cozy, right? But if they are the killer in the different playthrough, you are locked into a different kind of darker experience, for sure.

I think that’s an element of it. I also think the fact that farming is so intrinsic to the user, that you know that something’s coming, you know there’s going to be a murder, you know something’s coming, but there’s also a lot of time to do cozy game stuff. I think that it kind of seeps into the core of the game in a really fun way.

Grave Seasons

BUT WHY THO: When it comes to the narrative, how have you all worked in all of the twists and reveals that happen throughout the game, while also making sure that people can keep pace with the game?

LUCA AZENARO-ACERO: Well, I would say that, and you can see this in the demo as well. We have a journal system, so let’s say that someone dies and you start investigating, you start looking into what happened, you look around the crime scene and see a mutilated body in the corner, you start picking up clues, and these clues will go into your journal, and you can track each one.

You don’t have to worry about falling behind, because we do let you keep track of all the stuff that you found, and those clues will also become quests for you to go investigate. However, one of those quests might say something like, ” You found a bar coaster. Go find someone who’s related to the bar.” If you have talked to everyone in town, you’ll know who the bartender is. So that’s pretty easy, because if you go to the bar and it’s closed, then you’re out of luck.

But if you know the person, go find them on one of their regular haunts, you know what I mean. The player does still have to think about things, but we like to keep track of stuff for you, because you’re investigating, and anyone investigating something at this level is going to keep track of their information. 

Grave Seasons

BUT WHY THO: When it comes to genre mashing, when it’s done well, it’s because people know the genres that they’re playing with deeply. I think in something like this, something tactile, like a video game, you almost get to learn more about the genres as you’re making something, even if you already love them. What have you learned about horror and cozy games separately that has helped the team better understand these genres, so you can play with them in ways that also speak to the player?

LUCA AZENARO-ACERO: I would say that Sun, one of our co-founders and amazing creative director, knows a lot about farming sims and knows a lot about cozy games. I personally have learned quite a bit from them about this. They looked at some classics, like Harvest Moon, which is a big inspiration here. But I’d say, personally, that outside the information I’ve gotten from my other teammates as I play, I’ve just found that I love the loop of cozy games.

It’s so important to get you attached to the townsfolk, you know? In any kind of cozy game, you have to grow a radish, because the one that you think is really handsome likes radishes. So, you grow a bunch of radishes when you bring them to them, right? What I like a lot about [Grave Seasons] is that it marries horror and the cozy, because I’m more familiar with horror; I’ve played a cozy game before, but I’m much more of a horror-game kind of person.

But what I’ve loved is that the cozy game element is kind of a reprieve from all that horror stuff. because it’s like, okay, I’m back to what I’m doing, but you know more [horror] is coming. That horror element speeds you up. So let’s go back to that radish idea, right? You’re like, okay, I got all these radishes for this character that I like. You bring the radishes to them, and you also go, “Oh man, I hope you’re not the next target. I hope you’re not the one who gets got next.”

You say it because you’re getting really attached to these people, and the more time you spend with them, the more attached you get. I think that the cozy game, day-to-day life sim element of seeing people every day, going to the same bar as them, going to the diner, but they could also be killed if you’re not on top of things, really speaks to the marriage of those genres. For me, I learned a lot about what the cozy game genre can do, especially in terms of its relation to horror in that way.

Grave Seasons

BUT WHY THO: What I really find fascinating about this, and honestly, how much the online support for Grave Seasons has been, is that it almost feels like it’s something that people have been craving. While both genres are beloved, you kind of mentioned at the beginning that some genres get stigmatized and almost pushed aside.

I want more people to play cozy games; I want more people to play horror games, but they aren’t getting the respect they deserve all of the time. Not to mention how many AAA action-adventure games dominate backlogs every year. A Game like Grave Seasons helps lovers of those genres find that respect. What would you say to fans who love overlooked game genres and indies should do to bring them to the front of the conversation?

LUCA AZENARO-ACERO: First of all, I have to give a huge shout-out to the Grave Seasons community, who have been amazing. They make fan art and really like to promote this game. Our wish lists are up because of them. I think the number one thing I’d say is to add indie to your diet in general, not just horror or cozy games. Just play indie games. I love AAA action games, I love them. But there are other things to do, and it’s not good to have just one thing. Just try indie games, try everything you can.

I think when it comes to genres, let’s be honest, there’s a reason that Cozy games are stigmatized, right? 

BUT WHY THO: Of course! We all know why.

LUCA AZENARO-ACERO: Exactly, there’s absolutely a reason that they’re stigmatized, and there’s a reason that they are not viewed as “real games.” There are people who will be like, “Well, that person only plays Animal Crossing.” And I think horror gets a bit of a better rap because we have had a lot of AAA horror games. I mean, like Resident Evil Requiem just came out to an immense and beloved reception.

At the same time, I think, if you combine that with cozy games, people will honestly end up going, “Oh, your game is just a horror game.” Like the other one will get completely take over. And it’s not the case for us. We are, I think, equal parts cozy, equal parts horror. So, we need to make sure each genre gets the flowers it deserves. The best thing I can say is: play the game and play other games like it, you know.

I think Grave Seasons is incredibly unique, but there are a lot of great indie devs out there mixing genres and taking genres that maybe aren’t getting the attention or love they deserve. The more people who play them, the more legitimacy they gain in the eyes of the public. Share the games that you love and talk about the games you love and talk about why.

Just remember that if the game you love is a cozy game, and that’s it, it is still a video game, and you should talk about why you love it, regardless of anything someone may say. The best way to avoid something falling to the wayside in terms of legitimacy is to always grant it legitimacy through your own love and appreciation. That’s what I would say.


Grave Seasons will release sometime in 2026 on PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and PC via Steam.

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Kate Sanchez is Co-Founder and EIC of But Why Tho? She covers video games, film, TV, and anime. Kate is known for championing international media, animation, and media that tells stories from underrepresented perspectives. Kate is also a member of the Austin Film Critics Association and Hollywood Creative Alliance. As a freelance writer, she has bylines at MMORPG.com, IGN, and Game Informer.

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