A short game about one house, and the years that pass through it. The same house, four times over. You are smaller at the start than you are at the end.
Winter, 1962. A research installation deep beneath Eastern Europe goes silent.
The record ends there. The rest, you'll have to find for yourself.
The Echo Engine runs on technology developed entirely in-house: a custom C++ engine written from the ground up for physics-first horror. Real-time dynamic lighting, a full rigid-body simulation at the core of every interaction, and levels authored in an industry-standard brush workflow.
A multiplayer co-op modification for Frictional Games' Penumbra: Overture, built directly on the HPL1 engine. Up to four players, four characters. One nightmare. Surviving the mine was never meant to be done together — until now. v0.11 is the big update: a server browser, proximity voice chat, health and co-op respawn, and a shared world where whatever one of you picks up, everyone gets.
Online co-op for Frictional Games' Penumbra: Black Plague and Penumbra: Requiem, on the original, untouched games. Up to four players, four characters, voice chat that comes from where your friends stand. Whatever one of you picks up, everyone gets; doors, switches and scripted events happen for all of you; the infected hunt whoever is closest; die with a teammate alive and you get back up beside them. Nothing in your game folder is changed — one folder dropped next to the game, and you're in.
I put the Overture co-op mod out about three months ago. While I was working on that, I was also working on the Black Plague and Requiem co-op mod — and a little something extra on the side.
I'm kind of happy. That's three mods now and, who knows, maybe an extra. You just gotta check that folder, you know what I'm saying? Yeah. Pretty epic.
— Nick
Quasi Interactive
████████ ████ ██████ ███ ███████. Not yet.
Quasi Interactive is the parent company. It makes games under its own name, and it makes software under Elyra Software, its software label. Same founder, same standard.
Elyra Software's first release. An honest job-application assistant for Windows: it finds roles near you, screens each ad against the things that would actually disqualify you, writes an application that names its own gaps, fills the real form, and stops at the submit button so a person presses it. It never submits on your behalf, and it never puts a claim in your mouth that you did not make. Comes with Pico, a companion you can ask anything, who explains every step and never makes up a fact about you.
Quasi Interactive was founded by Nicolas Balkhausen — a passionate gamer and creative who has dreamed of making video games for as long as he can remember.
It started at age five, playing Ocarina of Time for the very first time. A beautiful world, carefully curated by the team at Nintendo, opened his eyes — and before he knew it, he had a love for games that never faded. Years later, discovering Cave Story by Pixel proved that one person with enough vision could build something extraordinary. That revelation became a mission.
Games like SOMA and Dark Souls shaped what that mission looks like. Both prove that atmosphere and environment do the heaviest lifting — a place that feels real, oppressive, and alive is scarier than any cheap jump scare will ever be. That's the kind of horror Quasi Interactive builds toward.
A studio built on the belief that great things come from people who care deeply — about the craft, about the player, about every detail that separates a good game from one you never forget.
The people building the worlds, the engine and the tools behind Quasi Interactive and Elyra Software.
Founded Quasi Interactive in 2025 and runs the studio and its software label, Elyra Software. Sets the direction, and holds every project to the same standard.