Tenebris Somnia Andrés Borghi: The Director Behind the Nightmare
A look at Tenebris Somnia Andrés Borghi credits, his live-action cutscenes, Saibot Studios, New Blood, and dated Steam review and price snapshots.
Who Is Andrés Borghi, the Director of Tenebris Somnia?
The Steam store page credits development to "Andrés Borghi, Saibot Studios" — a personal name listed right beside a studio name. That small formatting detail tells you a lot about how the game was made. The Tenebris Somnia Andrés Borghi partnership sits where independent game development in Argentina meets professional film production, and the director is not a marketing attachment; he is one of the game's credited creators.
Wikipedia's entry states that the game was co-created by Andrés Borghi and Tobías Rusjan in association with Saibot Studios and developed in Argentina. That co-creation credit matters for anyone tracing authorship: Borghi shares creation duties with Rusjan, Saibot Studios carries the developer banner, and New Blood Interactive handles publishing. Understanding that structure clears up a common confusion — the Tenebris Somnia Andrés Borghi credit on Steam is a creator credit, not a studio alias.
Spanish-language coverage cited by Wikipedia fills in his background. Clarín, writing in 2024, described him as the author of the special effects for Cuando acecha la maldad, released in English as When Evil Lurks. That detail explains why physical, practical horror effects feel native to the game's live-action sequences rather than bolted on.
Tenebris Somnia Andrés Borghi Credits and Collaborators
Here is how the credits break down across the sources, so you can see exactly who did what.
| Role | Credited to | Source |
|---|---|---|
| Director | Andrés Borghi | New Blood Interactive video post |
| Co-creator | Tobías Rusjan | Wikipedia |
| Developer | Andrés Borghi, Saibot Studios | Steam store page |
| Publisher | New Blood Interactive | Steam store page |
| Executive producer | Airdorf Games | New Blood Interactive video post |
| Release date | October 16, 2026 | Steam store page |
| Genre tags | Adventure, Indie | Steam store page |
| Mode | Single-player | Wikipedia |
The executive producer credit is not a footnote. New Blood Interactive's own video posts put Borghi on camera with Airdorf Games and Dave Oshry to discuss the game's narrative, its gameplay, and how the live-action footage was produced. That level of publisher involvement in creative conversations usually shows up in the final product, and it does here: Steam lists an ExecuDorf bundle pairing the game with FAITH: The Unholy Trinity, and New Blood announced an additional launch-window discount for players who already own FAITH.
The Live-Action Cutscenes at the Heart of the Game
Steam's description is refreshingly blunt about the hook. At certain key points, the game cuts away to sequences shot in live action with real actors and practical effects, made by what the page calls a professional, award-winning film crew from Argentina. The store page also frames those sequences as the place where the game's secrets live — a strong hint that skipping them means missing story.
The principal cast, per Wikipedia, includes:
- Clara Kovacic as Julia
- Pedro Merlo as Ivan
- Maria Eugenia Rigon as Vitria
- Esteban Prol as Sanguis
- Yael Tesouro as the disfigured woman
The narrative setup follows Julia, a woman surrounded by evil nightmares. She visits her ex-boyfriend, never finds him, and ends up in a parallel universe where monsters hunt her. That premise supports the game's central question on Steam: what if the nightmares are not just nightmares? For the director, the live-action format is the tool that lets the story answer that question from a completely different visual angle than the 2D pixel art does.
Production context is worth noting too. Steam's release announcement describes the game arriving after nearly four years of development and filming, which undercuts any assumption that the filmed segments were a late gimmick added during marketing.
Tenebris Somnia Andrés Borghi in the Numbers
Everything in this table is a dated snapshot, not a live reading. Values were recorded from the listed source on the listed date and may have changed since.
| Data point | Recorded value | Scope and cutoff |
|---|---|---|
| Steam user reviews | "Very Positive"; 93% of 648 reviews positive | All-time Steam user reviews, Steam store page captured 2026-10-20 |
| Launch pricing | $24.99 list, discounted 20% to $19.99 | Steam, USD, introductory offer ending October 30, 2026; observed 2026-10-20 |
| Steam Deck | Verified | Steam compatibility status, 2026-10-20 |
| Critic reception | Metacritic "generally favorable"; OpenCritic "mighty," recommended by 89% of critics | PC version, per the Wikipedia entry captured 2026-10-20 |
| Interface and subtitle languages | English, Spanish (Spain), Spanish (Latin America), Japanese, Portuguese (Brazil) | Steam language table, 2026-10-20 |
Two practical takeaways from that snapshot. First, a demo is available on Steam, so you can test the mix of 2D exploration and filmed cutscenes before paying anything. Second, verified Steam Deck status means the pixel-art sections travel well if you play handheld — though the live-action footage is the part most people will want on a larger screen.
Why the Director's Film Background Matters for Players
Knowing that a filmmaker co-created the game changes how you approach it. A few things follow directly from the sourced material.
- The cutscenes are load-bearing. Steam states the game's secrets sit inside its cinematics. If you are the type to skip cutscenes, this is the wrong game for that habit.
- The horror is physical. The crew used real actors and practical effects rather than pure CGI, per the store page. That produces a different texture from the pixel-art gameplay — grainier, more tactile, and harder to shake.
- The aesthetic clash is intentional. The game is described as following classics like Silent Hill and Resident Evil but filtered through an 8- or 16-bit 2D look. Jumping from that style into live-action footage is a deliberate rupture, not a continuity error.
- The Tenebris Somnia Andrés Borghi pairing extends beyond the game. New Blood's posts show the director discussing the FMV process publicly, which is useful if you want to understand the craft decisions before or after playing.
For readers comparing indie horror releases, the honest framing is this: the game's differentiator is not its puzzle design or combat depth, both of which are described only in general terms on the store page. The differentiator is the filmed material and the film-trained eye behind it.
FAQ
Who directed Tenebris Somnia? Andrés Borghi directed the game, according to New Blood Interactive's own video posts, and he is credited as a developer alongside Saibot Studios on Steam. Wikipedia adds that he co-created the project with Tobías Rusjan.
What is the Tenebris Somnia Andrés Borghi connection outside of gaming? Clarín's 2024 coverage, cited by Wikipedia, described Borghi as the creator of the special effects for Cuando acecha la maldad (When Evil Lurks). His background in practical effects aligns closely with the live-action, practical-effects approach the Steam page highlights.
When did the game release, and on what platforms? Steam lists a release date of October 16, 2026 for the PC version. Wikipedia's entry lists Windows alongside Nintendo Switch, Nintendo Switch 2, PlayStation 5, and Xbox Series X/S for the same date. Platform availability can vary by region, so confirm on the official store listing before buying.
Is it single-player, and how is it reviewing? Yes — Wikipedia records a single-player mode, and Steam's feature list includes single-player. For reception, use dated figures rather than open-ended claims: as of 2026-10-20, the Steam store page recorded "Very Positive" across 648 all-time user reviews, with 93% positive.
For the most accurate current details on price, platforms, and reviews, check the official Tenebris Somnia Steam page, and see the Wikipedia entry for Tenebris Somnia for credits and cast information.
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