Published Feb 18, 2026, 12:00 PM EST
Ethan Krieger (He/Him) is an editor at DualShockers that got started in the writing industry by covering professional basketball for a sports network. Despite being a diehard sports fan (mainly formula one, basketball, American football, and golf), video games have always been his #1 interest.
If you're somehow still unaware, Poppy Playtime has become a bit of a phenomenon. For me (and likely many of you as well), I was first exposed to the series via social media reels where I'd crack up watching streamers lose their minds each time Huggy appeared back on the screen in Chapter 1.
Fast-forward over four years at this point (the passage of time continues to make no sense), and Poppy Playtime - Chapter 5 has now officially launched for PC players. If you've yet to hop into the series yourself and have simply absorbed it through streams and reels, I've got to say, it's actually a blast to play.
To celebrate the game's launch, I recently had the chance to ask George Krstic, developer Mob Entertainment's Senior Director of Creative Development, some additional questions about Chapter 5, the Poppy series in general, and other topics such as childhood nostalgia playing such a huge role in these jumpy horror experiences.
As you get ready to go hands-on with the game yourself, here's our interview to help you get even more hyped (if that's possible).
Interview with George Krstic of Mob Entertainment
Q: First of all, congratulations on the launch of Chapter 5! How does it feel to be able to show fans what you’ve been cooking up?
Thank you! Honestly, it feels like planning a surprise party for years and finally hearing the doorbell ring. There’s excitement, there’s relief, and there’s that tiny voice in your head hoping everyone has an even better time than you did.
We’ve lived inside Chapter 5 for a long time, so getting to launch it means we finally get to hand it over and watch players experience it fresh. That’s the best part. This chapter ties together so much of the lore and narrative threads we’ve been carefully laying down, so we’re especially eager to see how fans react.
Q: I’ve heard that Chapter 5 has accumulated more Wishlists on Steam than all the previous chapters. Does this increase in interest come with any extra nerves for launch, or is it really just a sense of excitement to get it out there?
It’s definitely both. When you see those numbers, your first reaction is gratitude, and your second reaction is, “Okay, deep breath.” But it’s good pressure. It means people care. At the end of the day, our approach doesn’t change. We still focus on making something we’re proud of and that respects the time and loyalty our players have given us.
Q: Without spoilers, of course, what’s something about Chapter 5 that players can look forward to that the series maybe hasn’t featured before?
Chapter 5 leans harder into atmosphere and discovery. We really wanted the environments to feel like they’re telling their own story, even when nobody’s talking. There are more moments that breathe, where tension builds slowly and your imagination does a lot of the heavy lifting. And while new characters aren’t new for us, I think fans are going to be genuinely surprised by who shows up this time and how they show up.
Q: The fusion of nostalgia and horror that Poppy has created to this point is something that is endlessly interesting to me. What do you think it is about tapping into childhood memories that can make a horror title so unsettling?
Childhood is built on trust. Toys are supposed to be friendly. Bright colors are supposed to feel safe. So when you twist that just slightly, it creates this emotional whiplash. Your brain says, “This should be comforting,” but your instincts are screaming something else. That conflict hits deep because almost everyone can relate to it. We’re poking at memories they thought were safe, rather than just a cheap scare.
Q: When Poppy Playtime was first being conceived, what were some influences you’d say the team might have been pulling from? Any specific movies, shows, books, or other video games?
The Mob team pulled inspiration from all over the place. Atmosphere-driven games were a big influence, especially ones that trusted silence and environment to do the storytelling. Everyone here loves films that treat their monsters with restraint and mystery. For us, it was about understanding why certain scares stay with you years later, a lot more than trying to emulate something else that already did it well. Atmospheric horror and well-timed jump scares were definitely guiding principles early on, but Poppy has certainly taken on a spirit of its own, and I think that’s why it’s so special to the fans.
Q: Something about Chapter 1 actually inspired me to get into speedrunning for the first time in my life. The movement, routing optimization, and GrabPack functionality seems to lend itself to speedrunning perfectly. Does anyone on the team develop the game with speedrunning in mind at all?
First of all, that’s amazing. Welcome to the club. We don’t design specifically for speedrunning, but we love watching it. The GrabPack was built to feel intuitive and physical, and when systems are clear and responsive, players naturally start bending them in creative ways. Watching speedrunners optimize routes is incredible. The part that makes me laugh is when a jump scare still gets them, even after their tenth run. Timing is a beautiful thing.
Q: In terms of the future, does Poppy Playtime have future chapters mapped out and an eventual end roughly planned? Or are you trying to keep it as open-ended/able to be expanded indefinitely as possible?
We have a long-term vision for where the story is heading. We know the emotional destination. At the same time, we try not to make the roadmap so rigid that it can’t breathe. The world has grown alongside the community, and we want to honor that growth while still working toward a satisfying conclusion.
Q: What do you hope players ultimately get out of playing Chapter 5?
I hope they feel immersed and rewarded. We’ve planted details in earlier chapters that come back around in meaningful ways, and those full-circle moments are really special to us. Of course, we want the fear dialed in just right, but we also want players to feel curious and invested. If they finish the chapter still thinking about the characters, the questions, and what might happen next, then we’ve done our job.
Q: Anything else we haven’t touched on that you’d like to share with our readers?
Just a thank you. The Poppy Playtime community is wildly creative and incredibly passionate. They theorize, they speedrun, they make art, they scare themselves on stream at three in the morning. Chapter 5 exists because people stuck with us and kept exploring this world. We’re excited for everyone to finally jump back into Playtime Co. and see what’s waiting.
Poppy Playtime - Chapter 5 is Out Now
If learning more about Poppy Playtime - Chapter 5 has you ready to dive right in, then I've got some good news for you! The game has now launched on PC and is available to play as we speak.
Head over to the game's Steam page if you'd like to get in on the action yourself. Just be sure to check every corner of your house for anything suspicious before jumping into the game.
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