MARCH 2025
DEVELOPMENT MILESTONE REACHED
Into the Mine development update -
Hello everyone. Quick weekend update since March is suddenly upon us and there is news to share. Into the Mine reached a major development milestone!
The game code is now fully upgraded to Unreal Engine 5.5 allowing development focus to shift towards gameplay code along with adding more levels, content and overall polish to the game. This week provided some good video capture footage.
The goal is to edit some footage and get video clips/gifs uploaded to the community later this week.

Show your support by heading to the Steam
community discussion forums and sharing your thoughts! !
FEBRUARY 2025
DEMO DELAYED
After a whirlwind of development activity all month it was decided in the final hour that the build was not quite ready for public consumption and the Next Fest demo
did not go live as planned this week. I am working on some further updates and have begun to assemble the Steam
community forums. That will become the primary source of development news/updates for Into The Mine going forward.
JANUARY 2025
Gray Wolf Interactive is stoked
to unveil our new game!
DEMO COMING SOON
2.24.25
Steam Next Fest
Currently in development - Into the Mine is a first person shooter wrapped in an atmospheric single-player adventure.
This passion project has been waiting for 20 years to transcend from idea into reality. This is our love letter to the 90's shooters that inspired us and the
hollywood movies that took us on thrilling adventures both around the globe and beyond this universe.
01.20.25
Into the Mine store page is live !
EARLY ACCESS GAMES
*Important note... NOT IN ACTIVE DEVELOPMENT
Delivering pizza has never been so dangerous!
Leap into your hovercraft, fire up the laser cannons, and prepare for the ultimate game of 31st century cat-and-mouse. Strap in tight - you play a delivery driver in a town where pizza has been outlawed.
Blast your way through the local robot police force or use speed and wit to avoid their detection as you race against the clock to deliver to hungry townsfolk their favorite, forbidden cheesy meal.
Can you last the night against the onslaught
of the cunning and creepy Tommyknockers?
They come for you!
Gold fever is spreading through Colorado faster than the plague. After packing up your family and traveling west, you sign with the French Creek Mining CO as a greenhorn mining assistant.
You have one job: Protect the gold and stay alive all night! Can you last the night against the onslaught of the cunning and creepy Tommyknockers?
[ learn more about the game ]
You've may have heard of the ranch in Utah said to be "in the path of the skinwalker." It is the most scientifically studied paranormal hotspot in history, anywhere in the world.
The US government has spent tens of millions of dollars investigating it and most of what has been uncovered is classified. What most don't know, however, is that there was once another ranch just like it
located in Colorado! Now experience it for yourself in terrifying and immersive survival horror VR!
. . . wishlist on STEAM ↓
RELEASED GAMES
Nuclear launch codes have been stolen!
PREPARE FOR BATTLE SOLDIER ** WISHLIST TO ENLIST!
INDEPENDENT GAME DEVELOPER
Located in the heart of the Colorado mountains
WHO ARE WE?
Avery & Garrett - Lifelong best friends and studio founders.
Gray Wolf Interactive is an independent game studio founded on the belief that the
beauty of nature inspires creativity.
CURRENT PROJECT:
Into the Mine - a first person shooter wrapped in an atmospheric single-player adventure.
OUR VISION:
To provide entertaining escapes from reality - we have stories to tell and interactive adventures to share with the world!
::. AVERY S. TERRELL .::
Creativity has burned bright within me since my earliest memory. Deep down I have always found a desire to create. When I was young this manifested itself in paintings,
creative writing, tinkering with lego creations, learning to play various instruments to make music, and of course... fort building(!)
anytime some scrap cardboard was to be found.
(** ahhh the good old days when a cardboard box could provide weeks of entertainment).
Years passed and I began to tinker.
First it was my parents VHS player, watches and coffee makers... next it was building robots out of spare electronic components recycled from scrap hardware I could find.
Then in 1998 history happened and a little game called Half-Life launched. I fell in love with level design and mod creation. Drawn like a magnet to level design - I started making maps in the Source engine and quickly grew to
designing my own larger scale games.
This was it... this was my calling... I wanted to make video games!
Making games is an art form. From the elegant integration of art, creativity, and mathematics that bring worlds to life... to the game design process itself. How such a simple idea scribbled on scrap piece of paper can be transformed into something you can 'experience'. The first time I watched somebody sit down and play through some of my work I was hooked. Seeing the raw emotion of a player as they smile with delight or mash the controls with intensity and focus... it is a gratifying and rewarding feeling.
Madeleine L'Engle once wrote "Our truest response to the irrationality of the world is to paint or sing or write, for only in such response do we find truth."
::. GARRETT C. MILLER .::
Video games have been a integral part of my life since before I can remember.
It started with spending hours watching my dad play Pitfall on the ATARI when I was only 3 or 4 years old - and has continued through today as I passionately pursue the design and creation of my own vision.
When I was 11 I ordered a program through the Scholastic Newsletter that allowed me to create my own video games. Three years later I started teaching myself how to program and create my own games.
Immediately after high school I attended Full Sail University and received a degree in design and development.
Over the next few years I worked for two different professional studios but then decided that I was in it to follow my own creative passion, rather than somebody elses vision.