"Blending childhood nostalgia with creeping horror, T.A.M.A. asks a chilling question familiar to anyone who’s ever forgotten an old toy: what if that neglected digital pet came back… and it wasn’t happy?" As someone who grew up in the ’90s and has vivid memories of how popular digital pets were in the early era of Tamagotchi, Furbies, and Pokémon, I was immediately hooked by the killer concept of T.A.M.A., the new comic book series that introduces readers to a virtual pet who brings very real violence to the complex world of a traumatized teen.
With the first of six issues of T.A.M.A. coming out on August 6th from PANICK Entertainment, Daily Dead had the pleasure of catching up with artist Daniel HDR and T.A.M.A. writers & creators Adam Schlagman and Doug Pasko to discuss the deadly digital pets, nostalgic nightmares, and emotional story arcs of their exciting new comic book series.
You can read our full Q&A with Adam, Doug, and Daniel below, and we also have a look at cover art and preview pages from the first issue, as well as details on the PANICK Entertainment Comic-Con panels taking place this week in San Diego!
Hello gentlemen, first of all, thank you for taking the time to do this. In reading through this first issue, it feels like the story was written around a flashpoint idea moment for you around the one part Pokémon, one part (obviously) Tamagotchi story/concept. As someone who grew up in the ’90s, I distinctly remember the obsessions with digital pets, and I think this is the perfect subject for a horror comic book series. How did the idea for T.A.M.A. originally come about? Are either of you former or current collectors, and how did you arrive at this idea, if not?
Doug Pasko: Adam and I were having our typical coffeehouse meetup, brainstorming ideas and all of a sudden Adam says, “Remember those virtual pets everyone had and then stopped feeding? What if they returned for revenge?” I shuddered just thinking about that Furby I had growing up that I disassembled to get it to stop annoying me. I knew from the start that we had something compelling and unsettling.
Adam Schlagman: Yeah, I always thought that was such a fun and nostalgic concept and wanted to build an emotional story from there. Especially since I’ve always had a deep love for Pokémon from its inception. I watched the anime, played the video games and collected the card game. I actually had two first edition Charizards back in the day and sadly think I sold them many years ago. Now I still play the games and collect the cards with my son, who is a massive Pokémon fan in his own right.
This features a teenage main character, as the sort of protagonist/lead of the story, and what seems to start out innocently enough, teases a change in character in future issues potentially. Why did you and why do you think these kinds of characters are so often the focus of horror storytelling? Is it that they often represent the target market or that you as writers feel that is a relatable age for yourselves and your readers?
Doug Pasko: I found the storytelling just felt so natural and nostalgic through the eyes of characters the same age I was when I experienced the first incarnation of virtual pets. Now that virtual pets have returned for a new generation to experience, it felt even more important to tell this story through these amazing high school teens.
Adam Schlagman: I’ve always found so much joy seeing stories told through kids' eyes. I was an executive producer on the movie Shazam! which featured an entire foster family of children combatting a super-villain. One of the things so compelling about kid protagonists is that they’re instant underdogs. They’re often weaker, naive and don’t make the smartest decisions, yet kids have that hope and wonderment that many adults have lost. So seeing fantastical events through their eyes makes everything even more exciting. Plus, it’s hard not to root for a child.
Without spoiling anything, what can we expect from the series, and how does this and PANICK Entertainment fit into the overall comic book landscape from your perspective?
Adam Schlagman: As the main character Kit struggles to deal with the trauma of losing his father and being neglected by his mom who’s trapped in grief, we wonder how far the teen will go to feel wanted. And even scarier is seeing what horrible atrocities his virtual friend TAMA will do to ensure Kit’s happiness, for TAMA has its own terrible trauma from its past that it has never recovered from. We’ve ensured that there are plenty of twists and turns to keep the reader on edge.
Doug Pasko: Adam and I dreamed up the T.A.M.A. series prior to joining PANICK. We initially looked around at who might be the best fit, and in that process we got to chatting with Kris Longo and his new PANICK Entertainment venture. It was a perfect fit from the first conversation. The kind of story we wanted to tell fit perfectly with PANICK’s specialization on horror and dark sci-fi. I think T.A.M.A. will resonate with folks of all ages within the comic community and even expand beyond, bringing in some folks who weren’t really into comics before discovering T.A.M.A.
From the first draft to the final version, approximately how long did it take to write and illustrate T.A.M.A.?
Adam Schlagman: I’m big on seriously developing the story before diving into the script. So first we created a large document that breaks out who all the characters are and what their emotional journeys will be, as well as the theme of the story and how each character factors into that. From there, we created a rough issue-by-issue outline. Of course things changed as we were writing, but this built a framework that made it really easy to write from. It probably ended up taking us about six months to write the larger story document and all six issues. Also, it was so nice to have the issues scripted before Daniel started. It allowed us to go back to the first few issues and include extra easter eggs and teases of what’s to come.
Doug Pasko: I would agree that the main development lasted about six months, but I don’t think either of us have stopped thinking about T.A.M.A. since we started. Ideas continue to bubble up daily for Volume 2 and beyond.
Daniel HDR: My routine in the studio is six to eight hours a day (some of those days I teach in my studio). One or two days per page (with all processes - layouts, pencils and inks).
Daniel, I absolutely love your artwork for T.A.M.A. (along with the coloring by Peter Pantazis and lettering by Patrick Brosseau), especially the video game visuals and the unique look of the titular creature. How did you decide upon the visual style of the TAMA pet, and were there different versions that you all considered before moving forward with the cute but deadly final look of TAMA?
Daniel HDR: Thank you so much. The video game visuals (including the avatars of Kit, Bobby, and Ava in the "Artificial Dead" zombie game—man, we need to make a one-shot book with those characters :D) are heavily influenced by material I've created for indie games and art for RPG books. Whenever possible, I incorporate these references into my comics. For Tama's appearance (especially her "feral" appearance), I frequently reference one of my pets (who sadly passed away at the end of June 2025), a beautiful cat named Barda (her name: she was found near the garden of my studio, in front of one of my rooms (the named, incidentally, "Kirby room"). Barda, in her moments of anger, would bristle like TAMA (only much less deadly, I must emphasize). TAMA's visual transition from the "cute" to "feral" is clearly by the size of her fangs, claws, fur (which becomes more bristly), and her eyes (which become iris-less, almost lifeless). Little by little, their anatomy will undergo frightening changes that will increasingly show their "berserker" mode. I'm pleased to think that perhaps the "cute" Companimals versions are adaptations/masks of their true and savage forms. Who knows, maybe that's something else worth exploring. I don't know. Adam, Doug, and I can develop more about it ;)
T.A.M.A. blends bone-chilling horror and comedic moments really well. How important was it for you to make this a fun comic while also still having high and dire stakes for your characters?
Adam Schlagman: I’m so glad you noticed that. We’re seeing this through the eyes of kids. They still need to be having fun. Everything can’t be doom and gloom. Seeing their joy helps us fall in love with them and root for them through the scary and devastating times.
Doug Pasko: First and foremost was ensuring this was a fun read. We played a lot with the idea that even the reader isn’t able to see TAMA unless the characters can see it, or there’s some technological view in the moment. I’m betting people miss some of Daniel’s sneaky illustration nuggets and find themselves flipping back pages to take a second look at a scene to notice subtle hints of TAMA doing things.
We see a lot of four-issue series these days for new comic books, but T.A.M.A. will initially have six issues for readers to enjoy in this first story arc. How important was it for you all to have those extra two issues to develop these characters and expand the story?
Adam Schlagman: One of the issues that always seems to occur in every storytelling medium is that important character moments are often sacrificed in order to shorten the run time of a project. Yet it’s character and their emotional arcs that drive stories and make the audience care and root for them along the way. We would never want to tell a tale that’s only plot. We needed to ensure we had the space to have meaningful and emotional character moments and of course splash pages and double page spreads as well as major horror visuals in each issue.
Doug Pasko: Honestly, we jam-packed each of these first six issues with tons of twists, turns and carefully timed scares. Every character has their moment, and there’s enough build-up for really pivotal scenes to land and not feel rushed. T.A.M.A. is new but I think readers will be hooked and follow us all the way to issue six and beyond.
Do you each have a favorite moment in particular that you’re excited for readers to experience within the pages of T.A.M.A.?
Daniel HDR: Many. As we have been featuring these characters to readers, more and more moments in the story both in my opinion will be captivating and cathartic to the public. One in particular involves Kit and his father's recent past. Not just him, but the other characters in the plot... I believe the readers will see that this story isn't just about the bloody presence of a virtual pet who kills anyone who crosses and challenges itself (Tama) and its protector (Kit). It's a story also about emotional loss, and the desperation for acceptance, belonging, and approval that many young people confront in a world that demands so much from them, so early.
Doug Pasko: This is a challenge to have a favorite, especially without spoilers. There’s a whole sequence where Kit gets everything he’s ever wanted in a wish fulfillment/fun revenge montage courtesy of his new bud TAMA. Kit had a tough time of things before TAMA came into his life and he and TAMA let loose in hilarious ways.
Adam Schlagman: There are so many scenes I love and can’t wait for people to check out. My favorite issue definitely is #4 when the perennial shit hits the fan and our “heroes” realize they’re in WAY over their heads. Plus, it has this one scene I had imagined when we first started writing. It’s this super tense classic 9-panel Watchmen grid page that leads into a page turn and a massive splash image. I can’t say more… but I hope you’ll love it as much as I do.
Were you each inspired or influenced by any movies, books, TV series, comics, or video games while working on T.A.M.A.? One thing that jumps out right away is what feels like the obvious and fun influence of films from the 1980s like Gremlins, Critters, or Ghoulies? Was the story and execution also influenced by any of these films, and what is your personal relationship to them, if so? If not, aside from my previous question, what DID inform the creative direction here?
Adam Schlagman: In addition to the obvious Pokemon influence, I fondly remember watching ’80s horror titles like Critters and Gremlins. In fact, the entire good and evil versions of our creatures, the Companimals, have a similar vibe to the Gremlins who you don’t wanna get wet. I’ve also been loving Stranger Things and tried to inject some of that sophisticated storytelling and tone into the story. A fun additional nugget, my favorite stuffed animal as a kid was My Pet Monster. Could explain why I turned out this way.
Regarding comic influences, having been a comic book editor at DC Comics for many years, I’m really big on page turns and building to shocking splash imagery, as well as final page cliffhangers that leave you craving the next issue. Brain K. Vaughn is a master of this. Just check out my favorite non-super hero comic Y The Last Man. Robert Kirkman also does a masterful job of that.
Doug Pasko: I love the nostalgia of those ’80s films, but even more so I would say Stranger Things influenced us. It just felt right to focus up close on a small group that knows something seemingly outlandish is actually real, and they’re the only ones willing and able to do anything about it. I mean, who would believe you if you said your virtual pet can actually affect the real world… and is dangerous?
Daniel HDR: Maybe T.A.M.A. is my exorcism within the Virtual Pets/Digital Monsters world—laughs. I say it with good humor, believe me :). In the early 2000s, I worked with Dark Horse Comics on the manga adaptation of the Digimon anime series. It was a lot of fun, important to my career at the time, and it still resonates in some of my graphic design. The contrast between the delicate, clean Companimals designs and the graphic violence of a realism (which isn't quite as realistic in its form, but is far from the "Kodomo Manga" I created in the pages of Digimon) allows me to navigate the best of both worlds (actually, three worlds, as horror comics have always been part of my portfolio too). It's been a very interesting experience to build a plausible environment, introduce something so cartoonish between scenes (the Companimals), and suddenly break that comfort zone with scenes typical of slasher gore movies (sometimes even more than I made in Texas Chainsaw Massacre: The Grind).
If you were to develop this for other media, what would your dream scenario be? Film? TV? Video games? Or is that something you even care to think of?
Doug Pasko: Well, I’ve done both film and TV and I think we would expand beyond the physical page to tell some incredible stories with TAMA in either medium. For me, creating and learning how to make a comic book was an entirely new experience, one which Adam really showed me the ropes. Right now all my focus has been on making sure we created a sharp and compelling comic.
Adam Schlagman: Agreed, our first priority was ensuring this works as a comic book. And we’ve included unique storytelling devices that only work here such as side-by-side panels of what’s seen in real life next to AR or VR panels that showcase TAMA mysteriously interacting with the real world. But we have big plans for how we’ll be expanding T.A.M.A. into a larger transmedia franchise. I wouldn’t be surprised if you saw some news on that very soon. And who doesn’t want a TAMA plushie?
Do you have plans to continue the story of T.A.M.A. beyond the sixth issue if given the opportunity?
Adam Schlagman: Do we ever?! Assuming fans hop on board and enjoy the world we’re creating as much as we do, we’re ready to keep writing. We already have a trilogy planned out, including a tease for volume 2 at the end of the last issue. Plus, there are hopes for a potential spin off featuring the other virtual pets from the game COMPANIMALS.
Doug Pasko: I had a vivid dream about TAMA in the early days of development where I had TAMA plushies around my computer while writing. I’m onboard for the long haul; complete the trilogy and do everything in my power to get a spinoff going to really expand the world
Ultimately, what do you hope readers take away from T.A.M.A.?
Adam Schlagman: At the end of the day, we hope people enjoy the whirlwind ride of T.A.M.A., relive some of their nostalgia, and maybe… just maybe… see things from another perspective and offer a bit more compassion for humans and animals alike–everyone’s going through something rough in their lives. We don’t know what each other’s been through and what trauma lies beneath their exterior.
Doug Pasko: I really hope readers can relate to our characters on a personal level, including TAMA. And, AI is kinda a boogie-man nowadays, so I think being able to empathize with TAMA could really make people stop and think a bit.
T.A.M.A. is part of the anticipated first wave of comic book series at PANICK Entertainment. What has it been like to collaborate with the entire PANICK team as you prepare to bring T.A.M.A. into the world?
Adam Schlagman: Having been a comic book editor as well as a film development executive, I’ve always found it essential to have someone to toss your ideas off of. At the end of the day, the best idea wins. It’s gotta be what’s best for the story. The folks at PANICK have been amazing to collaborate with, letting us both tell the story we want, but also challenging us when we need it. The book wouldn’t be as great as it is without ‘em.
Daniel HDR: Excitement is the right word to choose :)
Doug Pasko: As someone new to the comic space, it was fantastic to work with such an experienced team of comic veterans. At the beginning they really challenged us in ways that really elevated T.A.M.A. to what is now the final result you’re reading today.
What advice would you give to comic book writers and artists who are just getting started?
Adam Schlagman: Unfortunately this is a tough one. Comics is a terribly hard industry to break into, just like Hollywood is. Definitely follow your dreams. Keep working. Keep writing. Keep drawing. And consume the material. You learn from everything you watch and read. Look into why you think someone made certain choices or perhaps why it may have been the wrong choice and how it could be done better. The other thing I’ll say is finish your projects. You can always go back and fix and edit them later. If you just leave something sitting around it’s never going to get done.
Daniel HDR: Bring the things that excite you into your writing and art. This will always make the creative process authentic and fresh. I come from a generation that grew up reading comics and aspired to be a graphic story teller from an early age. The demanding routine of projects can sometimes tempt you to forget your inspirations. So keeping your excitement and creative curiosity alive will always prevent it and make each new work a sweet achievement, with the same importance and affection as when you created something for the first time.
In addition to the first issue of T.A.M.A. coming out on August 6th, what other projects do you have coming up that you can tease for our readers?
Daniel: Besides comics, I have a podcast on my YouTube channel (http://youtube.com/danielhdr) , as well as an art school/studio (in operation for 26 years now http://dinamoestudio.com.br ), creator owned projects published in my country and others that I do with incredible writers like Adam and Doug. Who knows, maybe my next project isn't already being developed by the three of us? ;)
Doug Pasko: Adam and I personally have some really fun titles coming in future waves at PANICK. I don’t think we’re ready to unveil our next projects just yet, but PANICK has a full slate to dive into that hit shelves right after T.A.M.A. #1.
Adam Schlagman: Yep, in September, BLACK DIAMOND #1 from Brendan Columbus and Danilo Beyruth begins–it’s a dark and disturbing thriller that follows a family on a nordic ski trip whose son is kidnapped by a cult that sacrifices children to ensure the snow stays strong for the slopes. The cult offers the parents the opportunity to kidnap another child to save their own. It’s a horrifying choice and an intense four issue mini-series that I can’t wait for people to check out.
And then in October, the post apocalyptic Mad Max meets Cthulhu revenge tale SAVAGER begins from Dirk Blackman, Shannon Eric Denton and Kewber Baal.
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About T.A.M.A.: "The story follows Kit, a teen grappling with grief and isolation, who stumbles across an outdated virtual pet system and unexpectedly finds emotional solace in a creature named Tama. But when disturbing, unexplained deaths begin occurring around him, Kit starts to wonder: is his newfound companion more than just a comforting pixelated pal? What begins as a connection between boy and beast soon spirals into something far more sinister, as the boundaries between digital and real-world violence begin to blur."
Series co-creator Schlagman drew inspiration for this incentive variant cover from one of his own childhood obsessions - the Nintendo Game Boy Pokemon games from the 1990s: "I’ve always been a massive fan of Pokémon. From the animated series to the video games to the card game, I’ve tried to catch ‘em all. And now I get to share that joy with my kid, who’s a pokémon fanatic in his own right. So how could we not pay homage to the multi-generational phenomenon?'"
About PANICK: "Built by a collective of seasoned veterans from the comic and entertainment worlds, PANICK Entertainment aims to shake-up traditional horror genre storytelling with its bold, original titles and fearless narrative voice. T.A.M.A.—the story of a virtual pet with a deadly agenda—is penned by PANICK founders Adam Schlagman (Flashpoint: Abin Sur, Batman: The Brave & the Bold, former DC editor on Blackest Night) and Doug Pasko (CW’s The Outpost, Mythica), with art by Daniel HDR (Masters of the Universe). It’s one of three debut titles anchoring PANICK’s inaugural publishing slate, launching in comic shops nationwide this year."
T.A.M.A. #1, the first of 6 issues in Series One, will be available to purchase at comic shops nationwide on August 6th, featuring a Cover A from Dustin Nguyễn and a 1:10 retailer incentive cover from Tony Fleecs. To keep up with PANICK Entertainment and all of their upcoming titles, including T.A.M.A., BLACK DIAMOND, and SAVAGER, visit: https://linkin.bio/panickentertainment/
CREDITS:
- ADAM SCHLAGMAN & DOUG PASKO Writers & Creators
- DANIEL HDR Artist
- PETER PANTAZIS Colorist
- PATRICK BROSSEAU Letterer
- DUSTIN NGUYễN Cover A
- TONY FLEECS Cover B
- MARK McCANN Editor
- EVAN METCALF and PETE “VOODOO BOWNZ” RUSSO Publication Design
- MODERN FANATIC Marketing Services"
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PANICK Entertainment Comic-Con Panels:
PANICK Entertainment Presents: Oh, the Horror- A Golden Age of Fright Every Week, Thursday, 7/24/25, 4:00PM - 5:00PM, Room: 28DE
From page to screen—and everything in between—horror is evolving, with new publishers like PANICK Entertainment to classic publications like FANGORIA plunging fans into bold, blood-soaked territory. Join the creative minds behind PANICK’s breakout launch titles—T.A.M.A., the twisted virtual pet nightmare from Adam Schlagman and Doug Pasko, and SAVAGER, a post-apocalyptic Lovecraftian bloodbath by Dirk Blackman and Shannon Eric Denton—for a pulse-pounding conversation about how horror thrives in comics and across mediums.
They’ll be joined by Michael Polis, producer of Attack of the Killer Tomatoes: Organic Intelligence; Shawn Hainsworth, founder of SHP Comics and creator of indie horror hit WOODSTAKE; PANICK CEO Kris Longo; and Associate Publisher Kit Caoagas, with more to be announced, as they dig into how horror storytelling adapts—and mutates—between comics, film, and beyond.
Moderated by horror expert and FANGORIA’s own Rebekah McKendry, this panel will explore the tools creators use to terrify across formats, from visual language to narrative pacing, creature design to psychological tension.
Whether you’re a fan, a creator, or a curious masochist—this is your front-row seat to the future of fear.
PANICK Entertainment Spills New Blood: The First Wave of Terror and Beyond, Saturday, 7/26/25, 7:00PM - 8:00PM, Room: 25ABC
Get nervous, because PANICK is just getting started.
Step inside the twisted world of PANICK Entertainment, the breakout indie publisher turning heads and churning stomachs with a bold new vision for genre comics. Be the first to witness what’s lurking in the shadows: a monstrous new collaboration from actor/creator David Dastmalchian (Late Night with the Devil, Count Crowley) and writer Leah Kilpatrick (Headless Horseman, DC Horror), plus the reveal of a top-secret new project from Eisner-winner Rodney Barnes (Killadelphia, Winning Time)—making its debut right here.
They will join PANICK CEO/Publisher Kris Longo (DC Comics, Heavy Metal), T.A.M.A. creator and Head of Studio Adam Schlagman (EP - Shazam!), and BLACK DIAMOND creator Brendan Columbus for a raw, unfiltered look at how they’re building a creator-first home where horror, sci-fi, and the strange all collide.
Expect major reveals. Killer sneak peeks. And enough dread to keep you up at night.