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The Crimson Maid News

Core Pillars: Compelling Story

It's no secret that The Crimson Maid is a heavily story driven game. The narrative is the main raison d'être of our game. Below are some of our approaches in creating this compelling story.


[h2]Character driven story[/h2]
The core of our narrative are its characters. The events in the game are all character driven, meaning everything that occurs in the game is caused by characters taking action according to their desires, not because we're trying to force our plot into their lives. Marius, Irina and the rest of the family members all have their own agendas, histories and sympathies. Our hope is that you'll have fun getting to know these characters and understanding their motivations. And ultimately strive to influence their fate, as much as one person can influence another's destiny.


[h2]Learning secrets through dialogue[/h2]
The main activity in The Crimson Maid is talking. Or, rather, as a player, reading what the game's characters have to say. You'll usually have a choice to react, change the subject or dig deeper into the current topic. All this talking will often reveal secrets about your counterpart, which will otherwise remain hidden if you decide not to ask a certain question or press a certain matter.

You can, of course, focus only on the important topics, marked as such, and you will experience an interesting story with themes of lust, guilt, sin and redemption. But we assure you, if you take your time to be more thorough, the story will reveal itself to be much richer and the histories and motivations of all our protagonists much more intricate and interconnected.


[h2]Their thoughts on paper[/h2]
Another great source of insights are the various documents our characters leave around the house. A reply to an inquiry about some unpaid invoices by the Rosenthals might not seem relevant at first, but a closer look might reveal something unexpected. All that being said, we take care not to overwhelm you with documents. There are no books with of tens of pages of filler text to go through in the game. So be at ease, when you find a new note, it's likely going to take you less than a minute to go through it.

[h2]Active player or passive observer?[/h2]
You can experience The Crimson Maid much like reading a book or watching a movie. You don't have to get involved, just go along for the ride. Or, if you're inclined to, you can find ways to steer the story. There are plenty of moments when something you say or do can reveal new dialogues or trigger new events that will weigh on how the game evolves and ends. Speaking of which, there are four endings to discover. Which one you will get depends just as much on what you don't do as it does on what you actually do.

Intrigued by all of this? Curious to experience and influence the romance between Irina and Marius? Inclined to disregard the whims of your family or determined to understand their dynamics so you can help them patch things up? Fret not! It won't be too long before we finish making The Crimson Maid, we promise. In the meantime, please don't forget to wishlist the game.

Progress update: 75% done!


We've been rather quiet lately, but that's only because we put our heads down and focused on making the game. And it has paid off so far, as we've just hit the 75% milestone! That's right, only one quarter of the game left to make, plus some mandatory polishing and QA. We can almost see the end!


What does 75% mean? Glad you asked. We have 12 playable chapters completed, with 4 remaining, plus the 3 endings. Or is it 4 endings? Does a tone variation count as a different ending? No matter, there are at least 3 endings in the game. So you'd better be careful what you do and, even more impactful, what you don't do in the game!


Enjoy the new screenshots and don't forget to wishlist The Crimson Maid!

Demo update

We have some exciting news! We just updated The Crimson Maid demo with a new version that includes lots of improvements. Excited to find out more? Here are some of the changes:

  • lots of UI improvements and animations to make the game more intuitive
  • new interaction icons
  • proper Steam Deck support, including specific graphical settings for the best on device quality with a playable fps
  • UI adjustments for Steam Deck to make it easier to read texts
  • added vibrations for various interactions and cutscenes
  • more tutorials for the game's actions
  • the intro cutscenes were renamed to Prologue and the playable acts are now Act 1 and Act 2
  • you must now find the bird seeds in Act 2 to be able to feed the robin
  • improved the well puzzle with animations, vibrations and extra hints
  • journal is now opened automatically in key moments
  • character movement improvements, including overall speed, head bobbing, different speed for strafing
  • improved controller support
  • interact icons now appear from further away
  • changed how character names are displayed during dialogues to make it easier to follow who is speaking
  • journal entries now fade in when they've just been unlocked to make it easier to track your progress
  • lots of bug fixes, including the LOD distances for the characters, subtitles not showing on Steam Deck, bird cage inside the car not being hidden during Act 1 intro

[h3]Steam Deck and Unreal Engine 5.4[/h3]

Regarding Steam Deck, there is an important note. While the game works perfectly fine on it, you will need to install the UE prerequisites when you boot the game. If you've previously installed them, then you'll need to uninstall them. This is a known issue and it happens because we had to update Unreal Engine to version 5.4. Unfortunately, there is no current fix as far as we know and we're waiting either for Epic to solve this on their end or for Valve to update their redistributables list with a newer version of Visual C++. In the meantime, you can run the game as long as with each run you either install or reinstall the UE prerequisites.


[h3]More demo content[/h3]

While we're not sure of the timing, we do plan to add more content to the demo at some point. It's likely going to be sometime closer to release, but in the meantime be sure to wishilst and follow the game so you can stay up to date with all future announcements.

The Crimson Maid gets praised at Reboot Develop



We attended Reboot Develop 2024 in scenic Dubrovnik, Croatia and it was a blast! We met awesome people. We got great feedback on the game. We also won the Visual Excellence award and were nominated for the Game of the Year award, which made the experience quite the highlight in our careers.

We are grateful to everyone who lend us their wisdom and are now ready to put it to good use into making this the best adventure game we can!

Core Pillars: Meaningful Exploration

Happy New Year, dear adventure fans! May 2024 be a peaceful and productive year for you and may you find plenty of time to play the games that bring you most joy!

This week we'd like to talk about one of our core pillars: meaningful exploration. To put it shortly, we want you to have plenty of reasons to explore the mansion and its surroundings, without wasting your time. There is optional content, such as collectibles and optional puzzles, that you can choose if you want to engage with. But more importantly, we want it to make it easier for you to progress through the game. And when you do decide to dive deeper into the lore, we try to give relevant pieces of information and stay away from fluff text as much as possible. Below are some of the ways we use to achieve this.

[h2]Something new about a character[/h2]
There are plenty of objects you can inspect in the game, as any adventure game has. But one of our first goals in this game is to not make something interactable just for the sake of it, so you can read something along the lines "What a lovely painting!" We want you to inspect objects to learn new things, relevant info about the Rosenthal family or Irina, their present or their past, about Marius, his memories and what defines him as a person. Another rule we have is to keep the amount of objects you can inspect high enough to make the world feel rich and lived in, but low enough to not overwhelm the players, making them lose interest in exploring.



[h2]Interactions at a glance[/h2]
Get close enough to an object you can interact with and an icon appears over it. Get even closer and roughly look in the direction of the object and the icon scales up, while a label indicates the type of interaction. Click or press the interact button to perform the action: inspect, pick, read, talk or interact - this last one is for a more complex interaction, for example for puzzles, placing items, triggering something etc.



We implemented this intuitive system to make it easier for you to spot important objects when you explore and to process at a glance the actions you can perform. We didn't want you to pixel hunt that one item or interaction needed to progress, but to highlight things as soon as you get close enough. Furthermore, important objects that you need to interact with to progress the story are marked with an easy to spot red exclamation mark, similar to the important dialogue topics.

[h2]Always with a clear goal[/h2]
Sometimes adventure games can be a bit obtuse. What makes sense in the designer's mind isn't necessarily the most intuitive thing. Other times you have to stop playing, only to come back days later not remembering what you were supposed to do. To make it clear at all times what you have to do next, we have an objectives system. The current quest and its goals can be checked at any time. Objectives update constantly depending on your progress.


When you need to bring fresh water to your father, that objective is put on the list. Need to find an empty cup first? That's another objective on the list. Interacted with the well and realized you also need a bucket? Yet another objective on the list. Found the elusive empty cup? We're taking that objective off the list. Completed the well puzzle and now you have a cup of fresh water? The list now displays only one objective: bring the water to your father. This system ensures that you can enjoy playing the game, not become lost and frustrated. We want you to figure out not what to do, but how to do it.



In a future post we'll talk about another of our core pillars - light puzzles. Remember to wishlist and follow the game and check back frequently for more updates on The Crimson Maid!