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Cursed Companions News

Redefining Our Companions: The Journey to Their New Look

Hey everyone,

I wanted to share an important development journey we’ve had with the design of our Companions. Initially, our vision for them was to be so low on the social ladder that they didn’t even have faces. We planned for players to personalize them later in the cycle with accessories. But, as game development often teaches us, we might have been overthinking it.

Our original capsule header with the key characters

During our playtests, it became clear that players were confused. The characters lacked a clear identity or archetype—like a warrior or wizard—and it left too much ambiguity.

We're glad we ran the playtest, it was so vital for getting outside perspectives. Many eyes on a project bring valuable, honest feedback, even if it’s tough to hear sometimes. But we welcome it.

After collecting insights by watching several streams, it became evident we needed to act. A big thank you to our playtesters for helping us see this. We reassessed our creative workflow and made some bold decisions.

We experimented with adding horns, but it didn’t quite achieve the look we wanted.

Very early blocking, to test the different faces and the horn position and angles

Trying out single horn like a unicorn

Trying out different colored horns, sizes and the curvature of the horns

Ultimately, we opted to change the skin tone to red, which transformed the Companions into little devilish imps while keeping their quirky, low-level minion feel.

We think this is a much better look

Comparing the previous look with the new one, I'm pretty sure we have made an improvement.


We've also been working hard researching the best composition for capsule images and library images. We realised the poses for the characters need to stand out a lot more. They had to do interesting things that showcase little parts of the game. We want to make them really stand out in a big way, they had to 'pop' out on screen.



We’re now in the process of updating our marketing materials, screenshots, and more. It’s a significant shift, but we’re excited for you to see it in action. The updated design will be part of the next playtest version.

Thanks again for all your feedback and support. We’re grateful to have such an engaged community contributing to our journey!

Stay tuned for more updates.
Dev team at Crimson Forge Studios

Be the pioneers of the Cursed Companions

[h2]Greetings, Cursed Companions![/h2]

We’re thrilled to announce that the first public playtest of Cursed Companions is live! Everyone is invited to join and explore the Abyssal Lands and Dungeons. Your feedback is vital to making Cursed Companions the best experience possible, so dive in, have fun, and please let us know your thoughts!

[h2]Hosting a Playtest[/h2]
  • Cursed Companions can be played solo, but is best with friends. Many game mechanics require friends to activate.
  • There are currently no public servers, so you’ll need to create and host a game for others to join.
  • Bring along your own friends or find fellow adventurers in our Discord server where players are eager to team up!


[h2]Hardware[/h2]
As we are using proximity chat and voice-recognition, we highly recommend you play with a microphone headset.

[h2]Gameplay Overview[/h2]
Here's a quick list of things to look out for when testing:
  • Check out our feedback form here. It will give you a good frame of reference.
  • Test Our Speech Recognition: Cursed Companions features a unique magic system where you speak words to disable traps and activate items. Try it out and let us know how it feels!
  • Abyssal Lands Spawn Points: Your starting location will be slightly randomized each playthrough, adding a new twist each time.
  • Procedurally Generated Dungeons: Each dungeon layout is unique! If you encounter a bug, hit ESC, and you’ll find the game seed in the settings page—send that to us along with your feedback.
  • Meet Gregory: Our newest “friendly” merchant! Gregory’s got potions that might be useful for your journey, so be sure to pay him a visit.
  • The playtest ends on the third in-game day if you meet the Queen's treasure target.


Gregory the Merchant will 'aid' you in your quests with a selection of potions and magical ornaments

[h2]Known Issues & Bug Reporting[/h2]
A list of known bugs is pinned in our Discord server. Jump in to report any new issues you encounter, and to chat directly with the devs!

[h2]❤️ Wishlisting & Creator Access[/h2]
Remember to wishlist us on Steam! It really helps with visibility and keeps you updated on all things Cursed Companions.

If you’re a Streamer or Content Creator, DM us here on Steam for early access—we’d love to see your adventures in the Abyssal Lands!

Launch Date: Targeting Q1 2025—stay tuned!

Thanks to everyone who participated in this first open playtest. Your feedback and enthusiasm mean the world to us. We can’t wait to see how you fare in the Queen’s treacherous dungeon!

Happy exploring, Companions!

⭐P.S. Did we mention this already? Remember to WISHLIST us! ⭐

Looking for victims... uh we mean playtesters!



The first public test build for Cursed Companions is here. Cursed Companions is firstly a co-op horror game with voice mechanics. While it is possible to play solo, we prefer playtesters to play with a group of friends. It currently supports up to 8 players.

[h3]WHAT PLAYTESTERS DO WE NEED?[/h3]
Playtesters who wish to sign up to play with their friends in a group. The current build is only available to English speakers.

We are also testing our voice mechanics with different regional and country accents, so please sign up as long as you are able to speak English!

[h3]HOW DO I SIGN UP?[/h3]
Join the Cursed Companions server on Discord at https://discord.gg/WpmWCmgZRz