1. Labyrinth : Dracula's lair
  2. News

Labyrinth : Dracula's lair News

Gameplay trailer release

🎬 Official Trailer – Enter the Labyrinth


The official trailer for Labyrinth: Dracula’s Lair is now live on Steam.
This is your first glimpse into the dark and twisted journey that awaits you…




[h2]🦇 What Awaits You[/h2]

A first-person horror exploration game set in a decaying underground world —
Where stealth, fear, and limited resources are your only tools for survival.
The fog hides monsters.
The monsters hunt.
And only through cursed relics can you see what stalks you.


[h2]❤️ Add the game to Your Wishlist[/h2]

If this world speaks to you, add it to your wishlist to be notified at launch.

It’s a small click that helps me tremendously as a solo developer.



[h2]💬 I’d love to receive your Feedback[/h2]

Let me know what you think of the trailer!

What intrigued you? What left you uneasy? What do you want to see more of?

Thanks for being here.
This trailer is just the beginning.


The Labyrinth is calling…

Dev Diary #2 – Shaping the Vision: Gameplay Evolutions

Hello, adventurers!

Today, let's have a quick glimpse about the evolution of the gameplay during the development.

In the first dev diary, I talked about how Labyrinth: Dracula’s Lair started as a simple idea and grew into a dark, immersive world.

Today, I want to take you a little deeper into the heart of the gameplay — and share how much testing and passion went into shaping it into what it is now.



At the beginning, the core idea was simple: run, survive, escape.

But I wanted more than just fear. I wanted every step you take in the Labyrinth to feel like a decision — a tension between moving forward and surviving the unknown.

[h2] 👁️ The Early "Vision" Mechanic[/h2]

In the early versions of the game, the "vision" mechanic was triggered randomly. You could suddenly catch terrifying glimpses of the hidden creatures lurking in the fog, without warning.

It felt great for the lore — an uncontrollable, haunting power that hinted at something beyond human understanding.

But after a lot of playtesting, trying different timings and effects, I realized something important:
While the random visions fit the atmosphere, they made the gameplay experience too heavy and repetitive.

The sounds, the screen effects — they became overwhelming over time, sometimes even causing discomfort during long sessions.

I didn’t want the Labyrinth to exhaust you — I wanted it to pull you in.




[h2]⚒️ Merging Lore and Gameplay[/h2]

At the same time, I had introduced a mysterious relic — the Calice.
It already had strong ties to the blood, the madness, and the myths surrounding immortality.

Instead of keeping the vision mechanic fully random, I reworked it:

Now, the Calice triggers a moment of altered reality, when you drink from it — a fragile window where the boundaries between sanity and nightmare blur.

But if you want to see through the walls or gain supernatural advantages, you must find special single-use relics hidden throughout the labyrinth.

There are four types of relics, and each one gives you a unique ability for a short time — including the vision through walls.

Each relic can only be used once, and managing them becomes a crucial part of your survival.




[h2]❤️‍🔥 A Game Built With Passion[/h2]

This is just one example among many.

The game is constantly evolving as I play, test, and I refine it with love.

Every mechanic, every environment, every piece of lore is crafted not just to sound good on paper — but to feel right when you live it.



Feel free to share your thoughts, questions, or ideas below — I would love to hear them!

Dev Diary #1 – How Labyrinth Evolved into Dracula's Lair

Dev Diary #1 – The Origins of Labyrinth: Dracula’s Lair


Hello adventurers!
Today I'm thrilled to share with you the story behind the creation of Labyrinth: Dracula's Lair — a project that has grown far beyond what I first imagined.

[h2]From a Simple Maze to a Dark Quest[/h2]

At first, Labyrinth was meant to be a small side project.
The idea was simple: one level, a minimalist environment, and a basic goal — to escape a monster.
But as time went on, fueled by my passion for history, mythology, and dark stories, the project began to evolve into something deeper.

Inspired by the myth of the Labyrinth and the Minotaur, I wanted to introduce a richer mechanic — something akin to finding Ariadne's thread to escape the maze.

My love for dark and dramatic atmospheres naturally led me to weave a bigger story around the search for immortality... then, Dracula and the ancient legends of vampires entered the scene.

What began as a simple maze started transforming into a full, immersive world:
ancient crypts, forgotten sewers, deep underground caves and finally, a volcanic heart hiding Dracula’s tomb.


[h2]Building a Living World[/h2]

Instead of a sterile, white maze, I wanted players to feel like they were stepping into an ancient, forgotten place — a journey heavy with mystery and danger.
Every level became a chapter of a tragic quest toward forbidden immortality.

Today, Labyrinth: Dracula’s Lair is no longer a small side project.
It's a true tribute to the timeless myths and somber tales that have always inspired me.


[h2]What's Next[/h2]

This is just the beginning!
In upcoming dev diaries, I'll share more about the game mechanics, the inspirations behind the art direction, and the challenges of creating this experience solo.


Thanks for following the journey!
Feel free to leave your thoughts and questions below — I'd love to hear your feedback. 🌟