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. 🌟