
.redruM is a psychological horror game blending realism and visual experimentation. Inspired by liminal spaces, backrooms, and real crime scenes, you play as a photographer uncovering the identity behind gruesome murders. .redruM is the red room where unshared photos are developed.
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About
!!!WARNING TO USERS!!!
.redruM was born as a work of art before being a walking sim game, which aims to communicate a message. The game is deliberately slow, this is precisely to stimulate the user to look for this message within themselves and do it with calm and patience.
The .redruM Experience: A Psychological and Cinematic Horror
.redruM is a psychological and cinematic horror experience that focuses on realism and visual experimentation. Inspired by liminal spaces, backrooms, and real crime scenes, it places you in the shoes of a crime scene photographer, tasked with uncovering the identity behind these gruesome murders.
Minimalist Gameplay for a Disturbing Experience
The gameplay is intentionally minimalistic: walk, photograph, do your job. However, this simplicity conceals a deeply disturbing and reflective experience.
A Short, Personal, and Intimate Story
A short Game that lasts around an hour. A personal, intimate story made by a solo developer.
Important Warning: This game contains violent content and is not suitable for sensitive audiences.
Contemporary Art and the Birth of .redruM
.redruM was born from the need to express my vision of contemporary art. What does it mean to create today, if not to reinterpret the concepts of the past in an act of parasitism? .redruM is a love letter, an insult, a declaration of what it means to be an artist today. A killer who photographs his victims to create, a killer of memory. A photographer who documents the abandonment of existence and the death of dreamers' dreams. Dreamers who envisioned a better world, but whose dreams have become empty and identity-less concepts.
.redruM is a red room, a dark laboratory where photos that no one wants to share are developed.
The Aesthetics of Liminal Spaces and Modern Existentialism
The aesthetics of liminal spaces and backrooms are fundamental in enhancing the dramatic emotions and the catharsis of modern existentialism. These spaces, at the boundary between reality and imagination, are inherently unsettling. They represent places of transition and abandonment, where the familiar becomes strange. Their suspended and undefined atmosphere reflects the angst of modern existence, amplifying the sense of disorientation and isolation. In .redruM, these environments become the perfect stage to explore anxiety and despair, leading the player to confront their own fragility and solitude.
Level Design: Evoking Emotions Through Violence and Catharsis
In creating the levels of .redruM, I did not limit myself to traditional game design but sought to evoke the emotions that accompany the final moments of great artists. Violence, as in Aristotle and Shakespeare, is not an end in itself but a means to achieve catharsis. The "catharsis of events" is a concept originating in ancient Greece, particularly associated with Aristotle’s theatrical works. It refers to a process of purifying or liberating emotions through artistic expression or emotional participation in a work of art. When we witness dramatic or tragic events, such as those depicted in a play or film, we experience a sort of "purging" of our emotions, helping us to release accumulated tensions or anxieties.
Catharsis Through Violence: A Parallel with Aristotle and Shakespeare
Aristotle defined catharsis as the purification of emotions through drama, as seen in the fall of Oedipus or the assassination of Agamemnon. Similarly, Shakespeare used violence in works like Macbeth or Julius Caesar to shake the audience, leading them to reflect on human nature and their own fears. In .redruM, the use of violence might be understood as a way to make users experience this emotional catharsis, through direct engagement with universal themes like death and loss. It is not mere horror, but a vehicle for art and reflection, just like in the great dramas of the past.
The Collapse of Reality: Liminal Spaces and Broken Dreams
The aesthetics of liminal spaces and backrooms further reinforce this experience, creating an environment where every corner suggests that something is profoundly wrong, a place where reality itself seems on the verge of collapse, just like the dreams and aspirations of the protagonists.
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Czech*, Simplified Chinese*, Traditional Chinese*, Korean*, Danish* +91 more
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
UPDATED: INCLUDED AT END. Awful. I don't know what these other reviews are getting at. The trailer has more effort put into it than the game itself. You had me in the beginning but about half way through I realized the dev must have given up and this game had nothing going for it. I liked the start. The graphics and the approach of the game had me intrigued. I liked the use of environments instead of dialogue/ text to tell a story. I was excited. It had something going for it, it really did.. and then... Nothing. Just the most boring walking sim "horror" of all time. Walk. Walk. Walk. Now you're in a mall. Walk. Walk. Walk. Now you're in the backrooms. Walk. Walk. Walk. Now go down the loooongest flight of stairs. Walk. Walk. Walk. I wish it stopped right there, but I could literally do 4 more of these. It had some interesting spooky elements that I thought would build to somewhere... but nothing. The locations change but... there's nothing connecting a coherent story here. At one point you're randomly at a concentration camp? Didn't understand the transition from a shopping mall to backrooms to sewers to... concentration camp...? Maybe I just didn't get it, and I really wanted to, but also... Game is labeled as a puzzle game : There are no puzzles Game is labeled as "exploration" : ... there's nothing to explore/see Against my better judgement, at every opportunity to turn this game off, I kept playing the game hoping for some "ahh!" moment where it all clicked. NOPE. I don't see what the other reviews are saying. I just don't. But maybe you'll have better luck at understanding what the point of all of this was. ----------------------------------------------------------------------- Updated 10/23/2024 The Dev reached out to me via email to explain the ending of the game and to also explain their intention with telling a story through this form of art. For the sake of transparency I have included my response below: Hello Paul, Thank you so much for your email. As a streamer who plays many indie horrors that release on Steam I can greatly appreciate the work that goes into making these games and conveying powerful messages through this form of media. While I do see video games as a form of art, I can only imagine the difficulty it takes to not only develop the game, but to also tell the story you want to tell in a fluid way. Unfortunately, I felt your game's story was a difficult one to process and understand for myself in the way it was told. I did appreciate the stylized choice of not including any text or voice overs to tell a story, and to rely solely on environments and gameplay to tell it instead, but when this happens it forces the player to interpret for themselves whatever it is they are experiencing. Although the game's description did mention it was inspired by liminal spaces, I was not expecting it to be a main focal point of the game. So having extremely long moments of absolutely nothing going on except walking to the next "event" almost immediately snuffed out my enjoyment and interest in what I was actually playing. The game felt like it could be completed in half the time if the walking portions were simply removed. I was enjoying the game prior to the shopping mall portion, but that's when I started losing interest. What little substance I did get to experience in between these long moments of walking simply wasn't enough for me to justify the gameplay choice of endless walking. The graphics I did enjoy, as well as the moments with the camera, but, again, the game turning into a backrooms-style game with these transitions to random locations was abrutive enough that I lost sight of the story you were trying to tell. The transition to the concentration camp felt like it was included more for shock value than anything else. Deciding to include one of the most devastating genocides in human history as a brief moment in your game felt incredibly disingenuous to the suffrage of the Jewish people, and, to be honest, if we're on the same page of "video games as art", this truly awful moment of our human history deserves more meticulous attention and care than just to be included for a 5 minute portion of the game. I want to stress that I am just one person and this is simply my opinion. While I do believe your intentions may have been good with the art you were trying to create, it simply was not for me and I walked away from the game with a different experience. I hope you can find solace in the other reviews that were left for your game that rated it positively. Thank you again for reaching out. I wish you all the best with your future projects.
Store page can maybe feel cluttered, depending on how much experience you have from similar titles. Basically, it's a walking simulator in its purest form. You'll be equipped with a forensic camera and go through heavily atmospheric scenes. Typically at the end of a sequence, there will be a body with evidence markers around it. In order to progress and reach the next area, you'll need to snap a photo of the body along with evidence related to it. Most of the locations are created to be liminal spaces, but not exactly all of them. [hr] Incredible how well it nails the atmospheres, especially given how many times it changes throughout the game. The variation is great too, as it really hits all extremes; from simple, subdued atmospheres where things are relaxing, all the way to super intense ones, where you almost want to exit the area immediately due to the unbearable feeling that comes with it. Occasionally, the map will be somewhat maze-like, but it's not to any extremes. It's just enough to give you that subtle fear of getting lost, which is something it handles well. Audio plays a significant role in the delivery of all atmospheres, so to have the best experience, I really recommend using a headset to anyone playing .redruM. [table][tr][td] [b]We aim to celebrate the horror genre, support the developers and create a haven for horror fans — Join us:[/b] [h3]🔗 [url=https://store.steampowered.com/curator/45181118/] Steam Curator page[/url][/h3][h3]🔗 [url=https://www.youtube.com/@officialhorrorvault/videos]YouTube channel[/url][/h3] [/td][/tr][/table]
Very slow experience, not recommended for those who get bored easily. First and foremost, this is a visual experience rather than a game that needs to be beaten. It does not even have a save feature so it must be played in a single session. Although there is an objective, you do not have much of a choice because you are transported from one spot to another with no explanation as to how you got there. Your job is to take pictures with your camera. You simply take out the camera and focus on the evidence for a second or two. When you see a green light turn on, you take a picture. Locations are crime scenes so the necessary areas are indicated with yellow evidence tags. They may be difficult to spot due to visual choice, but you have a flashligh to help you see in the dark. Fortunately, you have to photograph them in order, so the second one will not appear until you find the first. When you capture the final photo, you are immediately transported to another area. The entire game strives for hyper-realism, but with purposefully dusty and grainy visuals that make it appear like you are watching an old videotape. Furthermore, the resolution is fixed at 4:3 ratio. Locations begin small, but quickly expand into vast empty areas. Some locations don’t work that well because of very slow walking speed. The one in the sewers was particularly unpleasant owing to a lack of visual cues and different paths. Usually, you need to follow the light. It can be completed in approximately one hour. Unfortunately, there is no story, and the twist is obvious from a mile away.
[h3]注意!このゲームをおすすめしない人↓[/h3] 死体や事件現場にトラウマがある人には強くおすすめしません。低い解像度のために鮮明ではありませんが、かなり露骨に損壊した死体が映ります。 また、閉所・暗所、水に恐れを抱く人もやめておいたほうがいいです。わたしはどれにも恐怖症はありませんが、それでもしんどくなる場面もありました。つまり、それだけ不安な気分にさせてくれる、よくできたホラーゲーム! [h3]良質で穏やかな不安と孤独と死体[/h3] 無人の超現実的空間を巡り、死体と物品を撮影し、事件の断片を自己解釈する探索ホラー。 リミナルスペースの雰囲気をもつフィールドとSEがよくできていて、ウォーキングSimとしてだけでも値段以上の価値を感じました。 ゲーム進行に文字は一切出てこないので、言葉の心配はありません。事件現場の番号札を辿ることで、死の原因が推測できるようになっています。 やっていることは写真家の仕事なのですが、悪夢か地獄めいた世界の中、よからぬ儀式の手伝いをさせられているような後ろ暗い不気味さがゾワゾワ楽しいです。 クリア時間は1時間程度ですが、道に迷ってしまうと結構時間をくいます。リミナルスペースの性質上同じような景色が続くため、自分が進んでいるのか戻っているのか分からず焦れったい場面が多々ありました。 しかしそれが狙いであるというのはストア説明文からわかります。移動はゆっくり歩くことしかできず、異様な空間に囚われる不安と焦燥感が増幅され、[b]居心地の悪い心地よさ[/b]が味わえます。 [b]セーブ機能がないので注意![/b]そのせいでやり直すはめになったのですが、1週目に見落としていたものをたくさん見つけられたので逆によかった。たまには後ろを振り向いてみたり、行き止まりに進んでみると何か変なものが見られるかも? クリア前にはただ難しく感じたストア説明文が、クリア後にはなんとなく理解できるように変わったのが面白い体験でした。総合して、雰囲気の良いホラーゲームでした!おすすめ!
一人称視点の心理ホラーゲーム ホラーゲームとしてはかなり異色 自分は楽しめましたのでおすすめにしますが、結構人を選ぶ作品だとは思います ゲームですることは事件現場(と思われる)を見つけて遺体や証拠品をカメラで撮影すること 撮影が完了すると違う場所・世界に瞬間移動します 挿入歌(トレーラーで使われている楽曲)とエンディングテーマが良かった 開発者さん本人が作曲しています ※エンドロールで確認 少し残念なのは、VHS風エフェクト 個人的にあまり好みではないので… オプションでオンオフできれば良かった ※本作はオプションはありません プレイ時間は短いですが(自分のクリアタイムは1.4時間)印象に残る作品でした ウォーキングシム系のホラゲが好きな方に特におすすめです
It's not terrible and game contains a handful of meaningfully cool and interesting liminal space set pieces, but overall it felt pretentious and empty. There is an impression of a story, which I'd venture to guess revolves around the invisible trauma endured by forensic photographers, but the environments are as close to the backrooms without technically being part of that universe as they can be, while not making it fun or interesting to explore them. much of my time with this game was spent being in a large empty space and waiting for my character to (very slowly) cross it so that I could get to the next maze or large empty space and maybe see a dead body and be treated to a very predictable jump scare. If the movement wasn't so sluggish, there had been some genuinely affecting story or at least gore content, and the locations were fun to explore, I'd recommend it. The forest mall area however was very cool.
There are some games that are just games, and then there are some that are art. Playing this game was an experience that has kept with me far after reaching it's conclusion Each world that you explore is gorgeous, and holds a complexity of symbolism, references, and visual information that only goes deep down a rabbit hole the more learned you are about certain subjects. That said, someone unaware will still get their heart gripped by the stunning imagery. All of it is directly part of the gameplay, and while figuring out what the next step to take may be frustrating at some points, that frustration only contributes to the final result. Searching for answers in these desolate landscapes and wondering which mechanics to expect only makes you sink in further into the world the dev wished to create, makes you learn how to become part of it, and your discoveries unravel later on Having to play all of this in just one sitting, two hours of my time, tugged with my heart, and I mean it in a good way. Some moments had me wish to quit, frustrated or way too unnerved by the creepy landscape, but I wanted to get to the end, or discover what next insane set piece I was meant to explore, and due to the engagement, some moments had a profound effect on me. Don't consider this game just a walking simulator. It is a work of art with important things to say. All it takes is for people to give it their time
Stunning graphics, truly impeccable color combination that makes the gaming experience even more immersive. Congratulations to the game developer, who alone gave life not only to a game, but to a real visual and cultural experience. Very honest price, really worth it all!!! 10/10 Grafica stupenda, accostamento dei colori veramente impeccabile che rende l' esperienza di gioco ancora più immersiva. Complimenti allo sviluppatore del gioco , che da solo ha dato vita non solo ad un gioco, ma proprio ad una vera e propria esperienza visiva e culturale. Prezzo onestissimo, li vale veramente tutti!!! 10/10
Mixed feelings about this one. You walk around looking for numbered spots and take pictures of them, but the game doesnt teach you about how its properly to be done. There is red outline indicator in the camera when you aim properly, but it took me forever to figure out. Then when you take first picture it spawns the seconds picture spot and so forth, and to me it seemed like they randomly popped in to the scenery becouse i thought there was nothing more to discover and that caused me to walk around long time trying to figure out what to do before i found out that the picture spots had spawned in. The game also uses loud sounds to scare instead of building up atmosphere to something actually scary, which is not great way to do horror. Thumbs up for showcasing some unusual location not seen in backrooms style games. The final room in the game showcased some actually great art and visually was the best location in the game. There is a lot of technical jank, but some of the locations, even though being short and linear, are definetly worth exploring if you are into liminal spaces and backrooms.
プレイからひと月以上たった今も不思議とその情景や感覚を思い返す作品。短いプレイ時間だが残るものがありプレイしてよかった。
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