
.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
Stats
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
The overall gameplay is cool and recommended. The sounds that come with each level seem realistic horror scene sounds. By playing it with a good pair of headset, it really made me feel a little scared. I really liked the horror re-creation of the "Bedroom in Arles" aka Van Gogh's room. I also found his ear next to the house XD The whole gameplay is based on the liminal space concept, so in most of the "levels" you are some how guided by brighter lights. Personally I think that the possibility to stop the gameplay and resume it later would be nice to have, and maybe a little more storytelling at the beginning of each "level" would also be great.
Got this game as a Review Copy! And here are my 2 cents. Personally i love the Atmosphere and the mechanic with the Camera! Ofc it is a very short game if you are a player like me. I finished it in roughly one hour but had a great experience. I would literally love to see more form the def in the future with the same atmoshpere and ideas. - Tama
현대미술 좋아하면 추천 아니면 비추천...
Симулятор говна, текущего по канализационной трубе. Я не знаю кто ставит положительные отзывы данной игре. Это какой-то лютый шлак. Игру склепали даже не на коленке, а ногте, что находится на мизинце ноги. Нет слов чтобы описать всю гамму эмоций, которую я испытал пытаясь пройти эту парашу. Давайте по факту: 1. Уровни, если их так можно назвать сделаны просто отвратительно. Игра никак не помогает тебе найти проход дальше. Я скипнул её на моменте, где вы идёте по тоннелю с водой. Предыдущие уровни не менее омерзительны. 2. Освещение. Ничего не видно, ничего не понятно. В темноте казалось бы стоило включить фонарик, но фонарик не даёт тебе увидеть таблички которые нужно сфотографировать. Упираясь или стоя рядом со стеной, фонарик засвечивает настолько сильно, будто все усилия автора этого шедевра были потрачены на это. 3. Звук? Всё, что я услышал в данной игре, это громкие скримеры, когда вы фотографируете нужные участки. А так же стоит отметить просто бомбезный звук спуска по лестнице. Это фееричная пародия на игру пытается напугать вас зацикленным звуком спуска по лестнице, который тупо играет и играет и играет и играет. Про нахождение персонажа в воде я молчу, это отдельный вид удовольствия. 4. Хоррор? Автор накинул WHS эффект на камеру, сделал по бокам жирные рамки, скачал максимально уродские модельки тел и пытается сказать нам, что это хоррор. Cтрашно? Вот и мне ни капельки не страшно. Ужасает лишь тот факт, что за эту хрень с вас возьмут 200р. Чёрт возьми, до от съеденной шаурмы будет больше удовольствия и проку, чем это этого. Подводя итог, хочется предостеречь всех, кто хотя бы немного засмотрелся на это творение. Даже и не думайте пытаться пройти её или уж тем более купить. Это того не стоит.
garbage
.redruM is not a typical game. It's a visual and immersive experience. I finally managed to switch off my brain for an hour or more and focus on this thing, trying to understand its meaning. Every level is a different experience, and that makes me really happy. Visually, it's stunning, and it's exactly the kind of thing I like. It's not for everyone. For those looking for a typical game, this isn't it. It's an artistic experience, a visual performance. It's like paying for a museum ticket, but you are the artwork. I liked it. It's something different, and just for that, it has my full respect (especially knowing it's a super indie product).
.redruM è praticamente un'installazione artistica condita da un po' di gameplay (parliamo di puzzle molto leggeri, per il resto è soprattutto un "walking simulator"). Si tratta di un pregio: l'intento di riflessione artistica è chiaro leggendo la descrizione della pagina Steam e dando un'occhiata a trailer e screenshot. L'esperienza di gioco è coerente con la presentazione: ci sono delle parti suggestive e al livello estetico sfrutta in modo molto intelligente le sue risorse limitate. Penso che però l'esperienza si perda verso la metà: mi riferisco soprattutto alla parte nelle caverne allagate, troppo lenta, labirintica e "cattiva" verso il giocatore. Quindi sì, dovendo dare un giudizio/verdetto direi che è generalmente positivo, lo consiglierei (anche il prezzo è onesto)... Ma too much water.
我不理解“关于这款游戏”表达什么,介绍可能感觉不错,但游戏本身不体现。不会操作而而且我一开始就玩不下去了。
I dont understand why this game has to be played in one sitting. i got nauseous half way through so i guess ill just never see the ending. but i guess it'll probably be just as boring as the rest of the game. maybe its for you but its certainly not for me
+ no cheap jumpscares, terrifying mostly by very well crafted moments of tension + great visual and sound design -a couple sections dragged a bit due to the slow movement speed and too little happening between points A and B -pop songs with lyrics took me out of the experience somewhat and the ambient music (while good) has noticable loop points/"seams" i want more! Would love to see more environments and a more fleshed out story/character
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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