- October 17, 2024
- Paul Alex M Samaniego
.redruM
Platforms
About
.redruM is a horror walking simulator that serves as a work of art to communicate a message, with minimalistic gameplay focusing on realism and visual experimentation inspired by liminal spaces and crime scenes. As a crime scene photographer, you must uncover the identity of a murderer in this disturbing and reflective experience, lasting around an hour and crafted by a solo developer.










- The game features stunning graphics and a captivating atmosphere that effectively captures the essence of liminal spaces.
- The unique gameplay mechanic of taking photos at crime scenes adds an interesting layer to the experience, encouraging players to engage with their surroundings.
- The sound design enhances the immersive experience, making it more engaging when played with a good headset.
- The gameplay can feel slow and monotonous, with long walking segments that detract from the overall experience.
- There is a lack of clear storytelling and direction, which can leave players feeling lost and disconnected from the narrative.
- Some technical issues, such as high flashlight exposure and sluggish movement, hinder the gameplay experience.
story
22 mentions Positive Neutral NegativeThe game's story is perceived as fragmented and difficult to grasp, with many players noting a lack of coherent narrative despite attempts to convey themes through environmental storytelling. While some appreciate the artistic choice to avoid dialogue and text, the abrupt transitions and sluggish movement detract from the overall experience, leaving players feeling disconnected from the intended message. Ultimately, the story fails to engage, with an obvious twist that does not resonate with the audience.
“I liked the use of environments instead of dialogue/text to tell a story.”
“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.”
“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.”
“Unfortunately, there is no story, and the twist is obvious from a mile away.”
“The locations change but... there's nothing connecting a coherent story here.”
“Unfortunately, I felt your game's story was a difficult one to process and understand for myself in the way it was told.”