By Aeternum Ludos.​

Each of the game levels has a representation based on Robert's experiences. Players will need to not only explore dark and obscure places but also always be careful of a unique monster that will go after him, set traps for him, and try to take him down.

What would you do if you had lost your father, and your brother sent you a strange letter telling you that he can bring him back to life?

Cursed Letters presents a somber and melancholic story that has two layers both being presented to the player and connected to the gameplay, exploring a single word theme. Guilty.

Acting on that letter, Robert finds himself lost in a forest on the outskirts of a small town. After falling into a trap, he falls unconscious then suddenly wakes up inside of a mansion that belonged to his unknown grandfather.

The visuals of the game were created with the goal of hitting back on our nostalgia for 80's and early 90's movies, as well as feeling unique on their own against other horror games in the genre. For that reason, we choose a mix between a (G)old "ps1-like" aesthetic alongside some more refined shaders, lighting, and effects.

You'll have to think carefully and use your mind to understand the rooms, paths, and hiding spots around you. To not only find a way out but also prevent the enemies from taking you down.

Be prepared as each enemy has his own IA. They will be setting traps, search the rooms you were and listen to your footsteps.

A constant feeling of weakness towards the challenges around you will always be present. You'll have to improvise with your items and the tools that you'll find around the levels, either by using them to make noises and attract the enemies, or to try disarming some of the traps.

Most of the time the enemies will be roaming around you, for that reason hiding inside certain places and containers will be obligatory to survive.

Doing the same actions over and over will also give the enemies ways to prevent you from doing the same actions over and over again.

To craft a unique mix between Outlast, Slasher movies, and Silent Hill we had to come up with something unique to the genre, and that would completely change the way the game was played at each encounter with the enemies.

With our source material in mind we crafted one unique Limb mechanic, where each time Robert is damaged by the enemies, he will suffer one direct damage to a limb. If his leg is hurt, then his movement will become slower and harder, If his head is hurt, then his vision will become blurry or the sounds won’t be as easy to know where they are coming from.

But, with each hit, he is also given a new way to approach the challenges ahead of him, if his head is hurt, he is also able to see the bloodstains on the clothing of the enemy from far away.

All of the game puzzles are directly related to the theme. They were crafted not only to make you think but to also have you consider your choices.

You'll be presented with a new type of inventory, where you can only carry two items at a time, one on each hand, which can be used in puzzles around the game or to lure the enemy inside a room.

That inventory also gives you the ability to choose how you are going to approach other challenges and traverse the levels. If there is a door that has two locks on the other side of the map, will you leave your light source and go running with both keys, or traverse the same path twice with the comfort that the light gives you while risking an encounter with the enemy twice?

Contains intense violence, gore, and strong language.

The game has depictions of suicide and heavy emotions.

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