The Vrennman Case is an adventure game in which you uncover the secrets of a demonic cult, solving puzzles that have you cross the line between the world of the living and the spirit world.

You play as the ghost-hunting freelancer John and his ghostly companion Ellen. Use her abilities and combine them with Johns earthly skill to actually touch anything larger than a spoon, to find out what happened in this dark and desolate place - the Vrennman Mansion.

Lure your enemies into traps with the help of the people of the spirit world. Solve an untold amount of weird puzzles ranging from blood sacrifices to wild mushroom fantasies. But beware! Sometimes the most obvious solutions are not the best solutions.


  • Fictional clash of the norse myths and classic demonology
  • Eerie atmosphere
  • Play a ghost and walk through walls, closed doors, people, doesn't matter. Ghosts can walk through anything. Ellen is not an exception.
  • A world in which you can interact with almost anything.
  • Complex branching of events that depends on what you did and what you didn't do.
  • Collectibles that tell yet another story
  • Very weirdly themed puzzles invented by a madman
  • The complete absence of a fail-state (FYI: That means you cannot lose)
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The road to august


Hello folks! It's the marketing dude here. I'm all new to the team and since John is currently busy, hunting dead coalminers near Japans southern coast, it's my sacred duty to bring you up to date on our doings with the VC project. So, lets go.

We (that's John, the programmer person, graphics guy, sound man and me, the marketing dude) decided, we want you to get your hands on the game as soon as possible. Because of ... unfortunate timely restrictions ... *coughdayjobscough* we can't deliver the complete game any time soon but what we can do is deliver a demo. And we will deliver it in august. It's going to be a vertical slice of the game. That means it's going to have all the relevant features in it but will be very short and limited to one or two places that you can explore, find out how the game ticks and see if it's something you'd want to play.

Ghostly Trade-offs

In order to bring that demo to your PCs we've been putting in a lot of effort into pushing the game forward. The graphics guy has been working super hard to get the mood right, the way John wanted it, work on all the details. Overall make sure it looks okay. But most importantly: Ellen, Johns ghost companion, finally got a set of animations. She went almost three years without any motion at all and was a mere placeholder sprite in the game. But finally, she's looking gorgeous. No necro, man.

Ellens new boots

Did you know? You probably didn't. But Ellen can actually walk through walls at will. When playing as her in the game, you can use that to your advantage. Also, only she can talk to other ghosts. Which is a good thing because they will be helping her and John to continue their adventure through the depths of the Vrennman mansion. Of course, as ghosts are, they'll not do it for free. Help them, help you. Ghostly business as usual. The programmer person was working nights on end to improve the development tools and fix a whole lot of little and annoying bugs in the game and in game systems. Additionally to that, he worked on new gameplay components and on optimising that lightmapping process.

Moving Statues

Also: There is an inventory now. Previously we had a system where you'd have a list of possible interactions based on items in your inventory. So if you had a key for a door, you'd get the interaction to open it. However, without a visual inventory, it was pretty hard to keep track of things you had already collected or not. So with the new system, when you interact with something that requires one or more items, you can now pick something from your inventory and see what happens. Also the new inventory allowed John to add a bit of description for each item. That can convey something of the lore or maybe even useful information regarding its usage.

John commenting on your interactions

John will also not relent from commenting on the interactions he makes with the world. These are mostly grumpy remarks because it's John we're talking about. But they can also contain hints for you. Besides the interactions with quest objects there's also a lot of material than can be found by looking at all sorts of things.

The Bleeding Castle

There are paintings in the world that tell a story through short peotry. If you find them all (they are not all in the demo though :)) you can piece together a dark story about being born and getting lost in the dark muddy waters of anger, hatred all encompassing loneliness. What that means? It means something. I'm sure.

And that, good folks, is the road so far down to august. Where a demo will await in the night of the blood moon.

No, really. I think there's no blood moon in august. But there will be a demo regardless and you'll know when that happens. We'll tell you.


The road so far: February 2018

The road so far: February 2018


In this feature John talks about what has happened... since February 2017. Art updates, trouble with engine upgrades and 2d pixel lights.

How it all starts

How it all starts


John introduces you to the beginning of the development efforts of the Vrennman Case - a horror adventure about demons and dark cults trying to raise...

Why you shouldn't mix candle wax and arsenic

Why you shouldn't mix candle wax and arsenic


Today John shows a bit of the work that has been done the past month. He also has an answer to the very important question of why you should never mix...

First glance at the mansion interior

First glance at the mansion interior


In this feature John writes about the progress on how we start with making new levels. Additionally he ventures into our lighting system and why we changed...


Wow really good work, i also like this indie 2d horror games.

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damagefilter Creator

Thank you. I'm glad you like the stuff :D

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The Vrennman Case
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Game Kombinat
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Latest tweets from @gamekombinat

John is back from the Japan mission and figured before the demo release he wants to make an @itchio page. There's…

Jul 10 2018

RT @Nostalgic_Indie: Such charming #pixelart #animation in #action #adventure #RPG #indiegame Wizard of Legend Developed by

Jun 18 2018

RT @damagefilter: Improved the ghost mode transitions. When switching between playing John or Ellen (the ghost lady). Now with flashy…

Jun 12 2018

RT @damagefilter: Here. Have a Gource representation of the #vrennmancase project in 2016 and one from yesterday. Love doing that eve…

Jun 5 2018

RT @HeinyReimes: I really need to try this with a friend! Check out #coop #puzzle #adventure #horror #indiegame @WeWereHereGame De…

Jun 4 2018

Fact: @damagefilter is working on the #vrennmancase project. So, you know. If you're interested ... you can actuall…

Jun 4 2018

Whoa there, what is happening :O Thanks for the shout out and all the indie love @Casual_Indie !

May 24 2018

RT @damagefilter: Went from weird-ass creepy bastard to stone statue of a knight... I hope it can be recognised as a knight anyway.…

May 14 2018

RT @damagefilter: Been a while now. Here's a spectral thing. Ellen can talk to spectral things. Help them, help her.

May 8 2018

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