Silence is deceptive.
Monsters lurk in the fog, hidden in the shadows — only revealed by forbidden powers granted through a boiling chalice of blood.
They do not speak. They do not sleep. And they never stop hunting.
As you descend deeper, you'll unlock sealed passageways, solve environmental puzzles, and use ancient relics to survive.
There are no weapons. Just you, your instincts… and the darkness.
Reach Dracula’s tomb and claim the secret of eternal life — if you're strong enough to survive what guards it.
Key Features:
A deadly labyrinth to explore
Explore ancient corridors and sealed passageways in a forgotten crypt, and lose yourself in an oppressive labyrinth carved in stone, drowned in fog and silence.
Ever-present monsters
The creatures of the labyrinth stalk the fog, emerging from the shadows and relentlessly patrolling the depths.
Powerful relics for survival
Unlock temporary abilities such as enhanced stamina, improved mobility, or invisibility.
Each relic grants a tactical edge — if you dare to use it.
No combat, only survival
No weapons. Outsmart, outrun, and outlast with only your relics… and your instincts.
A slow, immersive descent into darkness
From thick fog to ancient stone, each layer of the labyrinth draws you deeper into its secrets… and its dangers.
Hello, adventurers!
Today, let's have a quick glimpse about the evolution of the gameplay during the development.
In the first dev diary, I talked about how Labyrinth: Draculas Lair started as a simple idea and grew into a dark, immersive world.
Today, I want to take you a little deeper into the heart of the gameplay and share how much testing and passion went into shaping it into what it is now.
At the beginning, the core idea was simple: run, survive, escape.
But I wanted more than just fear. I wanted every step you take in the Labyrinth to feel like a decision a tension between moving forward and surviving the unknown.
The Early "Vision" Mechanic
In the early versions of the game, the "vision" mechanic was triggered randomly. You could suddenly catch terrifying glimpses of the hidden creatures lurking in the fog, without warning.
It felt great for the lore an uncontrollable, haunting power that hinted at something beyond human understanding.
But after a lot of playtesting, trying different timings and effects, I realized something important:
While the random visions fit the atmosphere, they made the gameplay experience too heavy and repetitive.
The sounds, the screen effects they became overwhelming over time, sometimes even causing discomfort during long sessions.
I didnt want the Labyrinth to exhaust you I wanted it to pull you in.

Merging Lore and Gameplay
At the same time, I had introduced a mysterious relic the Calice.
It already had strong ties to the blood, the madness, and the myths surrounding immortality.
Instead of keeping the vision mechanic fully random, I reworked it:
Now, the Calice triggers a moment of altered reality, when you drink from it a fragile window where the boundaries between sanity and nightmare blur.
But if you want to see through the walls or gain supernatural advantages, you must find special single-use relics hidden throughout the labyrinth.
There are four types of relics, and each one gives you a unique ability for a short time including the vision through walls.
Each relic can only be used once, and managing them becomes a crucial part of your survival.

A Game Built With Passion
This is just one example among many.
The game is constantly evolving as I play, test, and I refine it with love.
Every mechanic, every environment, every piece of lore is crafted not just to sound good on paper but to feel right when you live it.
Feel free to share your thoughts, questions, or ideas below I would love to hear them!
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