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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.
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.
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.
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