THE GRIMVALE SERIES
Grimvale is a four-game psychological horror series.
Each game is told through the eyes of a different person who has fallen into the same darkness. One survives, one must pay the price, and one enters it without ever knowing. In one game, the survivor becomes the person who tries to protect someone else in the next.
What holds the series together is not a monster, but a debt. A deal made by someone years ago continues to grow across generations because it was never repaid. And the people who pay that debt are those who never agreed to take it on.
In Grimvale, horror does not come from something chasing you. It comes from the things your family never told you.
GRIMVALE I: A FAMILY TRAUMA
The first game in the series.
Aral is sixteen years old. One morning, he wakes up to find that no one is home. That same day, his father is arrested on a murder charge, his older sister leaves the house, and his mother refuses to explain anything.
From that day on, notes begin appearing on Aral’s desk. They claim to be from his sister, but no one has left them there. The notes summon him to an abandoned construction site on the outskirts of the city.
His sister is there. And she cannot leave.
For the next three days, Aral must continue asking questions. The answers exist—but you will not be given all of them. A sentence is cut short, a notebook is closed, and a photograph is put away without explanation. Every piece you leave missing will confront you in the finale.
The ending of Grimvale I takes place in a single scene. Depending on how much you have discovered by the time you reach it, that scene ends in one of three different ways.
GAMEPLAY AND VISUAL STYLE
The game is played from a first-person perspective. You can walk, run, jump, and interact with everything around you. When darkness falls, you will have a flashlight in your hand. There are things you must collect, and no one will tell you where they are.
The game is 3D and stylized. It uses film grain, chromatic aberration, and a retro image-processing layer, deliberately creating the feeling of watching an old recording. The lighting exists entirely to serve the atmosphere: in most rooms, you can see only as far as your flashlight reaches. The rest is left to your imagination.
When characters speak, the game uses subtitles and the familiar blip sounds of classic horror games instead of voice acting. This is a deliberate choice that reinforces the game’s retro tone.
The story follows a linear progression, but the decisions you make and the details you notice determine where you end up. Dialogue plays a major role, while the game’s second narrative layer unfolds through notes, journals, and old photographs.
The full version offers approximately two hours of story content. It also includes a survival mode that can be played independently of the main story.
ABOUT THE DEVELOPER
I am developing Grimvale entirely on my own. Its story, design, code, lighting, and editing all come from a single person. There is no studio, publisher, or team behind me—only a story I want to tell and the desire to bring it to life the way it deserves.
That is why every person who plays the game matters to me. Every review, piece of feedback, and bug report you leave reaches me directly and genuinely influences the development of the game.
If you add Grimvale to your wishlist, you will be helping this series continue.
Have a great game.