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11 / Narrative puzzle platformer

Crimson & Thorn

Crimson & Thorn is an emotionally driven 2D puzzle platformer set in an abstract cityscape. A relationship changes the world, the mechanics, the camera, and the soundtrack before the player is quietly asked whether they are ready to let it go.

Technology
Umbra Engine / C++
Status
Preproduction
The challenge

The player has to feel the story, not be told it.

The story cannot sit beside the mechanics as exposition. Connection, dependence, separation, and recovery need to be felt through movement and problem solving, while repeated places must carry a different meaning each time the player returns.

The approach

Turn connection and absence into mechanics.

A companion first makes traversal warmer and easier, then disappears. The player relearns solo forms of the same abilities while recurring levels lose color, detail, and musical layers. A final choice either ends the journey or loops through increasingly skeletal memories.

Inside the project

What it does.

  1. 01

    Five chapters mapping the emotional arc of a relationship

  2. 02

    Cooperative abilities that later become solitary mechanics

  3. 03

    Recurring levels transformed by context rather than simple reskins

  4. 04

    Layered music that gains and loses instruments with the narrative

  5. 05

    A final choice that changes the structure of subsequent playthroughs

Design principles

How decisions
get made.

Mechanics carry meaning

Puzzle difficulty is secondary to how collaboration and absence change familiar actions.

Restraint over exposition

Color, camera, sound, environment, and player behavior tell the story without explicit explanation.

A real engine milestone

The game sets Umbra’s next requirements for sprites, audio, scenes, persistence, UI, and tooling.

See the work

Crimson & Thorn

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