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Watch trailer on Steam ↗Redemption of the Damned
MIROWIN · Published by Blowfish Studios · Official site ↗
Last updated 27 Sept 2026
Redemption of the Damned is a survival horror in the scenery of 19th century Europe.You are Professor Abraham Van Helsing who was summoned to a distant village to investigate a series of grisly murders. You were ambushed and when you wake up you discover things are more dire than expected.
Action, Adventure, Indie · 2027 · More free games
Embark on a chilling adventure as Professor Abraham Van Helsing in Redemption of the Damned. Trapped in a village plagued by unspeakable horrors, your journey through 19th-century Europe is fraught with danger and mystery.
About this game
I AM ABRAHAM VAN HELSING - PHYSICIAN, SCHOLAR, AND RELUCTANT HUNTER.
From my study in Amsterdam, I was summoned east by a letter from my old friend Jonathan. His words spoke of disappearances, of shallow graves filled with the nameless, and of a creature that walks between worlds.
My path was set for a remote village in the Carpathian Mountains - yet before I could reach it, the night rose against me. My stagecoach was overturned, my companions slaughtered, and I awoke alone in the Knight's lodge, the air thick with the smell of blood and damp earth. The trail leads into the Hoia Baciu Forest - a place whispered of in superstition, where the living and the dead walk side by side.
A GOTHIC SURVIVAL HORROR EXPERIENCE
Redemption of the Damned blends tense, deliberate combat with methodical investigation, set across hand-crafted locations. From the haunted forest to the cursed village, from abandoned chapels to nightmarish fortresses reached only by occult gates, each step draws me closer to Dracula’s generals - and the truths they guard.
I am no superhuman hero. Ammunition is scarce, wounds slow the body, and the mind can falter in the face of unspeakable horrors. In this land, every decision carries weight… and the darkness is always watching.
Investigate the Unnatural
Track Dracula’s generals by examining corpses, analysing wounds, and piecing together the clues others would overlook.
Craft to Endure and Destroy
Salvage and forge weapons, ammunition, and tools from the remnants of a dying land - from hand-built pistols and silver-shot cartridges to holy relics and improvised stakes.
Unravel Clues and Solve Puzzles
The environment itself is a labyrinth of secrets. Study symbols, decode writings, and connect fragments of knowledge to reveal the path ahead.
Fight with Purpose
Carefully study your enemy, prepare thoroughly and choose the appropriate way to kill. Melee combat, traditional and unique firearms, and, of course, specific ways of killing are available to you.
Every shot counts. Learn each creature’s behaviour and weaknesses - be it silver, stake, flame, or relic - and strike with precision. But be careful as enemies learn and adapt to your combat style also!
KILL THE BEAST - IF YOU DARE
Dracula’s generals are not mere monsters, but ancient minds honed by centuries of cruelty. To face them unprepared is to court death; to defeat them is to cut deeper into the Count’s dark dominion.
A Chronicle of Horror
Encounter characters and creatures steeped in the lore of Dracula and Slavic superstition, each encounter revealing another shadow in the grand design.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel i5-4590 equivalent or greater
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 970 / AMD equivalent or greater
- DirectX: Version 11
- Storage: 20 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel i5-4590 equivalent or greater
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 970 / AMD equivalent or greater
- DirectX: Version 11
- Storage: 20 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Devlog #7 - dungeons, chort, fog density, action improvements
All in all, it seems some time since we shared an updates of "Redemption of the Damned" development. Here is the fresh digest of the changes and progress for the last months. Dungeons The dungeons in our game are as tortuous and varied as the work on them. Chort 👿 Our game’s bestiary is updating with a new character and, like all monsters in the game, his unique behavior and special requirements for how he is killed are key points in our work, but only a small part of what is required to fully realize his unique profile. 😨 Indeed, for this scoundrel, a couple of trump cards are conceived in the sleeve in order to successfully act on the player’s nerves, to force to use tactical thinking in battle, in between the usual shredding and shooting simpler monsters. Dynamic fog density We are honing the realism of the natural effects — the video shows the current result in terms of the dynamic density of the fog when changing altitude of the main character’s location. Action improvements 🚀 Happy to show the fresh progress in: - improvement of the visual & sound effects when causing and receiving damage, using weapons; - improvement enemy animations; - UX/UI system core. Like our work? ːsteamhappyː Thank you for your feedback on the development stage! ːsteamthumbsupː Add the game to your Steam-wishlist already now if you like our work. {STEAM_CLAN_IMAGE}/40520568/f043042951cc772d93d070a3ac7a015816124365.pngRead full article on Community Announcements (MiroMark)AnnouncementsOfficial
Devlog #6 - damage system, 3-barelled pistol, quest&dialogues systems, ragdoll
You'd think a recent digest with the latest developments came out this December...but our work at the end of the year is moving so vigorously that a little more has accumulated that we would like to share with you. Damage system 💥 One of the main and most important issues when working out the mechanics of melee weapons is the damage system. There are many approaches, each of which is necessary for one purpose or another - from the simplest point damage, like in Counter Strike and similar games, to almost absolute match of the player's movements to inflicting damage, as it's implemented in any "adult" RPG. Second one is exactly our kind of case. The trick of the method shown in the video lies in the almost complete correspondence of the movement of the weapon to inflicting damage. At the same time most of the stumbling blocks inherent in this approach are compensated. We talk about the lack/excess of the weapon's length, the unevenness of the animation relative to the "ticks" of the check, inevitable delays and out-of-sync in the network during cooperative and massively online play. ✅ During the tests, the perfect registration of hits on objects from the smallest branches to huge moving targets was confirmed. Three-barelled pistol 💪 The subgenre of "Redemption of the Damned" project is more of an RPG. In this regard, the game implies a progression in various aspects of the gameplay - both in the complexity of monsters and locations, and in the availability of new equipment to the hunter. Therefore, we continue to replenish our arsenal with "goodies". This time we're talking about the prototype of the multi-charge pistol, which is strikingly different from other weapons available to the player. ❓Why is it so special❓ This example of hybrid technology has a number of advantages comparing with the difficult-to-use single-shot counterparts: 🔴 3 shots are available after each reload; 🔴 significantly increased range; 🔴 more damage due to the longer barrel length. Neverthel...Read full article on Community Announcements (MiroMark)AnnouncementsOfficial
Devlog #5 - combat mechanics, inventory, blunderbuss
Hello fans of the horror and survival! "Redemption of the Damned" development team is pleased to welcome you here again to share our progress and successes in a new post. Combat mechanics Each type of evil in the game has its own approach to its liquidation. In order to plan and realise the suitable battle tactics, we’re expanding player’s combat capabilities and arsenal. You can see some in the video the next: parry, causing stunning of the enemy; blocking with loss of stamina; fast hit with normal damage; heavy hit with increased damage and high consumption of stamina; one-handed ax that can be purchased in the village. Inventory and character parameters Let’s touch on the parameters of the main hero in a little more detail, as well as the inventory, which you may have already seen in recent videos about the development of “Redemption of the Damned” game. {STEAM_CLAN_IMAGE}/40520568/d4d42f5efe287861c3f94126b5527c63d97f9052.png The inventory (equipment) is located on the left — this is not only everything that the character has directly in his hands, but also the objects, that are in the immediate vicinity, in our case — in a backpack and on a belt. Player can see the current body parameters and state of his character on the right side of the screen, as well as the earned reputation. We will be grateful for your comments after you visually check the usability of the proposed inventory and how clear it is. Blunderbuss In #RoD, players head to the Europe of 16–17 centuries — a period of wars and revolutions. Thirty Years’ War and Eighty Years’ War, Franco-Spanish and Italian wards, English Civil War etc. Of course, these events took place in the same time with the successes and failures in the development of hand-held firearms, with the usage of developments of the gun industry that have passed from the previous centuries. This is the time of the wheellock from Leonardo da Vinci, cumbersome and not so accurate military pistols, smoldering wicks, outdated and aging we...Read full article on Community Announcements (MiroMark)AnnouncementsOfficial
Test gameplay. Pre-alpha build.
Test gameplay of the "Redemption of the Damned" pre-alpha build. Presented features are not on the final stage.Read full article on Community Announcements (MiroMark)AnnouncementsOfficial
Devlog #4 - dungeon, work with sound, integration, dash
We're here again with the work done on the "Redemption of the Damned" game. Let's go! Dungeon The game called "Redemption of the Damned" wouldn't be complete without the underworld. Someone means by this word a place where the souls of sinners are eternally tormented after death, where the redemption of the damned takes place. In another sense, underworld is a dark, scary underground room or dungeon. This is what we're working on. Of course, you see not the final version - only the assembly of the main structure and minimal compositions of multi-level dungeon. Work with sound You may already have noticed from the previous notes on the development of the game how the sound changes with the onset of night or with the approach of danger. Additionally, we are working on an effect similar to drug intoxication, in which the character will appear when his mental health is reduced to 15% or lower. 😱 In this state, vision deteriorates, hallucinations are imitated, and therefore the danger (real or imaginary) is felt everywhere. We recommend to watch this video with headphones, at the night, in the dark room. Integration Talk about individual mechanics or level variations is interesting) But the funniest (or the craziest) part here is to integrate everything into a coherent whole and look for the different flaws that are not visible during the development of individual parts of the project. 📃 Watch here the test run that includes testing many aspects of the work in progress, such as: the procedure for creating a character and starting the game, saving and loading states; integration and testing of the test combat zone in addition to the safe hub; checking the structures of locations for suitability for battle and AI navigation; global positive and negative effects, such as a constant decrease in mental health in the dungeon, a gradual restoration of parameters while in the village; the introduction of storages to preserve in-game values (loot) taken out of the dungeons for fu...Read full article on Community Announcements (MiroMark)






