
Every game is a hub — the studio that built it, the publisher shipping it, investors backing it, creators streaming it, journalists covering it. The ecosystem is what makes the game more fundable, more discoverable and more playable. How were you involved?
A experimental horror game run by a dynamic fear director. Survive emergent scares and procedural horror in the depths of the Cathedral. Evade its terrors and free its captive souls.
The press kit for Cathedral of Sorrow is visible to press, creators, investors, and the studio team. Press and creators receive a link with an outreach token; the kit appears here inline — no download, no separate page.