
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?
Fourteen years ago, a murder occurred in the town of Redcrest. You must deal with the consequences. Working at an arcade, a new game seems to enthrall you with its not so fictional depictions of horror, becoming more and more terrifying each day.
The press kit for Redcrest: 1993 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.