
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 psychological horror interactive novel, Boston 1926. Explore, investigate, lose your footing. Your choices shape a branching story, while your mental state distorts the very page you read. 4 intersecting routes, 12 possible endings, 1 to 3 hours per playthrough.
The press kit for Maximilien — A Psychological Horror Interactive Novel 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.