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Have you ever been on the verge of proportionality?

This story is about a single person who was unsure of things and the physical integrity of things around him.

Everyday this man went to his job and dreamed of a time in which, it seems, he didn't exist. Days dashed forward.

But then one day after our protagonist took the bus to work, he got off on...a ship.

This is an indie game created by one person who is completely in love with the idea of challenging genres.

An experiment that tries not to disrupt the tradition or to confuse the player but to instead argue under the framework which restricts the cultural impact on choice

Attempt to transform the quest genre into a full adventure, excluding elements of discipline for mental stimulation.


Mix of genres and elements like art, adventure, puzzle, survival and metroidvania games.

The player is assisted by expressive mechanisms and visual compositions to understand the main goal of the game.

Engage in converstaion as it is are a source of really useful information. Figure out why the characters in the game got into an argument with each other. Carrying a grudge from old times, which exists only in their faded, smudged eyes.

Use your items from the inventory to induce change into Cube Town. Perhaps it is not just a giant wall but instead a maze inside. Discover the Town’s secrets by exploring the slums and the factory districts.

No need to be frightened by the unfamiliarity. Previously completed objectives will become hints to other players as well as to you.

Health, stamina and thirst are non-renewable and are the player’s source for victory.

And while the protagonist can’t fill their thirst themselves, their enemy on the other hand, under some gameplay circumstances, can…

There is only one boss in the whole journey that won’t leave you alone. His roots entangle every corner of the world. An eternal battle with a parasite that threatens to become a part of the environment.

Immerse yourself into the vivid chamber, color the lives here and learn how to cooperate with darkness.

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[Warmth outside]8:

If you are reading these words with the right context then it’s coupled with the third, I dare say, thematic video.
I think next time the best way to provide fanciful information would be to organize veiled clips and explanations with game mechanics directly.
But so far it’s just thoughts. We will see.
I understand that there are some matters on the swollen surface, probably from the “songs” around, and they are itchy.
So, now let us move on to more specific notes:


[Contradictory spam-attacks or sorry to those who sent me emails and didn’t get the answer]26:

I creating KROTRUVINK in a long-standing passion for gaming culture. It’s not a desire to make just anything as I’m trying to make something explicit.
Each element, every sound and mechanic, except localization, are self made.
It takes a lot of time and resources, which should be mined and prepared, a lot of enthusiasm and aspirations for the idea I have.
When someone is affected by such a shell of costly targets, that person can be scattered with different quills.
And I would like to explain this row, ever since February this year I have been distracted by many types of spam attacks.
Again mostly benign, deadbeat spam but that is not all of it.
Certain attacks looked disgustingly aggressive and were possibly aimed to steal my accounts.
I don’t know why these miscreants are so insistent about my profiles.
Sadly, this makes it SIGNIFICANTLY more difficult to work on any deadline.
Unsurprisingly, some of the more expected spam tactics, like “free keys”, and let me be clear, I don’t consider EVERY letter with “review key/key request” and etc. in the title to be spam, however, right now I have A LOT OF automatic emails with the same subject.
Actually, it’s preposterous and particularly tedious to ignore, because I don’t have that much of a concerned real audience right now.
Well, and here I’m wasting enough symbols for this anecdote.


[Schedule/Closed beta test]34

Decided to write this paragraph separately.
Initially, I am planning on starting distribution of the game's playable version neatly on a calendar (I run my indicative timetable).
But with all that stress from continuous attacks and lack of reason to publish or disseminate playable builds as soon as possible, I think it’s totally understandable that I can’t keep to desired “mind schedule”.
Anyway… Closed beta test is planned and will be done without any doubt.
Moreover, if by then I will find a few real concerned players, my particular interest would be expanded to different configurations, where participants could help me to make KROTRUVINK better and exterminate all technical inconsistencies.


But because of the special few who arise occasionally like a mirage, those talkative identities who periodically send me messages and express their, at first glance, quite plausible interest I believe all problems are not that big of a deal after all.




Is it really that time of the year for this blatant need to endure the calendar again?

Halloween special: N1-N2

Halloween special: N1-N2


There are so many things that I would like to clarify about...




Time allows everything to become violet-coloured or hidden.

Suitcase P1-P3

Suitcase P1-P3


There are mirrors everywhere… Whose misleading and sharp corners can be highly dangerous. And for that reason I must warn you about a few proposed ideas...


This looks absurd and strangely scary, but so intriguing. Will follow.

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Valdram Creator

I am truly mesmerized by your thoughts

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