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Medusa’s Labyrinth is a mythological first person horror game set in ancient Greece. It take tales and legends that have stayed with us for over 2000 years and mix them together in a game that blends horror with stealth into a unique experience. The player will have to carefully pick their path through the abandoned hallways on the Island, through winding catacombs and massive amphitheaters to solve the mysteries that lurk within the labyrinth.

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Medusa's Labyrinth on Greenlight

Medusa's Labyrinth on Greenlight

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We've added Medusa's Labyrinth on greenlight to release a short, free adventure, giving a small glimpse of the large vision. Now we want your feedback...

Character concepts: Early process and Uncanny features

Character concepts: Early process and Uncanny features

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Our 2D-artist shows the early stages of making concepts for humans in horror games.

Graphical style: The use of Styleguides and Stylesheets

Graphical style: The use of Styleguides and Stylesheets

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Our 2D Artist talks about the usage of Style Sheets and how she worked with these when making the Art Style for Medusa's Labyritnh.

Medusa's Labyrinth - Now Live on Kickstarter!

Medusa's Labyrinth - Now Live on Kickstarter!

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Ancient Horror awaits! Medusa's Labyrinth is now live on Kickstarter and we would for everyone that is interested, or knows someone who might be interested...

Next project "Medusa's Labyrinth" soon on Kickstater

Next project "Medusa's Labyrinth" soon on Kickstater

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Kickstarter has finally opened the floodgates for Scandinavia and Guru Games will be one of the first through the breach with our next project "Medusa's...

Horrible Characters

Horrible Characters

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The difference between characters for horror games and other genres. We also talk about why our main character needs a redesign, and what we plan to do...

Moving from the Catacombs and into the Hall

Moving from the Catacombs and into the Hall

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Working with making the hall as beatiful as the catacombs.

To add or not to add mechanics

To add or not to add mechanics

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The problem with designing a horror experience: letting the player create their own monsters.

Avoiding the Shakespeare-trap

Avoiding the Shakespeare-trap

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How do you write a lovestory without ending up with another Romeo and Juliet? In this uppdate we discuss this problem at length, and give some examples...

Inspiration and Goals

Inspiration and Goals

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The project manager and creative director of the game talks about sources of inspiration and the goals that the team has set for themselves.

Pre-production phase complete.

Pre-production phase complete.

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The first part of our project is over and we now enter the prototype and content creation phase. Wish us luck!