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Scriptorium Artis ScriptArtis
STEAM GROUP
Scriptorium Artis ScriptArtis
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ABOUT Scriptorium Artis

Scriptorium Artis

Scriptorium Artis is an independent creative studio built around a single conviction: that games are one of the most powerful storytelling mediums ever created. We exist to explore that potential, crafting experiences where atmosphere, art and narrative are not separate elements but a single language.

We believe the most memorable games are not defined by mechanics alone. They are defined by the worlds they build, the emotions they provoke and the questions they leave unanswered. That is the kind of work we pursue, and the kind of work we celebrate.

Our first game, Penance, is a contemplative narrative horror set in an 11th century Benedictine abbey. A story of faith, guilt and redemption played out through rhythm-based prayer, spectral encounters and fifty hidden objects that slowly reveal a centuries-old conspiracy.
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RECENT ANNOUNCEMENTS
Mixtape: when a game takes you back to who you were

I'm 54 years old. And there are songs that hurt me in a way I can't quite explain.

It's not sadness exactly…it's something stranger. It's like opening a door you thought was closed and finding on the other side someone you recognise but no longer are. Your 19-year-old self, with everything that means — the intensity, the chaos, and that feeling that everything mattered so much.

Mixtape opened that door for me.

Beethoven & Dinosaur's game doesn't tell its story through polished dialogue or spectacular cutscenes. It tells it through songs. And not just any songs — because the selection matters. The Psychedelic Furs, Joy Division, Iggy Pop, Siouxsie and the Banshees, Echo & the Bunnymen. A selection that if you're of a certain age isn't a soundtrack. It's your life. Or at least it was, once.

There's a moment when The Ghost in You by The Psychedelic Furs plays. And that's when I broke.

That song has always had something I've struggled to define. It's the existential angst of the early 90s made music. The feeling of wanting something you can't name, of being somewhere that never quite feels like yours, of being 19 and finding the world too big and too small at the same time. Mixtape uses it at exactly the right moment. And it works in a way no dialogue ever could.

There's a line that stayed with me after playing: "You can't put your arms around a memory". No matter how far back Mixtape takes you, what you find on the other side can't be held. It's a ghost. The ghost in you.

That's exactly what this game does. And it does it better than any 80s movie with kids on bikes, better than Stranger Things with all its designed nostalgia. Because Mixtape doesn't sell you nostalgia. It puts it inside you without asking permission, through a soundtrack you know by heart.

For anyone in their 40s or 50s who lived through that era — as a real experience, not a cultural reference — Mixtape is hard to shake. And for those who didn't, it makes clear why that music still matters decades later.

I don't know if it's game of the year. I know it's the game that has moved me most in a long time. In the end the best narrative isn't always words. Sometimes it's just hearing a song you know by heart at exactly the right moment.

GRIS: when beauty is the game
GRIS: when beauty is the game

There is a question that hovers over GRIS from the very first moment: is this a video game? The mechanics are minimal, the puzzles barely exist, there is no combat, no death, no consequences. And yet, when you finish GRIS, the feeling is that of having lived something complete. Something that lacks nothing.

That is not accidental. It is design.

What GRIS understands about balance

Nomada Studio made a brave decision: reduce the mechanics to their bare minimum so that nothing would compete with the emotional experience. Running, jumping, a few simple puzzles. The game does not ask you to be skilled, it asks you to be present.

That decision could have gone wrong. A game without mechanical tension needs to compensate with something powerful, and GRIS does it by layering: visual narrative, art direction by Conrad Roset, and a soundtrack that does the heaviest lifting of all.

The result is a strange and precise balance. The mechanics serve the experience, not the other way around. And that, which sounds obvious, is actually one of the most difficult design decisions to execute well.

The soundtrack as backbone

Berlinist composed something for GRIS that goes beyond accompanying images. The music builds tension, releases emotion and marks the narrative rhythm with surgical precision. There are moments where the game practically disappears and what remains is only music and image moving together.

It is hard to imagine GRIS without its soundtrack. Not because the rest does not work, but because the music is what turns a beautiful experience into an experience that hurts in the right way. It is the finish that makes everything click.

Transitions as narrative

What has stayed with me most from GRIS is not the puzzles or the action sequences (scarce and deliberate), but the transitions. Those cinematic moments where the game moves from one emotional state to another without words, using only movement, colour and music.

Each transition in GRIS is a piece of the narrative puzzle. The story is not told through dialogue or text, it is told through shifts in palette, through the way the world transforms around the protagonist, through what appears and what disappears. You have to pay attention to understand it all, and that makes the player an active participant in the narrative even when mechanically doing very little.

Why GRIS matters

GRIS proves that a video game does not need to be difficult to be profound. That minimal gameplay is not a weakness if everything else is up to the task. And that there are ways of telling stories in this medium that have no equivalent anywhere else.

It is a game that will not convince everyone, and that is also part of its honesty. It knows what it is and does not try to be anything else.

2 Comments
May 12 @ 1:12am 
happy to be here
May 12 @ 1:12am 
Hey boss
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