Crimson Capes Is Out Now — A 2D Soulslike That Cuts Deep, Bleeds Style, and Doesn’t Care About Your Comfort
There’s something special about launch day — that moment when a long‑teased game finally steps out of the shadows and says, “Alright, let’s see what you’ve got.” Crimson Capes just had that moment, and it didn’t tiptoe onto the stage. It arrived with a sword in hand, a storm at its back, and the kind of confidence only a game built on deliberate combat and unapologetic challenge can pull off.
Developed by POOR LOCKE, Crimson Capes is officially out now on Steam, and it brings the Souls formula into 2D with a level of precision, tension, and world‑building that feels handcrafted — because it is. This isn’t a “Soulslike but cute.” This is a sword‑and‑sorcery gauntlet sharpened to a point, wrapped in rotoscoped animation, and dropped into your lap with a quiet, menacing “good luck.”
And yes, for SEO purposes, let me say it again: Crimson Capes is out now, and it’s absolutely worth paying attention to.
A Witch‑Hunter, a Kingdom in Decay, and a Guild That Works in the Shadows

Poor Locke
You play as Milon the Tempest — a witch‑hunter with a name that sounds like it belongs on the spine of a leather‑bound fantasy novel. Milon leads the Crimson Capes, a guild operating outside the crown’s polite political boundaries. When the kingdom of Amvros has a problem it can’t publicly acknowledge, the Crimson Capes get the call.
The launch trailer and release materials paint a world dripping with conspiracy, ancient power, and the kind of “oh no, this goes deeper than we thought” energy that Souls fans live for. Contracts take you across ruined towns, mystical forests, forgotten temples, and strongholds that feel like they’ve been waiting centuries for someone foolish enough to enter.
Crimson Capes doesn’t just give you a world — it gives you a world that pushes back.
Combat That Demands Respect — And Punishes Hesitation
At the heart of Crimson Capes lies a combat system built around animation commitment and realistic sword‑fighting principles. This isn’t button‑mashing. This isn’t “roll until the boss gets bored.” This is a duel — every time.
You’re reading feints. You’re timing thrusts. You’re committing to cuts. You’re guarding like your life depends on it — because it does.
Each of the four playable heroes brings a distinct weapon style, moveset, and progression path. The game doesn’t care how many stats you’ve stacked — it cares whether you’ve learned. Mastery, not math, is the real progression system here.
Elemental magic — wind, thunder, fire, darkness — weaves directly into your swordplay. It’s not a separate system. It’s part of the dance.
A World That Rewards Curiosity and Punishes Complacency
Exploration in Crimson Capes follows the Souls‑inspired philosophy of “go wherever you want, but don’t blame us if you die.” The world is non‑linear, layered, and full of secrets tucked into corners you weren’t supposed to find on your first run.
You’ll uncover:
- Artifacts with hidden histories
- Abilities that reshape your approach
- Narrative threads buried off the beaten path
- Environments that tell their own stories
Crimson Capes trusts you to pay attention — and it rewards you when you do.
Co‑Op, PvP, and Invasions — Now in 2D
One of the boldest moves POOR LOCKE makes is bringing Souls‑style multiplayer into a side‑scrolling world. You can team up with a friend online to tackle hunts together as Capes, or — if you’re feeling particularly chaotic — invade another group’s mission as a Deathblade.
Nothing says “friendship” like ruining a stranger’s perfectly planned encounter with a well‑timed ambush.
Dynamic Hunts add even more replayability, remixing enemies and bosses each time you take them on. Think Bloodborne’s Chalice Dungeons, but in 2D and without the existential dread of remembering glyph codes.
A Visual Identity Rooted in Classic Sword‑and‑Sorcery
Crimson Capes blends hand‑drawn pixel art with rotoscoped animation, creating a tactile, grounded aesthetic that feels ripped straight from pulp fantasy — Conan, Elric, and the kind of gritty adventure stories that smell like old paper and spilled ink.
It’s raw. It’s mythic. It’s atmospheric in a way that feels lived‑in, not stylized.
The environments don’t just look good — they feel like they’ve been waiting for you.
A Launch Years in the Making
Developers Dimitris Tsatsis and Kostas MacFarlane put it plainly:
“The time has finally come to release Crimson Capes to the world after years of blood, sweat and tears.”
You can feel that in every frame. Crimson Capes isn’t a quick project. It’s a passion project — the kind that leaves fingerprints on every pixel.
Launch Details
- Out now on Steam
- $15 base price
- 10% launch discount for 9 days
- Includes an instruction manual, game guide PDF, and printable world map
- Console versions planned for later
Crimson Capes is here, it’s sharp, and it’s ready to test your reflexes, your patience, and your ability to read an opponent before they carve you in half.
