Crimson Capes Brings Thrilling 2D Soulslike Swordplay, Witch Hunts, and Chaotic Co‑Op to Steam This February
If you’ve been craving a Soulslike that doesn’t demand a 200‑hour commitment or a second monitor dedicated to wiki pages, Crimson Capes is about to make your February a lot more interesting. Studio Poor Locke is officially launching Crimson Capes on February 12, and yes — it’s exactly the kind of hand‑crafted, sword‑and‑sorcery chaos you think it is. Except it’s also smarter, meaner, and far more stylish than it has any right to be.
This is a game that takes the Souls formula, flattens it into two dimensions, and somehow keeps all the tension, timing, and “oh great, I’m dead again” energy intact. And it does it with pixel art, rotoscoped animations, and a fantasy world that feels ripped straight out of a pulp novel your uncle swears is a classic.
A Witch‑Hunting Adventure With Actual Personality
In Crimson Capes, you play as Milon the Tempest — a witch‑hunter with a name dramatic enough to earn its own metal album. Milon leads the Crimson Capes, a guild of elite hunters tasked with dismantling a conspiracy of wizards who are absolutely up to no good. And because this is a Soulslike, you already know things are going to spiral into something far worse than “a few rogue spellcasters.”
The kingdom of Amvros is your playground, and by playground, I mean a sprawling fantasy realm full of ruined towers, forgotten caverns, mystical forests, and ancient strongholds that definitely don’t want you there. Every contract you take pulls you deeper into a conspiracy that’s less “mild political intrigue” and more “oh, the true cost of power is horrifying.”
Crimson Capes Makes Sword Combat Actually Matter
Let’s be honest: a lot of action games claim to have “deep combat,” but what they really mean is “we gave you a dodge button and a heavy attack.” Crimson Capes actually commits to the idea. Combat is built around deliberate, animation‑locked swordplay inspired by real fighting techniques. You’re not just mashing buttons — you’re reading feints, timing thrusts, and praying your guard doesn’t break at the worst possible moment.
Each of the four playable heroes has their own weapon style, moveset, and skill tree. No two characters feel the same, and the game encourages experimentation instead of grinding stats until you can one‑shot everything. Magic also plays a role, but not in the “spam fireballs until the boss cries” way. Elemental abilities — wind, thunder, fire, darkness — weave directly into your swordplay, adding layers without overwhelming the core combat.
Exploration That Rewards Curiosity (and Punishes Overconfidence)

Poor Locke
Crimson Capes embraces the Souls philosophy of exploration: go wherever you want, but don’t blame the game when you wander into a cave that immediately ruins your day. The world is open in a way that feels organic, not artificially padded. If you see a ruined tower in the distance, you can probably get there — and there’s probably something waiting inside that wants to kill you.
Artifacts, abilities, and narrative threads hide off the beaten path, which means the best rewards go to players who poke around every suspicious corner. And yes, sometimes those corners poke back.
Co‑Op, PvP, and Invasions — Now in 2D
One of the boldest moves Crimson Capes makes is bringing classic Souls multiplayer into a side‑scrolling world. You can team up with a friend online to hunt witches together, or — if you’re feeling spicy — invade another player’s mission as a Deathblade. Nothing says “friendship” like ruining a stranger’s day with a perfectly timed ambush.
The game also features optional Dynamic Hunts, which remix enemies and bosses each time you take them on. Think Bloodborne’s Chalice Dungeons, but in 2D and without the existential dread of trying to remember which glyph code you forgot to write down.
A Hand‑Crafted Fantasy World With Real Style
Visually, Crimson Capes leans into pixel art, hand‑drawn environments, and rotoscoped animation. It’s a love letter to classic sword‑and‑sorcery tales like Conan and Elric — the kind of gritty, mythic fantasy that feels raw instead of sanitized. The world looks lived‑in, dangerous, and just a little unhinged, which is exactly the vibe a witch‑hunting adventure deserves.
As programmer Dimitris Tsatsis puts it:
“From the very beginning, Crimson Capes was built around deliberate combat that rewards initiative, precision, and quick thinking.”
Mission accomplished.
Crimson Capes Launch Details
- Launches February 12 on Steam
- Price: $15
- Launch discount: 10% off for 9 days
- Includes: Instruction Manual, Game Guide PDF, and a printable world map
- Console versions planned for later
Crimson Capes is shaping up to be one of those indie releases that sneaks up on people and then refuses to leave their brain. If you’re into Soulslikes, sword‑and‑sorcery, or games that actually respect your ability to learn, this one deserves a spot on your wishlist.
