yohandupuy.bsky.social @yohandupuy.bsky.social · 10/10/2026The hardest part of writing Maximilien wasn't the horror. It was restraint: 110,000 words where the monster is mostly absence, a smell on a staircase, a newspaper headline that's slightly wrong. Weird fiction taught me that dread is a slow leak, not a jump. 010
yohandupuy.bsky.social @yohandupuy.bsky.social · 09/10/2026Boston, 1926. The killer is the least of it. Maximilien, my psychological horror interactive novel, comes to Steam on October 26 for the Scream Fest. 12 endings, and a narrator whose sanity distorts the page you read. store.steampowered.com/app/4755440/... 010
yohandupuy.bsky.social @yohandupuy.bsky.social · 26/09/2026Three weeks into IFComp. Every review of Maximilien, the warm ones and the hard ones, has taught me something about what a page does to a reader. Judging runs until Oct 19. So many games this year deserve your evening, not just mine. 010
yohandupuy.bsky.social @yohandupuy.bsky.social · 19/09/2026No full voice acting in Maximilien. That's a choice, not a budget. The horror I wanted happens in the half-second between reading a sentence and understanding it. You can't score that. You can only set the type and get out of the way. Boston, 1926. 000
yohandupuy.bsky.social @yohandupuy.bsky.social · 09/09/2026Looking for 2-3 people willing to beta-test Maximilien Steam Edition before Oct 26 — new color illustrations, an original score, and narrative content beyond the free IFComp version. Just flagging bugs/broken links/typos, nothing heavy. DM me if interested, no pressure either way! 110
yohandupuy.bsky.social @yohandupuy.bsky.social · 03/09/2026Maximilien is live and being judged at IFComp 2026 — the full story, playable right now: 12 endings, Boston 1926, and a sanity system that never touches the words, only how you see them. #InteractiveFiction #Twine #IFComp #indiedev #gamedev 271
yohandupuy.bsky.social @yohandupuy.bsky.social · 08/08/2026The new maximilien-game.com is live. Look closely at the section headers. They're not typos. Same design language as the game — the site doesn't describe the sanity system, it runs on it. Built entirely by Yohan. #InteractiveFiction #Twine #IFComp #indiedev #gamedev 082
yohandupuy.bsky.social @yohandupuy.bsky.social · 21/07/2026Replayed Maximilien recently, got lost in a branch I'd mostly forgotten writing. Hours of content behind a choice that looked minor at first. The smallest decisions here carry the most weight. You won't know which ones until you go back. #InteractiveFiction #Twine #IFComp #indiedev #gamedev 071
yohandupuy.bsky.social @yohandupuy.bsky.social · 13/07/2026The sanity system distorts how the text is rendered, never what it says. The prose is fixed; its shape isn't. One moment, two ways it comes apart. And a GIF, because some players need it dialed down. #InteractiveFiction #Twine #IFComp #indiedev #gamedev 0103
yohandupuy.bsky.social @yohandupuy.bsky.social · 22/06/2026MAXIMILIEN Boston, October 1926. A psychological horror interactive fiction. Sanity affects what you read, literally. 7 years in the making, coming to Steam Oct 26. IFComp 2026 entry. store.steampowered.com/app/4755440/... #InteractiveFiction #IFComp #Twin #horror #psychologicalhorror #indiegamestore.steampowered.comMaximilien — A Psychological Horror Interactive Novel on SteamInteractive psychological horror novel, Boston 1926. Explore, investigate, lose your grip on reality. Your choices shape a branching narrative where your mental state influences what you see and the p... 011
yohandupuy.bsky.social @yohandupuy.bsky.social · 22/05/2026Some parts of Maximilien were inspired by real Boston archives, places, events, and tragedies. Historical documents helped shape the realism behind the game’s psychological horror atmosphere... #horror #psychologicalhorror #indiegame #gamedev #1920s #archives 073
yohandupuy.bsky.social @yohandupuy.bsky.social · 20/05/2026In Maximilien, sanity doesn’t just affect stats - it directly alters the interactive novel itself. As the character’s mental state deteriorates, visual artifacts appear and the prose begins to change in real time: distorted wording, unstable narration, unreliable perception. #gamedev #horror #twine 181
yohandupuy.bsky.social @yohandupuy.bsky.social · 13/05/2026Here's the narrative graph after 7 years. 1,755 nodes. 500 passages. 8 endings. The architecture grew from the writing. #gamedev #twine #interactivefiction 2163