Rusty Lake

We are Rusty Lake:

Creators of the praised Cube Escape series and the premium point-and-click adventures Rusty Lake Hotel and award-winning Rusty Lake: Roots.

Dear visitor,

Welcome to Rusty Lake, a surreal place where anything can happen. We offer you the most mysterious game series you'll ever play.

Why not try out our praised Cube Escape series first? Let the cubes guide you the eerie and atmospheric point-and-click adventures with an "escape room" feeling. Currently we have ten Cube Escape games taking place in the Rusty Lake universe. Cube Escape: Paradox is our latest installment which is combined with a short film! Download them for ten on iOS, Android or play on Desktop.

Next to our Cube Escape series we created three premium adventure games with unique story lines taking place in Rusty Lake as well. Serve deadly dinners to five animal-headed guests in Rusty Lake Hotel, expand the bloodline of the Vanderbooms in our award-winning adventure Rusty Lake: Roots or stop the ten plagues on a small island in Rusty Lake Paradise.

On the right, you can find a list of all our games sorted by release date.

On our game portal you can play our free games but also find other adventure, room escape and puzzle games. We selected games with a fascinating story, ambiance or unique game-play made by more forward-looking developers.

Check out our blog, social media or newsletter for new updates and content.

We wish you a pleasant stay in Rusty Lake!

Read more about the studio
  • AwardIndie Prize, Best Narrative Award ‘16
  • AwardTop 10 Google Play Indie Games Contest ‘17
  • AwardPremiere Paradox - A Rusty Lake Film @ LIFF '18
  • Award"Most Inventive" App nomination Google Play Awards ‘18
  • AwardFinalist Google Play Indie Games Contest ‘20

Underground Blossom – Devlog 1 – A brief history

Underground Blossom – Devlog 1 – A brief history

After sharing insights on the development of The Past Within, we are very excited to return with a fresh devlog for Underground Blossom #UBDevlog. Today let’s dive into the history of the project but first, we would like to share a list of what we are working on now (with only 3 weeks left): 

– Finalising all the achievements: Every station will have its own secrets!
– Our amazing group of translators are finishing the translations: the game will be available in more than 21+ languages!
– We are adding the last sound effects and music: Stay tuned for more on that in the next devlog!
– Optimising the game performance: We don’t want you to experience any lag when a new train arrives.
– Adjusting the game based on all the feedback we received at Gamescom: Thank you to everyone who came by our booth!
– And most importantly: testing, testing, testing to make sure the stations are bug-free.

These upcoming weeks will be crazy busy for us, but we are doing everything we can to ensure this train will arrive on the 27th on all platforms: iOS, Android, Steam, GOG and itch.io. A small reminder that a ticket to enter the train will cost: around 2,99 €/$ on mobile and around 4,99 €/$ on PC (with a special release discount during the first week)! 

One of the first sketches of a station in Underground Blossom

For this devlog we want to dive a bit into the history of this special project. We’ve already brainstormed about this concept for quite some years. Having a train station is an interesting location: new trains come by, new people arrive and, in a way, taking a train to the next station symbolizes a new chapter in someone’s life. Laura has been one of the main characters throughout the Rusty Lake series and since we have been quite secretive about big parts of her life, we thought matching this concept with Laura was a perfect fit.

We only had to wait for the right moment to start working on the first prototype.

First puzzle prototypes!

These screenshots are from back around the time we started working on The Past Within. For quite some time we worked simultaneously on these two projects. If we got stuck on one project, we could continue with the other. With The Past Within we faced a lot of struggles to create our first co-op experience (feel free to check our previous devlogs). But also while the structure for Underground Blossom was laid out very quickly, telling Laura’s life throughout different stations was not as easy as we thought. So being able to switch between the projects in the beginning was very helpful for us in shaping both projects.

However, we soon realised that focusing on multiple projects at the same time is very difficult, especially with a project like The Past Within, where a lot more people are involved. Thus we decided to go for – some might argue- the riskier route, and focus on finalising The Past Within first. Luckily this decision had some benefits for Underground Blossom as well. The Past Within got us to step up our game with both the sound design (Jorick and Giliam from Driftwood Audio were excited to join) and music (Victor Butzelaar rented a studio this time). Since people enjoyed these improvements so much from The Past Within, we carried this level of attention to detail into the development of Underground Blossom.

After doing as many playtest sessions as we could, we also discovered that something was missing in the form of content. As a result, more stations/levels were added and the game became somewhat bigger than we initially planned. All in all, it was nice for this project to lay on the shelf for a while so it could blossom in its own way.

The project needed time to blossom as well

This leads us to right now, the present, hardly able to believe that we are almost there again: a new release. And, luckily, within a year of our previous release. It means a lot that we can keep sharing these experiences with you all and we hope you have a bit more patience till this new journey arrives. 

Next week we will be back with some special behind-the-scenes material from our beloved composers Victor Butzelaar and Sebastiaan van Halsema and our amazing sound designers Jorick and Gilliam from Driftwood Audio.

Also, feel free to share some questions/ curiosities you might have regarding our project in the comments because the third and final devlog for Underground Blossom will be a Q&A!

Thank you for reading and for your continued support,

Rusty Lake

Ps. Make sure to wishlist / pre-order Underground Blossom on all platforms. Only 3 weeks left!

14 responses to “Underground Blossom – Devlog 1 – A brief history”

  1. *** says:

    I don’t know what to write here 😭💔

  2. Ankur Mallick says:

    What game engine do you guys use.

    [not related but this “Give answer section” is for some reason fully in Dutch (atleast for me) instead of English. Can you check it please?]

  3. sailorknightwing says:

    Your friends all over the world are proud of all the hard work you put into these wonderful games!

  4. Sophia says:

    Ahhh que emoção! Estou muito ansiosa! O mais legal que meu aniversário é no dia 28, e o jogo lança no dia 27, vou contar como se fosse um presente 😄💗

  5. Nana says:

    Oh god you can’t believe have happy i am right now T^T
    The best memories of my youth are tied to your games, and you’re making even more!
    You all deserve the best with all this hard works you do💗

    • Andrea says:

      God! How I love the cube escape and rusty lake saga, every thing they do is wonderful. It is incredible to see how everything is improving and they pay attention to the smallest detail, that allows us to see the effort qhat is behind all this. I love them so much.

  6. Abigail Hernández says:

    I am Hispanic and having a translation is great. I am very excited and also thank you for the incredible effort with the past whitin it was a great game for me and my partner

  7. Creen Greeper says:

    How many stations will it be?

  8. nowhere says:

    I actually do have several questions.
    1) Will you keep the secret ARG level from UB Lite in the full version? It was so enlightening!

    2) How do you call hybrid creatures like the guests, Crow and Harvey?

    3) And yeah, how is Harvey a hybrid again? The wheels thingies told that he’s a bird.

    4) Why did the coins corrupt Albert but not James?

    5) How is it possible that both Albert’s soul and Laura are in UB? It seems, the soul was summoned in the timeline where Rose escaped the cube and became a tree before she could birth Laura.

    6) How could Laura kill Harvey after her death in Fall 1971 but before her corruption in 1972 in The Mill? How is Harvey alive after that (also in The Mill)?

    7) Previously, I’ve got an idea that golden cubes are the elixir made of memories, aren’t they? Albert’s golden cube seems to be created and used very differently.

  9. Troy Bederlian says:

    Is Laura and Bob going to be the same voice actors from The White Door?

  10. Pidan says:

    Players from China are looking forward to it!

  11. Kevin MacKeen says:

    Thank you so much for the years of wonderful content! This is my favorite series of games!

    How far ahead do you plan out the plot for future games? During the early games, did you know the direction that the story would head? Do you have story lines mapped out for future games? Will there be an “ending” to Rusty Lake and, if so, do you know it already?

  12. abrahakuma says:

    Speaking of the past within, I just freshly experienced this transcending journey. As always, love the vibe and the way we interact with the game and how we co pushed the story,another classic RL. hopefully there ll be more of collaborative kind in the future. Will it?

    Those magnified moments such as drag hands closer or take sip of coffee from white door, and newly in demo, tickets checking, these kinda interaction really gets me going. You guys are doing a great job on brewing interaction and storytelling together. Im always touched by these delicate interactions like touching an artpiece. 已经迫不及待的想要到月底了!

    Also, is there a way to join the translation team? LOL

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