Maximilien

MaximilienHorror Interactive Fiction

Something is wrong. But nothing is wrong with me. Nothing but these dreams.

October 26, 2026 · Windows & Linux · English & French

“Born April 22, 1905, extinguished September 7, 1926. You should be in your grave, Mr. Cornwell.”


The story

An atmosphere of psychological horror.

Boston, September 1926.
You are Maximilien Cornwell, a psychology student.
A darkened past, an unnameable presence, and a mounting unease take shape as the authorities close in on the man they are already calling the “Ogre of South Boston”.

Something that does not belong to daylight presses at the edges of your dreams.


110,000 words · 480 passages
12 possible endings · 16 achievements
A branch-and-bottleneck structure, and 1,750 conditions
weighing your choices and their consequences.



The investigation begins October 26, 2026

The trailer


What you are getting

Literary writing

Dense, deliberate prose in the tradition of Lovecraft, Poe, and the French roman noir. First person, present tense. You are not reading Maximilien, you are Maximilien. What unsettles you is never what you are shown.

A real investigation

An interactive map of Boston, an inventory, a casebook, and hunches that may not be worth following. Clues, puzzles, and characters whose fate depends on how closely you are paying attention.

Read it on your terms.

Difficulty settings, optional tutorials, and full control over visual effects, audio and display. The story is demanding. How you meet it is up to you.

A mind that comes apart

Your psychological state governs what you see, which choices stay open, and which version of events reaches you. It is a system, not a mood.

A manhunt tightening around you

A police investigation runs in parallel to yours, and it is looking for the Ogre of South Boston. Suspicion accumulates, and it does not forget.

Made for the screen

Fifty-four illustrations, over two hours of original score, thirty-six sound designs, seventeen animated sequences and ten interactive ones.


Inside the game

Interactive map — pick a location


Screenshots

A passage of prose visibly distorted by the sanity system.
The inventory screen showing collected objects and documents.
The investigation board linking clues and intuitions.
A choice screen with several narrative options.
A choice screen with several narrative options.
A choice screen with several narrative options.

Four days, five nights

And no way to do everything.

01

Morning to night

Each day runs on a fixed budget of hours. Every place you visit, every person you press, every book you read costs time you will not get back.

02

Night is not free

What you do at night is taken out of the following day. Push too hard and you begin the next morning diminished.

03

Time is running

The city does not wait for you. Your environment depends on your choices. Doors open one day can be closed the next.

04

The last night

Will you suffer it? Or will you take back the reins of your destiny? Will she arrive sooner than you thought?

05

You were elsewhere

There is more in these four days than four days can hold. Somewhere you never went, something, someone was waiting. Read it again and you will discover the part you did not attend.

“One less day to live is always one more story to write...”

Postal Telegraph · Boston Mass.

Word from the investigation

Development notes, latest news, exclusive updates.
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