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Maximilien

by Yohan Dupuy profile

(based on 3 ratings)
1 review3 members have played this game. It's on 1 wishlist.

About the Story

Boston, 1926.
You wake up with a name that feels borrowed.

A city on edge. A serial killer they call the Ogre of South Boston.

A past you can't entirely explain.

And something — something that doesn't belong to daylight — pressing against the edge of your thoughts.

A psychological horror novel that takes itself seriously.
MAXIMILIEN is a literary interactive novel set in 1920s Boston. Part investigation, part occult descent, part something you won't have a word for when it's over.

You play Maximilien Cornwell, a psychology student trying to understand what's happening to the city — and what's already happened to him.

The more you look, the less certain you become of what you're seeing.

What awaits you

  • A branching narrative — over 500 passages, 1,755 conditional story states
  • 4 routes, 8 endings — different routes reveal fundamentally different truths
  • A real investigation system — clues, objects, a hand-drawn map of Boston, intuitions
  • Mental health mechanics — your sanity affects what you see, what choices appear, what version of events reaches you
  • A police suspicion system — the Ogre investigation runs parallel to your own
  • Day/night cycles, limited action economy — time is pressure

Original score by Gaëtan Larant, illustrated sequences by Nicolas "Solynk" Thonney

Set in 1920s Boston
The city breathes occultism. Prohibition-era streets, university halls that smell of old paper and older secrets, the harbor, the tenements of South Boston, the places that don't appear on any official map.

The writing is dense, literary, and precise — psychological horror in the tradition of slow dread, not gore. Influences run through Lovecraft, Poe, and the French roman noir. But this is something of its own.

If you have played Vampire: The Masquerade — Night Road and others sequels, or found yourself unable to sleep after a short story with no obvious monster — this was made for you.

Seven years of work
I'm Yohan Dupuy. I spent seven years writing and developing Maximilien — including three weeks in the Massachusetts state archives researching real cases that fed two of the four routes. The game is in Twine/SugarCube, written in French, fully translated to English by Lucia Desogus, illustrated by Solynk, scored by Gaëtan Larant.

It is unapologetically literary. It will not be for everyone. If it's for you, you'll know within the first hour.

Technical
  • Available in English and French
  • Playable on Windows and Linux (Android version coming after release)
  • Keyboard and mouse — no controller required
  • Approximate playtime : 4–6 hours per route, 15–20 hours for full completion
  • Age rating : 16+
  • No AI-generated — all writing is made by human authors
  • Content warning : psychological horror, themes of dissociation, occultism, criminal violence (non-graphic), mental illness

The investigation begins October 26, 2026 (Steam release date).
(A version of this game was entered into IFComp 2026, released September 1, 2026. The Steam version will be expanded relative to that version: new color illustrations replacing the comp’s engravings and more, an original score, and new narrative content beyond the comp build: three new story arcs, 53 new passages, a new potential victim.)

Awards

Ratings and Reviews

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4 star:
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Average Rating: based on 3 ratings
Number of Reviews Written by IFDB Members: 1
Illustrated steam-bound game with 1800s investigation of spirit entity , September 5, 2026
Related reviews: 2-10 hours

Maximilien

This is an interesting game. I've decided to write my views based on a games individual merits rather than investigating them for potential AI use.

Maximilien is a highly polished game, and is destined for a future Steam release according to the author and website. The author's name on the IFComp page links to a page about the game, and that includes a page about the author and the creation process.

That polish includes several pictures, many of which are morphed or animated with various techniques, giving distortion or fire effects. The opening screen includes a particularly detailed-looking demon embryo thing, made in the author's style (who has been doing digital art for years).

The story is that you are living in Boston in the 1800s and have horrific and surreal nightmares that end with you waking up covered in blood. You have to investigate what's happening to you. Investigations increase your progress on 4 tracks of knowledge and hints, with each track giving different ending possibilities. I got the bad/possession ending, but I thought it was good.

You investigate through a map where you can choose where to go and spend action points on each of 4 days. You also have an inventory you can read, and there are several text-box entry 'tests'.

The original was in French, and the translation is extremely ornate and rich. Combined with the necessarily non-linear nature of the investigation and the surreal jumps in location and space, it was often difficult to keep track of the story. Here is an example of the ornate text:

After a moment of eternity, I finally rise with a soft hiss. A sweep of my gaze lets me take in some twenty yards, where I make out a tangle of tombstones merged into the night. I curse myself for not having made use of one of the two fellows’ lanterns ; and despite a careful look, I cannot see them. A curtain of trees a little farther off, its shadowed rim standing out against the sky, seems to mark the cemetery’s boundary. A little path of pale gravel stretches before me, in one direction toward the tree line, in the other toward the thickening mist at the heart of this resting ground.

or another:

The spectacle unfolding before my eyes defies even the oldest myths, whose obsolescence could not withstand the apprehension of the world through the prism of the most enlightened minds. Even the most unbridled imagination could not have engendered such a syncretism of credibility, belief, dreams, and nightmares, in this vision my senses transcribe with a pernicious exactitude, as only madness can produce.

Writing styles and preferences differ from person to person and culture to culture. For me, I like precision of language, where simpler words are preferred and complex phrases are only used if the provide clarity. All of the sentences make sense, and the meaning, once deciphered, is interesting, but like I said, combined with the jumping around and the surreal environment (and the distortion and warping of the text as play progresses), it can be difficult to follow the story thread.

The story that I did perceive is interesting. It reminds me of the Cognomen of Edgar Allen Poe game from a few years ago with its city investigation or aesthetic. This game includes a lot of details about Judaism, Boston and I think Ukraine.

Overall, I had a polished experience. I didn't feel compelled to replay, but I admire the effort put into the game and found the villain compelling.

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This is version 7 of this page, edited by JTN on 5 September 2026 at 7:01pm. - View Update History - Edit This Page - Add a News Item - Delete This Page