- Unique resource management: blood is life and ammunition, conditioning every shot.
- Powerful Spanish setting: Hispania, Tormentosa, religious iconography and The Fair.
- Puppet enemies with localized damage and the stalker Dolores setting the pace.
- Solid demo with improvement patches, Spanish dubbing, and release on PS5, Xbox Series and PC.
If you're into horror with a Spanish flavor and you're looking for something that breaks away from the usual tropes, you'll want to get your hands on Crisol: Theater of Idols. This Spanish-made project has been attracting attention at events like Summer Game Fest and Gamescom, and for good reason: it combines first-person survival horror with a distinctly Spanish cultural aesthetic and a mechanic that will make your stomach clench every time you pull the trigger. Blood is not just life, it's also ammunition.And that completely changes the way you play.
Its DNA has been evident throughout various demos and presentations. There's a short version that could be tried at Play Days—around 20 minutes long—and a demo on Steam Depending on how much you explore and how stuck you get on the puzzles, it can take anywhere from 40-50 minutes to around 1-2 hours. Both versions share the same core idea: Action with a classic foundation, a strange setting, and excellent aesthetic taste that draws on recognizable references without remaining merely a postcard.
What is Crisol: Theater of Idols and who is behind it
Crisol: Theater of Idols is a first-person action-horror game developed by the Spanish team Vermila Studios and published by Blumhouse Games, the label of the legendary horror film production company that it now also sponsors video games. Blumhouse's endorsement is quite a statement of intent.They aim for experiences that, at the very least, are intriguing and have their own personality.
In conversations with the studio, David Carrasco (co-founder and CEO of Vermila) explained that the creative spark for the project arose from observing a Holy Week procession and wondering: “What would happen if these images came to life?” From there was born a world that celebrates our traditions with respect, avoiding mockery and clichés. The inspiration does not seek to parody, but to transform folklore into powerful and exportable horror., the kind that transcends borders.
Technically, the demo already looks great with Unreal Engine 5. This is evident in the materials, the lighting, and the decaying environments. And in terms of feel, the gameplay draws from clear influences: Anyone who grew up with the PS3 and 360 era will feel right at home, with echoes of BioShock and the resident evil most recent.
Hispania and the island of Tormentosa: a dark and fascinating Spain
The adventure takes us to Tormentosa, an island belonging to Hispania, a sinister reinterpretation of Spain. Here, faith, rituals, and... Symbols Everyday life twists into something unsettling. Walking through its streets, You'll see architecture that evokes the mid-20th century, signs in Spanish —like that endearing “fish market”— and details that ooze double meaning, like the illuminated “Fish” sign with the “S” turned off so that the word reads “Sin”.
The island's dominant religion worships mermaids, and something has gone terribly wrong. You're sent to investigate, and soon everything falls apart: squares wasted by ThereBaroque churches, ruins with religious iconography, and an atmosphere that suggests that here the past is not buried, but rather reigns supreme. The art direction merges tradition and sacrilege into a beautiful nightmare, halfway between solemnity and the grotesque.
One particularly striking feature is The Fair, a small haven of peace inspired by popular fairs. There you can rest, upgrade weapons, and even participate in minigames. This nerve center serves as a pause between shocksA chromatic respite before returning to the streets of Stormy, where monsters lurk and danger offers no respite.
Gabriel, a "divine" mission and the condemnation of blood
The protagonist is Gabriel, a soldier on a mission dictated by the sun god in this mythological reinterpretation. His own blood is the key to the entire combat system. Reloading the weapon hurts and costs lives.The magazines fill up while spikes pierce you, draining part of your health bar. This isn't just a cool idea: it means making tough decisions every second.
This approach turns resource management into a ritual: shooting can save you or condemn you. You can recover blood from corpses—human or animal—and with the typical vials or first-aid kits, but you'll almost always feel like you need just one more sip. Missing a shot is no longer just wasting ammunition, it's throwing your own life down the drainAnd that tension forces you to play smart.
Mechanics and structure: classic horror with its own twist
The core gameplay is that of a very recognizable survival horror game: exploration, combat, inventory management, small keys, and gadgets to progress. In the adventure sections, you'll have to find cranks, attach them to the correct positions to open gates, use tools like bolt cutters to cut chains, and comb every corner to find objects and clues. The puzzles are affordable and well integrated into the pacingJust enough so that the scenario tells a story and the player doesn't get too distracted from the horror.
In combat, the demo offers two main weapons—a revolver and a shotgun—and a knife as a last resort. Each shot feels especially powerful, and that's appreciated, because it costs blood. The shotgun is a joy at short distances, and the revolver rewards good aim.If you're on a tight budget, the knife allows you to block some of the damage and execute a parry if you nail the timing, although against entities made of wood and rope it's more of an emergency plan than a solution.
The enemies are not your average zombies: they are mannequins or puppets that have come to life, with behavior that is truly repulsive. Localized damage mattersBreaking their legs leaves them crawling, and there are even moments when a pair of legs chases you on their own, with a certain dark humor that stops being funny when they catch you. On the other hand, smashing their heads doesn't kill them; it disorients them little to nothing, and doesn't slow them down enough, something that currently penalizes stealth and that several players have pointed out as an area for improvement.
Dolores, the great pursuer, and the terror that won't let you go
Among the antagonists, one stands out as a devastating presence: Dolores, a colossal puppet with the face of a virgin who patrols the streets and calls you "little soldier." She is not a mere decoration; It functions like that figure that stalks you in the Nemesis style Or Lady Dimitrescu, setting the pace of exploration and forcing you to improvise escape routes. Can you take her down with bullets? In the demo, it's not worth it: she's a drain on your life (ammunition) that rarely pays off, and the sensible thing to do is avoid her and keep opening doors little by little.
The aesthetics of the enemies navigate between the imagery of Holy Week and the ninots of the Fallas, with saints, virgins and nuns turned into nightmarish dolls. Its movement is incredibly unsettling.And the piecemeal destruction fuels that feeling of being neither alive nor dead. The game capitalizes on that cultural familiarity: you recognize it, and precisely for that reason, it impacts you more.
Language, voices and the local touch
Part of the charm is hearing occasional phrases in Spanish amidst English dialogue, especially during international events. Even so, the studio confirmed that the game will include Spanish dubbing, something already seen in demo updates. Hearing enemies whisper "don't hide, little soldier" adds an extra layer of bad vibes. that connects with what you feel when walking through Hispania: terror that catches you close, that is not foreign to you.
This use of language and everyday symbols provides a layer of identity reminiscent of what Blasphemous achieved in the 2D field: taking references from our religious culture and turning them into video game art without losing respect. It is culture as the raw material of fear., a path that, if followed carefully, can open doors to more Spanish proposals with international potential.
Impressions of the demo: fear, pace, and some pending adjustments
Beyond the concept, the demo works. It's capable of creating tension, delivering one or two well-timed scares, and keeping you on the edge of your seat with a rhythm that alternates between exploration and chases. Audiovisually, the impact of the weapon sounds stands out, along with a soundtrack featuring some very beautiful pieces—the menu theme, in particular, lingers in the background. Shootings feel "expensive" because they cost health.And that's the beauty of it: every shot weighs something.
In terms of gameplay, a couple of drawbacks have been noted: it takes quite a few shots to take down each mannequin, and the game doesn't quite reward some key shots (like headshots) with a significant effect, which reduces the scope for stealth planning. A field of view slider would also be needed to improve visibility.And with the controller, the inertia when moving requires adjustment. These are details that, as is usually the case in demos, the studio can fine-tune before launch.
Performance-wise, there's good news: in Steam Deck, with medium settings, runs quite smoothly, maintaining over 30 fps. Some demo bugs have also been observed: IA Could be improved, strange physics collisions and impacts that go through doorsIn addition to some rather abrupt enemy disappearance effects, the key is that Vermila has been updating the demo with patches that include Spanish dubbing (voices and text), weapon and enemy damage balancing, new animations, and performance improvements, which points to an ongoing polishing process.
Artistic design and technology: tradition at the service of horror
The use of Unreal Engine 5 is especially noticeable in the lighting, materials, and the volume that the distorted religious scenes acquire. The plazas look convincingly worn, Baroque-style churches with excessive ornamentation feel oppressive. And the interiors play with shadows and backlighting so you're never completely at ease. That contrast between The Fair (colorful, almost festive) and the rest of Tormentosa underscores the tone: the fair as a respite, the street as a threat.
The attention to detail—posters, period advertisements, reinterpreted iconography—strengthens the worldbuilding. It's not just aesthetics; the settings tell stories through signs and objects that suggest lineages, devotions, and transgressions. Folklore functions as a visual language and as a system of ideas, a narrative source that the game exploits without resorting to easy mockery.
Comparisons that help to situate it (and what it brings of its own)
It's easy to see why the names Resident Evil and BioShock often come up when discussing Crucible: Theater of Idols. From the former, it inherits the tone, the "monster in pursuit," the light puzzles, and the inventory feel. From the latter, it takes that action-narrative foundation where the setting and mechanics tell you about the universe. There are also those who see a resemblance to Lies of P in the puppet-like aspectBut the game is not to be confused with any of them: the blood mechanics and the cultural approach set it apart and give it its own character.
Those looking for older references will notice that familiarity with the narrative shooters of the PS3-360 era. This isn't a criticism; on the contrary. The controller feels classic and comfortableAnd that "recognizable" foundation helps the novelty (blood = ammo) shine without overwhelming you with a thousand systems. The balance between what you know and what forces you to relearn is where the game seems to find its niche.
Exploration, secrets and objectives that taste of Spain
One of the demo's missions takes you to a "tablao," a detail that exemplifies how the game inverts the language and places of our culture to twist them. Along the way, You'll find doors that require toolsShortcuts and hidden corners where you always feel like you're being watched. The structure is linear with side vents for the curious: you can get straight to the point or prolong your stroll looking for first-aid kits, blood, and ammunition "from yourself."
Exploration isn't complicated by endless journals or collectibles that break the flow, at least not in the demo. Pacing is key, and that's appreciated in a survival horror game that packs in tension. The secrets lie more in the atmosphere than in the loot.And when they appear, they usually have a clear intention: to prepare you for what's to come or to tell you something about the place.
Platforms, voices, and release window
The game is planned for PS5, Xbox Series X|S, and PC, with Spanish dubbing confirmed by the studio. Regarding the release schedule, there was a "date to be determined" phase, and later it was mentioned that it would arrive in early 2026, always with the caution inherent in a development that is still being fine-tuned. The demo on Steam is available for free.So if you're curious, there's no better way to clear up any doubts than to try it.
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