Project Introduction

In Red Trigger 2, the main mechanic revolves around you shooting red blocks called Red Triggers. When you shoot a Red Trigger, it expands, and when you shoot it back, it retracts.

However, you can only expand three Red Triggers at a time, so you must manage your energy wisely. You can either retract Red Triggers one at a time, or all at once. Be careful though, you don't want to do that while standing on an extended block over a deep, deep void below you!

The Red Triggers are used in many different ways like making platforms, blocking lasers, holding doors open, powering systems, conducting electricity, propelling yourself, inputting codes and more!

As you enter the HUB of the game, you can tackle the biomes all around it in almost any order you want. In each biome, you'll unlock a new ability like a grappling hook, a double-jump, a dash and more, which will allow you to explore more parts of the HUB, a bit like a Metroidvania!

For most of the adventure, you'll be accompanied by a mysterious sassy cat named Off Guard and, together, you'll try to uncover the dark secrets of this universe, as well as his tragic backstory.

Each biome of the game has a single inhabitant that has a specific type of physical or mental pain. The biome they live in represents in an abstract way the struggle they live with. Let's take shizophrenia for example. In the biome themed around it, as you pass a certain door frame, if you turn around, you'll see that it's not the same room anymore. Trippy! Help those souls by fighting their mental shackles in a boss fight at the end of each biome!

You play as a computer virus called Red Trigger. At the end of each biome, corrupt that zone and escape back into the HUB! Beware, this won't be easy, as you'll need to do an escape sequence to return to safety as each biome crumbles!

The game takes place directly after the events of the original Red Trigger. Uncover the dark truth of this universe through the events of the game, but also through Bioshock-esque audio logs. Piece all those elements together to discover the secrets of this abstract world inside a digital server. All the characters are fully voice-acted and are full of personality.

Red Trigger 2 is about 10 times bigger than the original Red Trigger, and will be priced.

About Developer

I (Maxime Vézina) am an ex-Ubisoft developer who worked on Assassin's Creed Origins and Valhalla as a quest designer. I was in charge of big mandates like some quests in the beginning of Valhalla and the whole ending in Norway. I always wanted to go indie, so in 2020, I made the jump and founded Bold Spirit Game Studio.

We are currently making Red Trigger 2, a direct sequel to my first game Red Trigger, which was my final student project at NAD university. It was released on Steam as a free-to-play and got 250k downloads and is reviewed at 90% positive from 2000+ reviews. Red Trigger 2 will be way more ambitious and priced this time. I have a big ambition for the project : I want it to be known as the "Next Portal", since it's inspired by Portal, but very much has its own identity.

We feel like video games are a very powerful medium to tell stories, so why not use that to talk about subjects we find important and that are still not talked about enough. For example, in Red Trigger 2, we talk about mental health and we will consult with mental health professionals to make sure we talk about this serious subject the right way, without falling into stereotypes, and avoid having triggering content for people who may recognize themselves within our characters.

Having diversity on the team is also a very important value for us, so we work with people with different backgrounds, gender, sexual orientation, etc... We feel like this brings a unique vision and approach and keeps things fresh. It's important for us that everyone on the team feel like their ideas are listened to and that they can really put parts of themselves into our creations.

We also see ourselves as an incubator of talent. It's very hard to enter the industry, but once this is done, things shift and then you get job offers often. We like to identify people, who just graduated or that have been looking to enter the industry for a while, that have a lot of talent, but need experience. We offer them internships that can transform into a full-time job with us. Even if they go elsewhere after, we are proud to train them, give them time even when it's not advantageous to us and prepare them for the rest of their career. We love it when we can kickstart someone's career by offering them the chance to work on an ambitious project. For example, we work with voice actors that never did voice acting before, but they have tremendous talent in our opinion, they just never got the opportunity, so we offer them the chance to really get known by giving them a role in our ambitious games.

Another important value for us is the well-being of our employees, so we avoid crunch and we offer very flexible hours.

For us, we prefer making games that a few people will love, instead of games that a lot of people will simply like. We also like to challenge ourselves, so we don't want to stick to a single game genre. After Red Trigger 2, we'd love to explore new avenues, like a detective game, a collect-a-thon or a survival, for example.