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Full Steam announcements and update articles for this title.
To our new and longtime supporters, Our latest original FMV 《Worthy or not?》 is officially released today, April 18. Thank you for your continued support. We have already shared our thoughts and journey behind this project in yesterday’s announcement, so we will not repeat them here. If you encounter any issues during gameplay, please feel free to reach out to us at any time. The most immediate support is available via our official qq group. Official qq (only one): 983536806 We would also like to announce our original release lineup for the rest of the year (secondary creations and adapted works will be launched dynamically based on progress): We will continue to launch the following original FMV throughout 2026: 1、《Survivor’s Notes》 – a full-AI, large-scale, CG-style zombie-themed FMV 2、New-type live-action cinematic FMV《Code: Fatal Choice 1》 3、Horror FMV 《Code: The Staircase》 4、New-type live-action cinematic FMV《Code: Fatal Choice 2》 5、Demo version – full-AI fighting game (online multiplayer in full version), live-action cinematic game (game-integrated cinematic experience, gameplay-focused similar to our previous FMV 《Pact between us》) 6、Demo version – full-AI competitive game (online multiplayer in full version), live-action cinematic game (game-integrated cinematic experience, gameplay-focused similar to our previous FMV 《Pact between us》) For more details, please follow updates from our studio. Thank you again for your understanding and patience. We hope to keep exploring new possibilities in interactive cinematic games and bring you more diverse and innovative experiences. Thank you!
MysteryCrown FMV Studio would like to express our deepest gratitude for your long-term companionship and support. It has been over two years since the launch of our first FVM, 'Try and love', on January 25, 2024.
As a small-budget studio, our productions cannot compete with million-dollar projects in terms of scale or polish. However, over these two years, we have remained committed to our horror roots with titles like 'Back','UndeadReal:Ego',‘Back2’,‘Back 3', while also daring to explore new genres (Worthy or not) and innovative gameplay mechanics (Pact between us). Regardless of the outcomes, we are truly thankful for your tolerance and support for all our products.
In the past year, to ensure the studio's survival, we ventured into secondary creations (such as 'Mouringwood Lodge' series and 'Invisible us') and even developed adaptations based on film and television content ('Mute'). Looking ahead to the coming year, we will continue to adapt more AI-generated content to keep the lights on. We consider it a great privilege to have walked this path with you, and we thank you for your understanding.
As a humble game developer, I possess no extraordinary talents. My greatest strength, perhaps, is honesty. Thank you for embracing that honesty.
As we step into the new year, we wish each and every one of you good health and success in all your endeavors.
To all new friends who haven't joined yet, we warmly invite you to our official QQ group to connect and share your thoughts.
Official QQ Group ID: 983536806
Dear bros who have long supported our studio, our new adapted product, "The invisible Us," released
Similarly, as an adapted product, it does not have a branching structure or a true multiple-ending setup. Bros who are concerned about this should consider carefully before purchasing.
The pacing of this product is also relatively slow, focusing mainly on storytelling. There are no jump scares or horror elements, so those who are drawn to our studio for its horror FMV should also think twice before buying.
However, because it deals with a relatively uncommon theme, my experience while playing it felt quite different. Let me share some specific feelings.
As a piece of content addressing anti-school bullying, it felt quite heavy at times, and occasionally even stirred up some anger. It’s not exactly a joyful gaming experience, which makes me wonder—does this contradict the fundamental purpose of games, which is to bring happiness? I’m not sure, but after playing this game, it did evoke some memories, including various news reports about school bullying. Since I have a child, after finishing the game, I told them that if they ever encounter any form of bullying at school, they must inform their teacher and me immediately. This includes speaking up if they see other students being bullied. I believe this might be the very significance of this game’s existence—to raise awareness among players and alert them to similar incidents around them, thereby preventing even one real-life case of school bullying. That, in itself, would be an incredibly meaningful achievement.
Additionally, the game touches on issues related to dysfunctional families. While it may come across as somewhat preachy—perhaps not executed in the most subtle way—it is true that many bullies’ behavioral roots can be traced back to their family environments. After playing the game, I reflected on my own child’s family background (which, of course, involves me) and whether it might have a negative impact on them. It’s hard to say. For example, take a character like Cui Xiaoxi, the so-called "model child from another family." Although I rarely make direct comparisons, I occasionally jokingly tease my child by mentioning other children. I might intend it as a joke, but given their young age, they might not fully understand the nuance, which could lead to negative emotions. So, after completing this game, I reminded myself once again to avoid making comments like "the child of other families." For me, this is perhaps one of the most significant takeaways.
Although the game has its share of design flaws and some illogical narratives, if even a few more brothers with children, who share similar feelings as I do, can gain some insight from playing it, that alone would be a meaningful achievement. Personally, I feel this game holds more practical significance than the horror games I’ve worked on before. As game developers, there are ways to give back to society. Even if it may not be profitable, it’s worth it. I’m also grateful that this work, which wasn’t originally intended for interactive gaming, has reached and impacted more people through the Steam platform.
Finally, thank you all once again for your long-term support. Even if only a handful of people read this announcement, every single one of you counts. Thank you!
Hello to all our longtime supporters and friends of our studio, "Back"! Our second fan-creation project, "Mourningwood Lodge2:Hidden voice" is now officially released.
Before you purchase and play, I’d like to clarify a few things."Mourningwood Lodge2:Hidden voice" was developed based on pre-existing video footage, so if you’re looking for multiple branching storylines, this might not be the game for you. Additionally, the deductive reasoning process in this game bears some resemblance to another mystery game released last week—purely coincidental. After reviewing feedback from players, I’ve further simplified the puzzles. However, the game still contains some jump scares (at the very least, our QA testers were startled multiple times, though fear is subjective, of course). For any shortcomings, I appreciate your understanding.
To be honest, creating FMV (full-motion video) games comes with a lot of pressure. Much of this pressure stems from other studios operating with huge budgets and significant losses, while our ultra-low-budget projects fall short in both scale and quality. Since our first FMV game, if there’s one thing we’ve consistently done well, it’s being objective about our work and communicating openly with everyone. With just three people on the team, there’s no reason to hold back.
This leads to many questions. Last month, a high-budget FMV game was priced at just 9 yuan? I genuinely don’t understand how they plan to recoup costs without a hit—are they running a charity? It’s unclear. If we were to price our series based on that game’s scale, ours would be worth no more than 1 yuan. At that rate, small teams simply couldn’t survive. From our first project to now, I’ve kept the price consistent—a level that, with average sales, would allow us to break even and fund the next project. So, when it comes to pricing, I honestly can’t follow the lead of other studios.
The same logic applies to quality and gameplay. Coming from a background in traditional game development, I know that projects with budgets in the millions can’t be compared to those made on a shoestring. Even compared to traditional indie games—where a single developer might spend years crafting something exceptional—FMV games simply can’t take that path.
Honestly, I’m a bit lost myself. I’m not sure when we’ll have enough funding to create something truly high-quality. But then again, even if a horror FMV game were made with a million-yuan budget and achieved a certain standard, would it even break even? I really don’t know. For now, we’ll work with what we have. Whether our games are well-received or not, I’ll stick to my commitments and keep pushing to produce more content. Some may be rushed projects made just to get by, while others may be carefully crafted low-budget originals. We’ll take it one step at a time. Once again, thank you all for your long-standing understanding and support.
Hey bros who've been following our interactive movie game series from 《Back》! Our brand new fan-creation project, "Mourningwood Lodge2:Hidden Voice", is set for an early release on October 25th (this Saturday).
"Mourningwood Lodge2:Hidden Voice" from the Beyondtells a story that happens beforethe events of "Mourningwood Lodge". In FBH1, Wang Hui ultimately met his end as a sacrifice, but long before that, he was already involved in other paranormal incidents.
Furthermore, this prequel will secretly contain hints related to a future installment in the Mourningwood Lodge series (let's temporarily call it Mourningwood Lodge 3).
As a fan-creation product, we've been able to optimize some of the issues players raised regarding FBH1. However, the lack of significant branching paths is something that's genuinely tricky to address. Just as I explained in a previous announcement, this product was developed by creating the fixed video content first, and then building the game around it. It wasn't filmed following the traditional interactive movie game approach of designing for multiple branches and endings from the start. So, for those of you who place particular importance on extensive branching narratives, please be advised and consider this before playing. That said, the game doesfeature multiple endings.
Additionally, some gameplay mechanics in this title coincidentally share a high-level design similarity with another product that launched last week.
This game contains horror segments. As for how scary it is, that really varies from person to person.
Finally, thank you all for your ongoing support. Whether it's the fan-creation products we're currently developing or potential future adaptation projects, our goal is singular: to raise funds for the production of 《Back4》. The script for 《Back4》 is already complete, but production cannot start yet as we are currently in the fundraising stage. But this is something I am definitely committed to making happen.
See you this Saturday in "Mourningwood Lodge2:Hidden Voice"
To all old and new friends of the “Back”series, “Back3:Spooky”is now officially released. Some of the backstory and reasoning regarding “Back3:Spooky”were explained in quite some detail in the previous announcement. Brothers who are interested can go take a look.
To put it simply, “Back3:Spooky”is still far from reaching the quality I had hoped for. Therefore, for all brothers who purchase “Back3:Spooky”this time, you will still be eligible to receive a free key for“Back4”during its future promotional activity (assuming “Back4”gets made).
Speaking of “Back4”, the current idea is to emulate the approach of Marvel. If the "Back" series tells Ren Xing's story, then I intend for “Back3:Spooky”to start telling the story of another protagonist. Then, potentially in “Back7”, the two protagonists might meet. Perhaps this new protagonist is from another faction, and the two teams need to confront each other within the same exotic realm, with their ultimate goals both pointing towards the force behind the Primordial Exotic Realm. That's the current idea.
Alright, I won't say more. For the support you've all shown over the past nearly two years, the only way to repay it is to keep persevering. Of course, I also hope everyone can manage their expectations appropriately. There have been many truly impressive film and game products recently, but the budget for just one of theirs could equal dozens of mine—I really can't compete on that level. But I will continue working within this niche, figuring out ways to do it well.
However, the two products we're planning to release in the next two months are actually somewhat interesting. You might want to keep an eye out for them.
Once again, thank you all
To all guys who have supported the Back series,
The third installment of our Back series, 《Back3》, will be launched next week.
(The current store time is set for September 28, but there is a possibility it may be released earlier on the 27th.)
It’s been a while since we last communicated with an announcement. The reasons are threefold: first, we’ve been busy adapting the second creation into a scripted murder mystery game; second, we’ve been occupied with seeking funding for Back 4; and third, due to various internal and external factors, we’ve been feeling uncertain about our path ahead, leading to some deep reflection and hesitation. So, we’d like to take this opportunity to discuss things with everyone.
(Regarding the code giveaway event for 《Back3》, we’ve received all the emails and won’t be replying to each individually. The codes will be distributed uniformly before the launch.)
First and foremost, the biggest issue is that aside from Back 1, all our other products are operating at a loss. Although our team consists of only three people, we’ve had no income for the past 21 months. Therefore, all our future decisions or project approaches will be survival-oriented. After all, we’re ordinary people with families and children to support. Between putting food on the table and pursuing ideals, we must prioritize survival. Even if we’re criticized for "making quick cash," it’s better than letting our children go hungry. Although few people read these announcements, throughout my career, even if my achievements have been modest, I’ve always done everything with a clear conscience. Whether people read the announcements or not is one thing, but it’s my responsibility to be transparent. Even if some malicious streamers use this to mock us for "crying poor," that’s just how things are—everyone has their own perspective.
Next, let’s talk about the current FMV market. Honestly, it’s incredibly challenging for individual developers. Traditional indie game developers can often work alone or part-time for years, gradually refining and accumulating content over time to create something that rivals team-produced projects. However, FMVs primarily rely on film production, which requires at least dozens of people working for several days to shoot—there’s no way to cut corners here. In simple terms, the script, filming, and acting determine the final product. As a team of three developers, there’s only so much we can do. What you see is what you get. Additionally, since we’re self-funded and working with a limited budget, many brothers compare our work to other FMVs. While comparisons aren’t inherently bad, from my perspective, there’s little basis for comparison. Even in terms of game design or UI, a team working for six months will naturally outperform what I can do part-time in one month. I acknowledge that my work isn’t as good as others’, and I genuinely hope those investing millions into their projects can turn a profit. Here’s a personal story that reflects my current experience with FMVs:
I grew up in an average family. In school, wealthy kids always had crowds around them because they could treat everyone to snacks after PE class or after school. I never liked sucking up to others, so I never joined in, but I envied the attention they received. (By the way, I’m an ENFJ.)
I’ve always been average in terms of ability. In class, the really smart students with top grades also had crowds around them because others could copy their homework or ask them for help. I wasn’t particularly interested in studying, so I never asked, but I envied the feeling of being needed by others.
I’ve always been average-looking. In class, the pretty girls and handsome boys always had crowds around them because people liked them. I also liked the pretty girls but wasn’t particularly interested in the handsome boys. Still, I envied the feeling of being liked by others.
I’ve always had strong desires. So, despite being average in family background, ability, and looks, I wanted to experience better emotional connections. This led me down a path that wasn’t particularly favored by teachers back then—what you might call "attention-seeking." I enjoyed dancing wildly on the podium during breaks, being the first to hand in my exam paper (even if unfinished), and raising my hand enthusiastically in class. Each time, I managed to get some reaction (even if it was modest, it was better than nothing).
This is who I am, and this has always been my situation.
Why am I sharing this story? Because the current FMV market is filled with well-funded team projects, teams that excel at marketing, and recently, products that are incredibly cheap and offer massive content. So, does that mean I’m not cut out for making FMVs? I refuse to believe that. Just like my experiences growing up, I always enjoy trying new things, even with limited resources, because I hope to gain attention.
My first project, 《Try and love》, was a relatively quick follow-up to 《LAA》, making it one of the earliest FMVs. It was primarily an experimental first attempt. I didn’t want to copy others, so I avoided creating a route map altogether. This decision was heavily criticized at the time. My intention was simply to avoid plagiarism, and creating a route map for an FMV requires extensive branching options. Without enough branches, the route map would feel awkward—this was ultimately a cost issue (a problem that persists to this day).
After receiving feedback on my first product, I realized I couldn’t compete with the benchmarks of beauty-themed games. So, what could I do to earn everyone’s recognition and attention? This led to the creation of Back 1, a horror-themed FMV. I still believe this was the right decision. However, Back 1had its own issues. Limited funding resulted in a short runtime, leading to a refund rate of 36%. Players refunded for reasons like "too scary," "not scary enough," or "too many jump scares." That’s their right, and I respect it. I could only improve based on the feedback I received. Since horror is subjective, it’s hard to balance. So, for Back 2, I focused on a common piece of feedback: "lack of storyline."
Thus, Back 2began its unfortunate journey. We looked for references that combined storytelling with subtle horror and decided to tell an "infinite flow" story. We also addressed the feedback about too many jump scares. As you all saw, the result wasn’t successful, partly due to our limitations in ability and budget. Thankfully, the refund rate decreased because the content was longer, but sales suffered due to poor word-of-mouth. Critics kept criticizing, and some streamers even timed their gameplay to refund just before the two-hour mark. Core players who enjoyed horror and jump scares felt the game lost its fun, making it a lose-lose situation. This led to the idea of returning to roots with 《Back3》.
I must also mention 《Undead Realm:Ego》, which came before 《Back 2》. It was another embarrassing project for me. Initially, I wanted to create a horror FMV similar to 《Gonjiam: Haunted Asylum》, with a documentary style. It was a new crew and collaboration, and the director promised it would be easy. Needless to say, things didn’t go well. To make matters worse, unprofessional practices led to the use of copyrighted BGM, resulting in the project being taken down. This painful lesson was like paying tuition for experience.
Then came the controversial 《Pact between us》project. At the time, I wanted to leverage my advantage over other FMVs—my extensive game development experience. So, I thought about cinematicizing the gameplay. Traditional FMVs mostly involve video playback with little gameplay. I recalled genres I was familiar with where video content could replace gameplay, which led me to 《Princess Maker》, a raising simulator where you nurture a girl from childhood. I decided to create 《Pact between us》. After announcing the project on Steam, everything seemed normal. Since we had no money for promotion, the outside world knew nothing about it. Until some longtime fans emailed, hoping to get merchandise. Those who know me are aware that I never made merchandise due to lack of funds and manpower. One player suggested crowdfunding, so I listed 《Pact between us》on a crowdfunding platform, following examples from other projects. What happened next is well-known: accusations of LTP , doxxing, harassment, and even police reports, ultimately leading to the project being banned across the internet. Even though the game contained no LTP content, many streamers focused on the fact that I used a little girl in promotions. The core issue is that I never intentionally promoted anything because I had no money. The project was about raising a little girl, so the trailer naturally featured her. Without discussing whether such projects should be made, I’ll reiterate: I have a clear conscience. Throughout production, not a single member of the crew, including actors, ever considered anything remotely related to LTP. Why did it become an unforgivable sin online? Has the world changed, or have people changed?
Then came the Welcome to 《Mourningwood Lodge》project, a customized second creation based on an existing scripted murder mystery. I must clarify that when I worked on this product, the video content had already been filmed. Since it was a scripted murder mystery, the original content had no branching options. I did my best to organize the existing video and design matching gameplay. Why did I take on this project? Simply because I had no money to create something new—it was about survival. Even so, I tried to design features like "deduction" to ensure players weren’t just watching videos. 《Mourningwood Lodge》will have a sequel, coming soon, and we’ll strive to offer different gaming experiences.
Finally, we have 《Back3》. Honestly, if I were to rate it out of 100, I’d give it a 70. I can only say that given the same limited budget, the team, crew, and cast have done their best. It might still fall short of everyone’s expectations, especially those of core fans, but we truly tried. The budget hasn’t changed. I’d love to hire an amazing scriptwriter or work with James Wan, but it’s a chicken-and-egg problem. You get what you pay for—it’s that simple. How 《Back3》performs is ultimately for everyone to experience.
Lastly, given our current dire financial situation, if 《Back3》fails to recoup its costs, 《Back 4》will be put on hold until we secure funding. Until then, I won’t give up on making FMVs because I’m unwilling to accept defeat, and I owe it to the guys who have supported me over the past 21 months to keep my promise. Therefore, there may be a series of "quick cash" projects ahead. This might damage our reputation, but I believe those who follow me will also see this announcement. I don’t expect understanding, but this is the only path forward unless we find a like-minded investor. Otherwise, this is a necessary route because I need to live.
In closing, thank you to all the guys who have read this announcement and supported me long-term. Wishing everyone a joyful gaming experience in advance, and happy every day!
Hi guys,
Regarding the ongoing campaign where purchasing the previous title grants you the next one for free, I have accurately received all the emails from existing players. The key will be sent in advance on the release day via the official email address only.
At the same time, I’d like to reiterate the初衷 behind this campaign: I feel that the product hasn’t reached the quality I aimed for, and I some what those who have always supported me. That’s why I’m running this campaign. I truly hope that one day I won’t have to do this anymore—it would mean I’m satisfied with the product’s quality and believe it’s worth its price.
Additionally, not all products are entirely created by me alone, so I don’t have full authority to give away activation codes. For example, "Mourningwood Lodge" which launched on September 12, falls into this category. I hope you can understand.
Lastly, “Back3” was originally scheduled for release around September 26. However, as I’m currently not satisfied with its quality, I’m making some final adjustments. Whether it will be released on time depends on how these adjustments progress over the next two weeks, but it should be out by late September to early October at the latest. Please stay tuned for official announcements.
Once again, thank you so much to all the brothers who have supported me since early 2024. I deeply appreciate it!
Dear friends of the 《Back》 series, The third installment, 《Back 3: Spooky》, is finally nearing its release. We're currently putting the finishing touches on post-production. Please stay tuned to official channels for the exact launch date.
Now that the store page is live, I have a few things I’d like to share.
First, thank you all for continuing to follow my FMVs, especially those seeing this announcement. Though 《Back》 《Back2:fade》 didn’t meet expectations, your support—particularly the heartfelt emails from some of you—has been my greatest motivation. As the saying goes, "A scholar would die for one who appreciates him"—it might sound a bit dramatic for this context, but it’s genuinely how I feel right now.
Now, about 《Back 3: Spooky》: Based on your feedback from 《Back2:Fade》, we've significantly reduced narrative segments and leaned harder into horror. While the approach isn’t groundbreaking, jump scares (跳脸), though not “sophisticated,” are effective. After 《Back》 drew criticism for its overreliance on jump scares, we tried being “artful” in 《Back2:Fade》 by replacing them with storytelling… only to end up boring players. Frankly, I admit my limitations: I couldn’t deliver the subtle, bone-chilling horror many wanted, and for that, I apologize. I can’t please everyone, but I’ll keep doing my best within my capabilities. That’s all for gameplay details—you’ll experience it firsthand upon release.
Finally, I’d like to share the filming experience. Em... 《Undead realm:Ego》 was shot in freezing days, which was miserable enough—shivering nonstop. But this time, 《Back 3: Spooky》 involved extensive outdoor shoots in sweltering mountains. I joked to our actors that there were “more mosquitoes than people on set.” Temperatures soared past 38°C (100°F). Our actors and every crew member endured incredible hardship. These performers were utterly dedicated—sitting, kneeling, and crawling in filthy, derelict locations, enduring countless scrapes and bruises. Due to chronic budget constraints, we rarely build sets. Instead, we film in abandoned sites. Those who’ve been to such places know: overgrown weeds taller than a person, no water, no facilities. For one scene, our director had to squeeze into a tiny, spiderweb-choked room abandoned for years. Whether any of them see this post or not—I’m profoundly grateful for their sacrifices. It’s only through this team’s commitment that I’ve kept my promise to you all from 《Back1》 to 《Back 3: Spooky》. Thank you. We might not create masterpieces, but you—our team—are the best.
One last thing: The 《Back》series is a dream I want to keep alive—to make it better with each entry, creating shared memories for our generation. But given our financial situation, if this doesn’t recoup costs, it may be the final installment. Last week’s release of 《Pact between us》 underperformed despite weathering baseless rumors. We now have zero funding for new FMV. So, to my long-term supporters, I regret to say… this might be goodbye.
---------------\--------------- Regardless, my principles and mission remain unchanged: Every supporter who purchased *《Back2: Fade》 will receive a FREE copy of 《Back 3: Spooky》. How to claim: Send a screenshot of your purchase receipt
to official email: [email protected]
(Note: Must be proof of purchase—not activation keys or previous giveaway screenshots). We’ll send you a key before launch!
I’d planned to say more, but the 《Pact between us》 controversy changed that. Sincerity sometimes isn’t reciprocated. Sharing genuine struggles was framed as “pity marketing.” Critics compared my indie project to AAA games costing millions, dismissed it as “trash that deserves to fail,” and all I could think was... “What can I say?” Even thanking a small creator I followed led to accusations that I, a “capitalist,” was “setting up” their channel? Me—a broke developer—scheming against a small video creator? Please. Worse, despite authorities debunking the rumors, platforms still censored my game’s info over “public sentiment” stirred by radical feminists who’d never even played it. But you know what? Let it go. I’m at peace with myself. As I said at the start: For those who get it, I’d give my all. To those who don’t? Words are wind.
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This page aggregates Steam news feeds, patch notes, and developer announcements for 背后3:阴戏, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main 背后3:阴戏 statistics page.
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