narrative-driven

gameplay

narrative-driven

gameplay

narrative-driven

gameplay

In Twisted, every battle is more than a contest of strength - it is a moment in an unfolding story.

Characters are not interchangeable pieces, but individuals with purpose, history, and consequence. Their abilities, choices, and even their survival shape the narrative of your games, turning each encounter into something uniquely your own.


Victory is not always measured in bodies or objectives alone. Scenarios evolve, alliances shift, and the unexpected is often as important as careful planning. Whether a desperate last stand in a rain-soaked alley or a calculated strike beneath flickering gaslight, each game becomes a chapter in a larger tale—one where your decisions leave a lasting mark on the world of Twisted.

The Cost of Silence

The fog lay thick along the Thames, clinging to the ironwork and swallowing sound. Even the city seemed hesitant to breathe.


Inspector Abberline paused beneath a flickering gaslamp, one hand resting on the grip of his pistol. The report had been vague—missing persons, disturbed ground, something seen moving where nothing should. The sort of thing that drew the attention of the Queen’s Court… and the sort of thing that usually proved worse than expected.


“You’re late.”


The voice came from behind him.


Abberline didn’t turn. “I prefer to arrive after the danger has made itself obvious.”


A soft, humorless chuckle answered him. Then silence again.


When he finally looked, the alley behind him was empty.


The ground, however, was not...


The cobblestones had shifted—just enough to notice if you knew where to look. A faint seam ran between them, dark and wet, as though something beneath had pressed upward…and then settled.


Abberline stepped back.


The street erupted.


Hands—grey, broken, and impossibly strong—burst through the stone, clawing for purchase. One body dragged itself free, then another, their movements wrong, unfinished. Eyes clouded. Limbs twisted. Dead men, dragged back into motion by something that had no right to command them.


Abberline fired once. Twice. The shots echoed uselessly into the fog.


“Not yours to stop,” came the voice again.


This time, it stood beside him.


Tall. Thin. Still as the grave.


Sowerberry regarded the rising dead with quiet interest, as though watching a familiar process unfold. No surprise. No alarm.


Only recognition.


“You knew,” Abberline said.


“I suspected,” the undertaker replied.


Another corpse pulled itself free, jaw hanging loose, fingers scraping against the stone as it turned toward them.


Abberline raised his pistol again. “And you intend to do nothing?”


Sowerberry tilted his head slightly.


“They are not the problem.”


The ground shifted once more—deeper this time. Slower. Something larger moving beneath the street, displacing the dead as it came.


For the first time, Abberline hesitated.


The fog thickened.


The dead turned.


And somewhere below them, something began to rise.


Learn By Watching:

Sometimes seeing the game played is the fastest way to understand it. Check out example gameplay videos to get a feel for how Twisted unfolds on the table — and how tactical choices and Engine interference shape every turn.


Youtube channel coming soon!

The World Of Twisted

The World Of Twisted

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Demented Games is an independent tabletop game studio creating immersive experiences set in the Victorian steampunk world of Twisted.

THE GAME

What is Twisted?

Getting Started

Gameplay Videos

Rules

THE WORLD

Dickensians

Guild of Harmony

Scions of the Sand

Servants of the Engine

THE MINIATURES

About our Miniatures

Painting Guide I

Painting Guide II

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info@dementedgames.com

+1 999-999-999

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