Scruffy Dog Games takes us into a surreal world—a tale within a tale—where the dreamlike beauty of fantasy clashes with the cold truths of reality. Two worlds at odds, yet inexplicably tied by a cursed magical book, where the lines between the two worlds slowly vanish into a dreamlike haze.

Imagine finding yourself in the worn-out shoes of a desperate beggar, wandering the streets of Granada with no greater ambition than to survive the day. Alone, invisible to the world, abandoned to your fate, you scrape by moment to moment, hoping for the faintest glimmer of luck—anything that might one day change your life forever.
Then, at the close of yet another soul-crushing day, you collapse onto a makeshift bed, surrender to sleep… and in the blink of an eye, you’re no longer a nameless outcast. You awaken not in rags, but within a living Andalusian fairy tale. No longer nameless, you are now a legendary swordsman—wealthy, revered, feared. Adored by women, envied by men, and hunted by the powerful: a true icon of justice. This powerful dichotomy between harsh reality and vivid fantasy lies at the very core of Palace of a Thousand Curses. It’s a tale shaped by duality, where dreams and despair collide, and where identity is reborn through magic and myth.
Thanks to Scruffy Dog Games, we had the chance to step behind the curtain and delve into an exclusive hands-on preview of this evocative 2.5D action platformer.
What secrets did we uncover? And what awaits you on the other side of the dream? Sit back, relax, and join us as we delve into the strange, captivating world of Palace of a Thousand Curses.
Behind the Cursed Palace: meet the young creators of Palace of a Thousand Curses and the visionaries at Scruffy Dog Games
Before we step into cursed corridors and clash steel in shadowy courtyards, let’s pull back the curtain on the trio behind the magic. They go by the name Scruffy Dog Games—a pint-sized, high-powered indie studio based in Berlin, founded on November 1st, 2023. And no—despite the name—there are no actual scruffy dogs in charge. Not yet, anyway.
At the helm is Shawn Frison, a game dev veteran with more than two decades under his belt. He’s shaped stories in Spec Ops: The Line and Curious Expedition 2—and now he’s building this cursed kingdom from scratch. Designer, coder, storyteller—Shawn is the dungeon master behind every secret door.
Next to him is Hardev Sandhu, the project’s artistic compass. Formerly Lead Technical Artist at Game Art Brain Berlin, his artistic touch has graced titles like Gods Unchained. These days, Hardev is conjuring twilight skies, enchanted glyphs, and labyrinthine corridors, his canvas as boundless as his imagination.
Last but certainly not least, Otto Weston. The youngest of the trio, yet already making his mark with work on Once Upon A Puppet and Contaverse, Otto breathes dynamic life into every hero, villain, and shadow that moves across the screen.
Three dreamers. One cursed vision. Infinite ambition.
Ready to step inside? We’ve kept the gate slightly ajar—just for you.
Some say he dreamed it. Others say he lived It. Rodrigo Al-Ahzab vanished somewhere in between
Alright, let’s be straight with you — it’s tough (no, really tough) to talk about the narrative of Palace of a Thousand Curses without spoiling anything. So, we’ll play nice and just drop some tasty breadcrumbs: just enough context, a peek at the prologue, and the setup to what promises to be a wild ride.
We boot up the build and boom — the curtain rises. You’re Rodrigo Al-Ahzab, a down-on-his-luck beggar in 1608 Granada. It’s cold, it’s miserable, and it’s just another night in a long streak of hopeless ones. But just as you’re scouting for a place to crash… opportunity knocks. Or rather, opportunity forgets to close a window.
A wealthy merchant, dashing off on business, leaves their home vulnerable. And Rodrigo? He’s no fool. In he goes — silent, swift, and hungry for something more than stale bread.


Inside? Jackpot. This isn’t just a house, it’s a treasure vault — stuffed with priceless antiques, stacks of books, glittering objects of all kinds. The kind of place that makes a poor man’s heart skip a beat. And Scruffy Dog Games doesn’t waste a second showing off: lighting, atmosphere, detail galore — this place has mood.
And just as Rodrigo’s hands start to get greedy, something else catches his eye. A book. Just sitting there, looking way too mysterious to ignore. He reaches for it… and poof. Gone. Just like that — as if sucked into the very story itself.
One Beggar, one Book, and a thousand curses later… Rodrigo’s story begins
In this very moment, the narrator makes his dramatic entrance, stepping in to guide us through the world we’ve been whisked away to. With flair, he paints the backdrop—the history, the world, and the new protagonist we’re about to become.
The enchanted book pulls us into Al-Andalus—specifically, its ancient days—a land overflowing with magic and wonders. Here lived a legendary swordsman, whose name remains a secret for now. Noble, handsome, and deadly with a blade, he was a true hero, adored by nearly all, and someone who had saved the Sultanate time and time again.
That is, until the land fell victim to a devastating drought. The once-powerful swordsman’s blade became useless, unable to fight the famine that claimed the peasantry and shook even the wealthiest. In his despair, the Sultan consulted his viziers, who presented a daring solution: a magical spring, hidden deep beneath the cursed Palace of a Thousand Curses, capable of bringing life back to the dying land.
And then, as if on cue, the book’s magic fades. The once-abstract world around us begins to take form, the art and surroundings coming to life, breathing with newfound purpose. We find ourselves stepping into the shoes of the “new” Rodrigo—disoriented, out of place, and uncertain of the role that now belongs to him.
The world that unfolds before us is nothing short of a visual symphony—a vibrant, idealized realm teeming with life and color, evocative of Arthur Rackham’s most enchanting illustrations. From the minutiae of its intricate design to the majesty of its sweeping vistas, every element feels plucked from the pages of a living fairy tale. Yet beneath this bewitching beauty lies a world steeped in harsh realities. Its dreamlike allure conceals a darker, more brutal reality—where violence, sorrow, and oppression ripple through the fabric of fantasy. Among the most haunting of these shadows is the quiet, persistent presence of the Spanish Inquisition, subtly yet powerfully woven into the story’s deeper layers.

Palace of a Thousand Curses: our take on the gameplay – what worked, what didn’t, and what could be better
We only had about half an hour to poke around in Palace of a Thousand Curses—just long enough for the prologue and a crash course in not dying—but that was all it took to reel us in. We’re just getting started, sure, but this game already feels like it’s cooking up something special. It’s got promise. It’s got style. And it definitely has personality.
So what did we get ourselves into? Let’s unpack the good, the not-so-good, and what the team at Scruffy Dog Games might want to fine-tune before the final curtain call.
The world we step into is nothing short of breathtaking—a living, breathing canvas splashed with vibrant colors, intricate designs, and jaw-dropping architecture. Every detail—from the lush scenery to the finely crafted buildings—comes together to form a world that feels like it’s leapt straight out of a long-forgotten fairy tale. But, hidden beneath the dreamlike beauty, there’s a darker side. Our first major encounter throws us face-to-face with a ghostly figure—a spectral shade from an adventurer of the past, warning us of the horrors lurking in the haunted palace. But our hero? He’s not backing down. With sword in hand, he presses on, ready to face whatever nightmares await in the palace.
This encounter serves as more than just a story beat—it’s a crucial tutorial, teaching us the basics of combat while giving us the chance to practice the mechanics.
After a tense, skill-testing duel with the shade, we earn our passage deeper into the palace, where the true adventure begins.

One of the highlights—at least in the version we got our hands on—of Palace of a Thousand Curses is its delightfully tricky level design. Think of the palace as a full-blown fantasy labyrinth: secret rooms? Check. Hidden treasures? Absolutely. Death traps? Everywhere. The game dares you to explore every nook and cranny, and thanks to the cleverly crafted environmental interactions, you’ll want to. Backtracking isn’t just encouraged—it’s part of the fun.
The combat system is another ace up its sleeve. Drawing clear inspiration from the classic Prince of Persia titles, it brings some old-school flavor with a fresh coat of creativity. The environment isn’t just scenery—it’s a toolbox. Need a weapon? Grab a prop. Need to escape? Use the set. Add a snappy parry system and some flashy “style abilities” that can totally flip a fight on its head, and you’ve got a combat system that’s both smart and satisfying.
If there’s a wrinkle, it’s in the platforming animations. The design of these sections is solid, but sometimes the character’s movements—especially when clashing with enemies—don’t feel quite right. They can come off a bit stiff and unnatural, which breaks the otherwise smooth flow of the gameplay.

Half an hour, a thousand curses, and plenty of potential
Despite its brief runtime, this early build provided a remarkably clear picture of the creative direction Scruffy Dog Games is pursuing with Palace of a Thousand Curses. While not without its shortcomings—including animation issues and a bug that, in our case, left the final boss frozen during the last phase—what we experienced has genuinely impressed us. From its core gameplay loop to its atmospheric charm, supported by solid level design and commendable voice acting (especially considering the team’s current resources), there’s real potential here.
Now, all that remains is to see whether the full release will build upon these strong foundations and perhaps even surpass the expectations set by this early build.
Until then, stay tuned—and don’t forget to follow Scruffy Dog Games on X for news, updates, and further developments.