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Carmine Sonata

by rsm.vgm

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1.
Memory Reset 00:06
Time to get that old system back out and try this Carmine Quest game. You blow on the bottom of the cartridge, tap it a few times, and slide it in to the port. The four bad guys on the cover look menacing... it's time for an adventure.
2.
The sun is beginning to peak over the rugged red canyons of Carmine Mesa. Beachcliff's flags fly mightily in the morning wind, as Pin City bustles with the day's early commuters. From far across the land, a dark haze spreads.
3.
Sound Test 00:37
The lights hit Sublilmlinal on the Kremlatorium's Magisterial Balcony. Mort's hair flies wildly through the air as he shreds those familiar chords, and the crowd goes wild. The fire bursting from Ed's mouth is almost as incinerating as his guitar solo.
4.
RSM.bat 02:32
Join the members of hit musical sensation Sublilmlinal on their quest across the Carmine Mesa. Their greatest journey will lead them to explore new worlds, uncover sinister plots, and finally thwart their competing headliner: The Vanguard!
5.
Mankai 02:39
With their tour finally ending, Sublilmlinal has some time to lay out their next move. Everyone's offering up ideas for albums, videos, new pyrotechnics... but nothing feels satisfying. The band could use some excitement for once. By the way - where's Bentley?
6.
As the sun rises, Mort and Ed head to the studio to find Bentley. They start bouncing around ludicrous conspiracy theories about where he's at; Plop and George try to mediate, but end up pitching theories of their own. Catorce lags behind... his trademark bravado feels a little off without someone to balance it out.
7.
Well, looks like you won't be getting to the studio any time soon; your ban is nowhere to be seen, stolen along with all of your gear. Bentley was probably in there... whatever's going on, someone's gotta answer for it - might as well take it straight to Vespasian himself.
8.
Paradise Co. 00:53
Another day in paradise; miles above the sea you're surrounded by a myriad of luxurious resorts. For a small fee, you can peruse the same halls the great leaders once walked, and deliver your own manifesto. Welcome to Beachcliff!
9.
The boardwalk is bustling with life today. Pocket-sized replicas of the city's ancient palaces are on sale again! Tourists and Beachcliff residents alike amble along amicably, almost as if they have no idea the scope and importance of the journey you've just found yourself set upon.
10.
Now that you've got a good reason to poke around, it's time to get some answers from the Beachcliff government. You give the Kremlatorium door a good kick, and now the security cameras look angry. Busting into a high-security government facility was supposed to be easier than this.
11.
Strange how there's so many pools built right by the ocean... At least the plastic palm trees last longer than the real ones. The life guards are making sure everyone stays safe, watching from their posts. Are the rifles and barbed wire really necessary?
12.
The People's governing president of Beachcliff, Vespasian Kulak, delivers an emergency address from his magisterial balcony. He pounds his fists dramatically, crying out for the people to unite under our waving flag. Patrons seem to enjoy the show over some cotton candy.
13.
Oceania 1999 02:12
Once the hall of Beachcliff's capitol, the Kremlatorium is now host to a lucrative waterpark. Fluorescent waterslides weave through the halls and pillars, from The Socialocean below, all the way up to, conveniently, Vespasian's penthouse.
14.
Coldpolitik 03:06
You burst into Vespasian's office, and just as you expected, there's your van. It's been retrofitted with campaign stickers and megaphones... weird. The governer looks surprised to see you; it's finally time to make him pay for his deceit.
15.
Etudes in C4 02:32
Thank goodness you found Bentley in the back of the stolen van - you're surprised he wasn't sold off as used gear. The little guy can hardly contain his excitement to be back with his band.
16.
Rx Manifesto 00:07
Your fight with Vespasian was pretty taxing; you probably deserve a quick trip to the ER for a check up. It's gonna be hard to explain this to his guards so maybe you should leave. Like, now.
17.
Early Voyage 02:08
Something's peeking out of the sand... it looks like a detailed map of the Carmine Mesa. Pretty convenient you found this, considering you just got banned from Beachcliff for life.
18.
Bad Future 01:37
Fences leaving Beachcliff are plastered with flyers promoting a concert... from 4 years ago. You'd recognize these guys anywhere - it's The Vanguard! You wonder why no one ever bothered to take these down...
19.
A security booth is littered with age-old parking passes, and a towering security fence encompasses the terminated military operation. The once proud base of containment is almost unrecognizable. Welcome to Fortfield.
20.
As far as the eye can see, the rolling plains of Carmine are covered in debris from tattered military tents and cabins. History buffs and disenfranchised teens often wander through looking for something dangerous to steal.
21.
Something within the massive airport hangar churns to life. Several somethings. Fortfield's legion of tanks have gone back online.
22.
The Mother-Tank of the militant forces, spanning the size of several city blocks, was eventually retrofitted into a hub for intelligence operations - Fieldfort.
23.
Casi Cielo 01:15
You pick up an old HAM radio and start playing around with the frequencies. One of them catches your ear... it's faint and a little distorted, but someone's definitely broadcasting your first majour single off a walkie talkie. ...actually that's a great marketing idea.
24.
Ungoverned 02:56
Deep in the bowels of Fieldfort remains a controversial bioengineering facility. There are a lot of broken vials and open cabinets. It looks like someone's been rummaging around...
25.
The fact that The Vanguard's drummer TommyJoe is down here has no reasonable answer. You're not sure what's going on, but he looks violent and must be stopped. He crawls into a giant mechsuit... but why won't he start his attack already?
26.
Vandenblack 01:38
As you leave Fortfield, you flip on the van's radio... and huh. The Vanguard's single is the first thing on. Things have been pretty tense between your bands recently... but the song's too good to switch stations.
27.
"Today, the spirit of avarice brews within The Vanguard," says the drummist Catorce, slamming his fist onto the side of the van. "We, the members of Sublilmlinal, must put a halt to their chicanery, and I shall lead you in the charge."
28.
REM Vista 02:40
Not sure if it was the off-road terrain or some sabotage from TommyJoe, but your van's broken down. Now that you have a responsibility to stop The Vanguard's schemes, you should probably regroup and scavenge for repairs.
29.
Kwik-Fix stations, gothic cathedrals, and potato chip bags litter the landscape as a heavy blanket of soot lays on every surface. You're entering the Ashlands.
30.
A town once built as a mining colony has now become a refuge for the homeless and drifters. Auto-repair workshops rust from the inside out, and smelting foundries lay dormant.
31.
Catch Up! 01:42
TommyJoe bursts into The Vanguard's recording studio, leaking blood (or is it tomato juice?) and sporting a nasty black eye. Apparently he's been attacked by Sublilmlinal, and they're not stopping their rampage until every Vanguard member is put in their place.
32.
You find yourself in a ruin of a warehouse. What's left is scattered and torn open... looks like it was raided. The canned goods still look edible, but as you grab a few for the trip, the building gives a violent shake... the rusted scaffolding starts to snap like twigs. You'd better start running.
33.
Bonus Stars 00:55
It catches your eye before you even register what it is... a golden cassette tape, untouched and asking to be claimed. You put it in your trusty walkman, and like it was meant for you, it starts playing your favourite song. Things are going your way.
34.
Il Dieselery 01:43
The rock quarry is as marvelous as it is empty. Jagged cliffs hold heavy machinery of all shapes and sized, though they haven't been operated in ages, and a small pool collects at the bottom. The remaining inhabitants gather around the unmoving water.
35.
Ashen Hymn 02:12
Streetlights adorn the cathedral in the east part of town, known to drifters as the "Wayside Motel." Its stained glass windows illuminate the halls with vivid illustrations of old martyrs and new models of gas pumps.
36.
Govindesque 02:30
Nocte Cinis cathedral opens up to a majestic courtyard, with glistening fountains and a delicate marble statue of the ancient town's patron, Sister Alexia. Its eyes glow a pale blue as the guardian awakens.
37.
The journey has clearly been exhausting, and you're all starting to realize this is only the beginning. Mort isn't taking this too well; his constant frown is looking even more dejected. He suggests everyone head back to Beachcliff for a "music brainstorming sesh," but the rest of the band doesn't seem convinced.
38.
Homestretch 01:24
The bright lights of Pin City glitter from miles away. The only link between you and civilization is this wood-and-rope bridge across a canyon - you're on the homestretch
39.
You wake up dazed at the bottom of Skhizein Canyon. The bridge must have collapsed as you were crossing, but now you get to take the scenic route... flowing streams, scarlet-red crags, and mystified wildlife surround you.
40.
Vitaeveris 01:57
A clap of thunder echoes through the canyon as a giant angry cloud forms in front of you. The sky is turning grey... this feels ominous.
41.
Oasis Ohmage 02:04
The greenery inside the canyon is no longer sparse. Thick vines and shrubs frame a colourful jungle. The creatures in this area definitely evolved to be a bit more... aggressive.
42.
New Eden 02:57
The foliage clears, revealing the heart of the canyon: a bioluminescent cave sanctuary. Sapphire-blue pools shimmer and calm the scene.
43.
The canyon is moonlit by the time you make it to the other end. The white light reflects on a monstrous waterfall, where a small silhouette waits for you. The fox rears its head and howls, leaping down to defend its sanctuary.
44.
After making your way through miles of jungle and rock, you finally find a way out: a cleanly-waxed ski lift. Looks like it was recently installed, so it's got to be safe. There's exactly six seats - even a small booster size for Bentley. It's like this lift was made specifically for you, just waiting for you to arrive.
45.
Vandel Waltz 02:25
The lift chugs to life and starts ascending. You go to sit down, but the upholstery is moving. The chairs in the ski lift are coming to life. This isn't normal.
46.
A flaming silhouette rises from below and rips open the lift. It reaches out with a clawed hand and digs in to one of your bandmates, pulling them back into its burning maw. You reach out to save your friend, but they yell at you to make a run for it; it's the only way you'll make it out alive.
47.
You make a leap for the canyon's edge right as the final lift wire snaps. The dark figure is waiting for you there; it tosses the limp body of your bandmate at your feet, and says it was meant to finally give your band what it deserves. There's no way you can beat this thing right now, so you make a desperate run for it.
48.
Sleep Mode 01:03
By some stroke of luck, everyone in your band makes it out alive. You never expected things to get like this... maybe it's time for you all to reassess what it is you're even doing. Your friend Emma would know what to do - it might be worth giving her a visit.
49.
You make it to Emma's apartment, an old friend from your band's early days. Though she's excited to see you after so long, she's also clearly concerned with your current torn-up state. You explain your quest to stop The Vanguard's schemes and what it's cost you. Emma doesn't hesitate to call you "irresponsible, prying dipshits."
50.
Emma's words hit hard. She can tell you're a little less thrilled about seeing her now, so she suggests clearing your mind at the Vapour Bar over some beers and live music from her band. It's not a bad idea... even if her honesty is a bit scathing, you wouldn't miss your good friend's show.
51.
Maybe the best plan of action is to just leave The Vanguard alone. George, however, isn't convinced, and he tells everyone straight up. He admits he wasn't on board at first, but now gets what's at stake here: the band's musical and public career. He's right. The world is watching, and your mission is too important to ignore.
52.
Before saying goodbye, you gaze out one last time at Pin City from Emma's flat. The rumbling of the city is almost invisible. It looks so serene, so picturesque... but there's no time for second guesses. The city lights shine like a beacon, signaling your need to push onward. It's time to pack your bags.
53.
Late Travels 02:24
As you look up from your parchment map, it becomes obvious the thing is incomplete. A monumental skyscraper towers over the Pin City skyline and a neon green fog grows in the distance. The hardest part of your journey is still before you.
54.
The metro station's sign says this is its last stop - you've finally reached the outskirts of town. The beautiful desert of New Eden flies by the light-rail window as you approach the Pin City limits.
55.
Even though the sun has set in downtown Pin City, all the neon billboards keep the avenue uncomfortably bright. Street performers wail karaoke while businessmen walk with purpose. Looks like they're late for something...
56.
The Unionized Transcontinental Freedom Force pledges to fight for the unheard, the overlooked and the mistreated. The Skiva family has crushed the rights of the city worker, and the UTFF will dismantle their oppressive establishments.
57.
Someone steps out from an alleyway and stops you in your tracks. Before you can react, you're completely surrounded by a myriad of shady uniformed characters. You can't help but feel this is a coordinated attack.
58.
Redactions 01:20
Somehow defeated, the UTFF starts explaining their motives to you, but the story is too complex to follow. Something about a trade union removing monopolies by force? The only thing that stands out is that The Vanguard's bassist, Dexter, used to be involved.
59.
The man-made river that used to run through Pin City is completely dried up. All that's left is a concrete ravine running under a skyline of steel bridges. Following it will lead straight to the city's center.
60.
This Prison 02:34
The business district of the city manages to be pristine and onimous at the same time. Talking suits work diligently from their skyscrapers, casting looks at you as you walk through the square.
61.
At Skiva Enterprises, Dexter and Levvy get word that the UTFF has been rocked. A heated argument breaks out between the two over what do do next. Obviously split, the two part ways to deal with Sublilmlinal how they see fit.
62.
Skiva Enterprises's large marble plaza is empty except for one sharp, thin figure. He looks more skeletal than usual, but somehow twice as fierce. There's no mistake: it's Dexter Poindexter, The Vanguard's bassist.
63.
Dexter returns to his normal state, exhausted and defeated. He's angrier than you've ever heard him as he rattles on about the disaster at that one concert that turned The Vanguard into monsters. From behind his black bangs, his eyes look vindictive... he says the show would have gone without a problem, had your band not interfered.
64.
Dexter seems too distraught to be reasoned with, and you've already beat him, so there's nothing left to do here. With still no answers as to The Vanguard's nefarious plot, it's time you take this fight to Levvy Skiva himself - and the city's monorail will get you right to his office.
65.
You recognize one of your band's recent singles over the bustle of the city. George gives you a nudge, reminiscing on how he signed up for a rideshare company to promote the track, casually throwing it on for every customer as if he wasn't the one singing. You know it's absurd, but it was honestly one of his better ideas.
66.
A diamond chandelier casts its kaleidoscope of light over the lobby of the corporate giant Skiva Enterprises. Splashing water from the decorative fountains echoes restlessly off the gold-trimmed marble walls.
67.
Skiva's 9-to-5 workforce doesn't get to work in decorative lounges. Floor after floor is a labyrinth of cubicles, with little to differentiate between one or the other. What kind of work do they even do here?
68.
On Hold 01:41
A small note left conspicuously on the wall says to "meet in the boiler room." It's unsigned, but you have a good sense of who wrote it. Of course, you're not going to fall for Levvy's tricks this easily. If he wants to meet your band, your band will meet him personally - in his own penthouse office, on the top floor.
69.
Gravitas 02:31
Plop takes the opportunity to remind the rest of the band how serious their situation is. The heir to Skiva Enterprises is not only a savvy businessman but a fighting force to be reckoned with. Losing a fight to him here would mean Sublilmlinal's entire mission would have been for nothing.
70.
The Skiva Penthouse is any business owner's dream: a desk carved of solid platinum sits in the center of the office with window curtains of diamond-studded gold. To your surprise, Levvy isn't even there - only a mirror ball, armed with machine guns and lasers, descending from the ceiling.
71.
Taking the stairwell system back down the skyscraper was not a good idea. Sections spiral around you and connect like an intricate highway. Iconographic signage identifies each of the passages, but none of it makes sense.
72.
Warm red lights slowly pulsate in the boiler room basement, casting soft shadows over the rusty silos and old pipes. Liquids leak and sputter all over the floor... it feels like you're wandering through a nightmare.
73.
A large clearing in tha basement reveals what looks like a makeshift recording studio, and sure enough - Levvy's down there. He looks andious to speak to you, but you don't give a damn what he has to say. After all he's put you through, it's time to get some answers.
74.
Schisms 02:19
Before you can even finish the fight, Levvy stops you. He says there's more important things to address. You figure you might as well listen; this could be good intel. Levvy tells you The Vanguard is falling apart. The leader, Carlton Vanden, has locked himself in a volcano & Levvy wants you to investigate.
75.
Levvy opens an ornate door from one of the corners of the boiler room. He tells you it leads to a series of tunnels, stretching across the entire Carmine Mesa. The maps have been in his family for generations. The Vanguard's guitarist admits it's been months since he last heard from Carlton. It's time for an outsider perspective.
76.
A grand archway is chiseled into one of the vermilion walls of the underground cave. Time has worn the designs, but you can still make out runes and statues of some sort of bird. If Levvy's instructions were correct, this way should lead straight to Carlton's hideout. ...why are we trusting him again?
77.
The winding system of subterranean tunnels is a haunting spectacle. Torches cast a soft light on the glistening gemstones in the walls.
78.
Levvy calls an emergency meeting with the other two members of The Vanguard. He lets the two know that against his better judgement, he's let Sublilmlinal know of the strife within his band. Dexter is incredulous. Levvy says it's best they follow quickly behind Sublil. It's a gamble, but the only way he knew to get through to Carlton.
79.
Lost Almas 02:25
You come across another dead end again.... This room looks something like a cemetary, littered with pickaxes and bones. As though by entering you called for them, green specters begin to rise from the ground. You can almost make out words, like they're trying to talk to you...
80.
One tunnel opens up to reveal magnificent ruins so preserved, it feels like you've traveled through time. A waterfall cascades from the terracotta citadel into a bird bath the size of a small house.
81.
Exodus 02:35
The precious gems dance in the light and twinkle softly onto the deep blue lake. Seeing a bright night sky this far underground is surreal.
82.
Greensleeves 01:56
Confused and lost, you and your band desperately need a break. You're drawn to soft music... it's the notes of a familiar song. It's coming from the cemetary, but who's playing?
83.
Rx Mantra 00:08
Your band's in pretty rough shape again, and you know it's only going to get more difficult from here on. Tentatively, with great trepidation, you take the strange medicine The Vanguard's guitarist offered you... and to your surprise and relief - you spring back to life, feeling better than ever!
84.
The cavernous throne room is spilling with diamonds, gold, and sapphires. At the end of the grand hall, a monstrous raven opens its eyes and spreads jet black wings. ...Levvy never told you this would happen.
85.
With no sense of direction in the ruined city, the group decides to split to find an exit. Mort naturally guides one team, but the meandering, looming maze starts to give him doubts... maybe now it's time he proved himself as the band's leader.
86.
Ed gathers the members for his expedition and charges into one of the endless passages. His confidence is intoxicating, even though no one is quite sure where they are. As the band's leader, there's no way he can let the team down now.
87.
Convergeance 00:59
After wandering around for what feels like forever, you finally manage to reunite with the other half of your band, just feet from the cavern's exit. Ed and Mort both are trying to hide how relieved they are to see the other made it through safely, aren't they?
88.
Weishenlied 02:38
The cave's exit leaves you surrounded by thick neon mist. As you start to walk through it, one of your bandmates stops you in your tracks. You almost stepped right into the mouth of a deep black volcano.
89.
Twisting streams of green plasma snake down the side of the mountain, leading off into flat obsidian fields of nothingness. The finality of your journey feels overwhelming, but for now there's one final matter to attend to.
90.
Thousands of chairs are lined up in rows at the foot of the mountain like a graduation ceremony. The polished mahogany breaks up the featureless landscape. You know they were set up waiting for you... but why?
91.
A silent, endless wasteland stretches far past the mountain. Obelisks of obsidian spear out of the ground like watchful guardians, and streams of fluorescent green lava refract through them like a concert light show.
92.
You turn to face the rest of your band - this is it, the end to your adventure. Once you make it through the entrance of Carlton's hideout, there's no chance of turning around. You're on his turf now, breaking into his sanctuary. Best hope you're ready.
93.
The interior of Carlton's fortress is alien in design and atmosphere. Green fluorescensce shines on the waxed walls, but you can hardly appreciate the design details with all the half conceived junk laying around. When was the last time he saw the light of day?
94.
Discord Note 05:06
You burst into the final room, and slouched over his mahogany desk, surrounded by heaps of empty vodka bottles, is Carlton Vanden. With slurred speech he mentiones "everyone taking him for granted... when he helped them all so much..."
95.
Chaos Theory 01:46
Carlton emerges from the smoke, transformed. He's not the shell of a man you saw before. There's a sense of determination behind those eyes as he flies away. Seeing him this confident should make you proud of him... but the circumstances say differently.
96.
Fatal Envy 03:38
From the sky, a familiar black and red figure descends to block your path. In his distorted voice, he introduces himself as Chairainer - Carlton's prodigy and proudest creation. He shouts that he's here to end what Carlton doesn't have the spine to finish.
97.
Another Way 02:33
With Chairainer's distraction, Vandenchair managed to escape the fight... but not for long. You jump through the portal he created, into a strange world that looks like nothing you could have imagined. If you had more time to take in the scenery, it would be beautiful. But now, there's nothing to do but finish this final chase.
98.
Clearly overwhelmed by your ambush, The Vanguard's leader begins telling his tale. Even though his train of thought is a bit incoherent, you can tell this is something he's been planning for quite some time.
99.
You've got Vandenchair cornered at the edge of his world... the leader of The Vanguard is right wher you want him, just as Levvy said he'd be. But for someone on the brink of defeat, he looks awfully confident. As he launches his last-ditch attacks at you with full force, you can't help but feel this is exactly what Carlton expected...
100.
You stand triumphant with your band - Vandenchair's reign of power has been put to an end, all thanks to you. As Carlton lays motionless on the ground, you can feel his world collapsing around you - it's time you get out. Picking up Carlton's limp body, you leave through his portal and return to the peak of the volcano.
101.
Desarmamento 02:31
You barely make it back to the real world, and already Levvy, Dexter, and TommyJoe are waiting for you. As if on cue, Carlton picks himself up to talk. The four of them look pretty distressed; Levvy and Carlton don't even look like they're addressing each other. You can't help but feel like a lot of the tension is pointed at you...
102.
Amaretto 02:27
Hours later, as the conversation finally starts to die down, Dexter and TommyJoe share in a tentative laugh. Things seem a little less tense, so it looks like your efforts to mediate peace talks have ended successfully. You suggest a "cordial shaking of hands," but The Vanguard just stares at you, dumbfounded.
103.
This is... awkward. Maybe you heard a lot you shouldn't have. A lot of heated words were shared between those guys. For the first time since you've known him, you heard Carlton apologize for something. And Levvy said he'd have to do better, to know how his bandmates are doing. It's weird they can't just get along as well as your band can.
104.
Fault Lines 01:50
Before you manage to leave, Chairainer makes his way up to the caldera. Carlton turns on him, a little too quickly, asking what the hell he was thinking attacking Sublilmlinal like he did. Apparently he almost ruined Carlton's whole plan to get the rest of The Vanguard to check in on him and be concerned with how he was doing.
105.
Red Dawn 02:29
In all honesty it seems there's too much going on between the eleven of you to be fully addressed today, TommyJoe says. You think he's maybe selling you short, but you see his point. Negotiating rivalries and friendships doesn't need to happen in one day perched atop a nuclear volcano's caldera anyway. It's time to head home.
106.
As you make your way to Mt. Von Weishenrache's base, Levvy asks Plop if he and his band had much trouble making it through The Graven Passage. It's weird talking to these guys like they're your friends - you just crossed the entire Carmine Mesa trying to bust up their schemes. But it's nice they're making the effort.
107.
This is where your ways will part again. Tomorrow, Dexter assures you, all bets are off - there can only be one best band on the mesa, and you wouldn't believe the material Carlton's been working on while he was away. United again, they say, The Vanguard will be unstoppable. You can't wait to get back to the studio and prove them wrong.
108.
As the sun rises to mark the end of your adventure, a familiar sight peaks over the obsidian horizon - the other side of the Beachcliff Boardwalk, reaching all the way to here from home. As you begin the long walk back, you feel... content. You're glad you, your band, and your rivals - your friends - made this journey.

about

The soundtrack to an imagined game.
108 tracks, in 4 hours, of chiptune recordings.

Tracks 1-7, 12, 15-18, 23, 26-28, 31, 33, 37, 46, 48-53, 56, 58, 61, 63-65, 68, 74, 75, 78, 82, 83, 85-87, 92, 97, 98, & 100-108 unique to this release.
All others adapted from previous EPs.

A story can be pieced together through descriptions written within downloadable pdf.

credits

released June 6, 2018

music by Dan Quijote & Rain (@danquijote @rsm_rain)
cover art by Zolani Stewart (@Fengxii)
pdf art by Great Artist (@GreatArtBot) & Anthony Holtschlag (@AVHoltschlag)
recorded using lsdj (littlesounddj.com)
all text by Dan; all programming by Rain

license

all rights reserved

tags

about

Save State Records Dallas, Texas

indie record label from DTX. Representing XROSZ, reset memory, & rsm.vgm; formerly representing Posadas. Music videos and more at youtube.com/@savestaterecords

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