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DESOLATIUM News

Dev Log - November



Greetings Cultists!

Here is our monthly update to provide you with inside information on what has been happening in the development of Desolatium! We have been play testing our demo version to make sure that the demo experience will be smooth to our players. We've also taken into consideration some different feedback from our playtesters, and applied some changes. We also did our usual bug hunt rounds and fixed most of what we found.

Here's what we did in the first week of November:
  • Color grading all chapter 2 images.
  • Find and fix bugs on chapter 1.
  • Record all voice-overs Chapter 2.
  • Narrative review and level design of Chapter 1. (voice overs, translations, notes, flashbacks, etc.)
In our second week, we mostly updated and added concept art for all of the characters in-game.

Concept Art Chapter 1:
  • Carter's inventory (Uni teacher).
  • Sophie's inventory (Uni teacher).
  • Jame's inventory (researcher).
  • Christopher's inventory (journalist).


Concept Art Chapter 2:
  • Design scene 01 of Sophie's poster.
  • Design notes of the scene.
  • Added chapter 2 in UE4.
  • Inventory design updated.
  • Designed small inventory notes and objects, small and large hovers.
  • 3D character integration.
  • Concept Art of 2 extra 3D characters.
For the third week, we finished most missing assets and integrated final images and dialogues.
  • Finished the missing textures.
  • Integrated new 360 images into the project.
  • Integrated dialogues (chapter 2).
  • Review and introduce in UE4 the notes and objects of chapter 3 and 4.
For the final week, we're currently finishing all the small touches and checking any issues. Here are the other plans we have for the final week of November.
  • Integrate one of the characters (Miriam) into the scene.
  • Integrate sounds into the project
  • Revise everything from the new Demo

[h3]Bug Fixes: [/h3]
  • Fixed the issue where opening the in-game Menu and pulling up the inventory does not darken the background screen.
  • Fixed an audio puzzle error: When using the rusty key on the exit door, an audio "error" cue should activate (All wrong item usage should have a specific audio but on the rusty key part that specific audio skips and it becomes confusing).

  • Corrected orientation.
  • Fixed object pointers.
  • Prepared sound scene 04 exit (emergency door + running steps)
Design Fixes:
  • Fixed Wishlist hover poster.
  • Fixed having different inventory for each character.
[h3]Planned fixes and Optimization[/h3]
  • A bug in the first note of the medical report: The last line is missing.
  • Planned: Make the image of the inventory notes a bit darker because it is confused with the letters, being White.
  • Level the game sounds (voices and music)

And that wraps it up! We're planning more surprises in the future so make sure that you're up to date by following our socials fore Desolatium related news! Check out our links here: Twitter, Facebook, Instagram, Discord and our Superlumen Website.

We would be so grateful if you would also wishlist us on steam if you haven't already!


See you in Carcossa,

The Superlumen Team

Superlumen's 6th Annivesary!

Greetings Cultists!

After a few months since the launch of Desolatium: Prologue, coinciding with the anniversary of SUPERLUMEN (6 years!), we have decided to give a gift to anyone who wants to start getting to know the universe of Desolatium! Everyone can now get their copy of Desolatium: Prologue for FREE!



We want to thank everyone who has supported us by purchasing the "Desolatium: Prologue" initially, and leaving us a review: you were the first to trust "Desolatium: Prologue" and thanks to you, the development of the final game - DESOLATIUM - has continued. We have also taken into consideration all the feedback and suggestions we received from the community to implement in the full game. As an indie studio, your insights are very valuable to us.



If you are a Lovecraft fan, you no longer have any excuses not to play Desolatium: Prologue, and if you are not a fan, but you have a friend who only talks about primal gods, sectarians and names "Cthulhu" then you can recommend it!

You can check out the game in the link below:

https://store.steampowered.com/app/1640540/Desolatium_Prologue/

We're planning more surprises in the future so make sure that you're up to date by following our socials fore Desolatium related news! Check out our links here: Twitter, Facebook, Instagram, Discord and our Superlumen Website.

We would be so grateful if you would also wishlist us on steam if you haven't already!


See you in Carcossa,
The Superlumen Team

Developer Livestream - Desolatium First look



Greetings Cultists,

Join us as we unfold the mysteries bit by bit while the devs showcase the first look of Desolatium!

The stream will go live on October 30th, 12:00 PM CST/7:00 PM CEST. You can join us in chat and ask any questions about the game! Consider it a live AMA.

Are you ready to unveil unspeakable horrors and solve mysteries with us?

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

In his house at R'lyeh dead Cthulhu waits dreaming.”
― H.P. Lovecraft, The Call of Cthulhu


Follow us on our socials for all the up to date news! Check out our links here: Twitter, Facebook, Instagram, Discord and our Superlumen Website.

We would be so grateful if you would also wishlist us on steam if you haven't already!


See you in Carcossa,

The Superlumen Team

Desolatium Prologue: Key Giveaway



Greetings Cultists!

Would you like to know the story behind the horror that is Desolatium before it even started?

On October 28th, SteelSeries will be giving away game keys of Desolatium: Prologue!

Hurry, as the keys are limited! Grab your copies here: SteelSeries Key Giveaway

Remember to follow our socials for up to date news about Desolatium! Check out our links here: Twitter, Facebook, Instagram, Discord and our Superlumen Website.

We would be so grateful if you would also wishlist us on steam if you haven't already!


See you in Carcossa,

The Superlumen Team

Dev log - October

Greetings Cultists!

We have been silent for quite a while, and we wanted to apologize for that! We are hard at work with developing Desolatium and moving forward, we would like to provide you with detailed updates on the development of the game. Since June, we have been applying constant improvements, making sure that the final copy will be a worthy offering to Cthulhu and our players.

JUNE
  • We finished the script, including all texts, dialogues, notes, etc.
JULY
  • New Identity design.
  • Defined the style of the dialogues, notes, puzzles and motion graphics.
  • Concept design of scenarios in game.
  • Shooting on location (360 images and videos).
  • Created the project in the Engine and started to design the architecture of the code.


AUGUST
  • Art design of the game.
  • Shooting on location (360 images and videos).
  • Characters design (2D and 3D).
  • Post-processing of every picture and video before and in UE4 to create the atmosphere, add elements, dynamic content, and NPCs using 3D elements.
  • Finished the document with the code architecture.
  • Starting to develop the game and the structure, based on the project “Desolatium: prologue”.


SEPTEMBER
  • Menu design (start and in game).
  • Added subtitles.
  • Defining sound style: We have been working with Xabi San Martin for the sound style of the game.
  • As for the art, we want something different to the rest of the Lovecraftian games and we are working on it with Xabi as well.
  • Design: Objects, Notes, Inventory.
  • For the main menu, we have to think of how to mix everything in one screen, and also program some of the settings such as managing FOV, and Mouse Sensibility.
  • Created widgets.
  • Developing the inventory part of the game (objects and notes), puzzles and all the things from the level design document.


OCTOBER
  • We had some problems with the lighting of the 3D models and objects. We need to use a different light for the background to make it more realistic.
  • We changed the note system. In this new system, the notes are managed as objects so they need their own inventory, this allows players to consult them at any time.
  • Development of the new inventory. We had to unify the inventory and the notes together.
  • Design and implementation of the flashbacks display. We have had to put in a lot of work with post-processing, and the sound system of UE to get the effect we wanted.
  • Voice recording (English and Spanish).
  • Developing the main menu (settings), menu in-game and language selector.
  • Fixed some bugs in chapter 1.
  • Desolatium Demo is now ready.

And that is it for now! We plan on doing this every month moving forward, so make sure to keep an eye out for our next dev log update!

Follow us on our socials for all the up to date news! Check out our links here: Twitter, Facebook, Instagram, Discord and our Superlumen Website.

We would be so grateful if you would also wishlist us on steam if you haven't already!


See you in Carcossa,

The Superlumen Team