1. DESOLATIUM
  2. News

DESOLATIUM News

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

Something Eerie is Coming Soon



Hello Cultists,

We have something scary exciting coming up soon this October 27th! What could it be?

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

See you in Carcossa,

Superlumen

PROLOGUE PRICE DOWN - LEAVE YOUR REVIEW AND GET YOUR REWARD

We decided to lower the price of Desolatium: Prologue, so that even more people can enjoy the game and begin to feel the lore. But that is not all...

In our laboratory, the Ghouls work tirelessly, but they need your support. As an independent studio, you help us a lot to finance the final project by buying this prologue and leaving us your review.



[h3]15% OFF ON DESOLATIUM[/h3]

To those who did not hesitate to buy the PROLOGUE at the time of launch, we want to thank you for your support, so we have decided to give you a 15% discount on DESOLATIUM: you will only have to leave a review on the prologue and we will contact you to give you the discount code. If you have already left it, we will contact you directly.

If you just bought the game, you're also lucky:
[h3]Leave your review on Desolatium: Prologue before September 12 and get your reward![/h3]

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

By playing DESOLATIUM: PROLOGUE you will get an idea of ​​what awaits you in DESOLATIUM, where the plot will become much more complex; the game expands the story of one of the main characters, it will get you to know the beginning of everything and immerse yourself in the story from the first moment. We are looking forward to you playing it. Don't forget to add DESOLATIUM to your Wishlist!

SAVE 50% ON DESOLATIUM: PROLOGUE

[h2]Save 50% on DESOLATIUM: PROLOGUE, only for 15 days![/h2]



We have always believed that God sent his son into the world to save us. But, what if that is not what happened? What if the world cannot be saved? The real story is about to be revealed.

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

Now it's the perfect time to start to feel the lore of the game. Put your headphones on and live this lovecraftian experience, where you will get to know hoy everything started.

UPDATE: DESOLATIUM ROADMAP

"Every body is a book of blood; Wherever we're opened, we're red."
Clive Barker, Books of Blood




Greetings cultists,

We hope that you are well and safe; we want to thank you for your patient and support on this project. It's been a while since the last update but things are moving slowly now; we keep working on the development of DESOLATIUM in order to give you the best experience.

They say that good things come to those who wait, and we promise the wait for DESOLATIUM is worth it.

[h2]Up to now[/h2]
We released DESOLATIUM: PROLOGUE, a short game that expands the universe of DESOLAITUM, and where you will discover the beginning of everything:
https://store.steampowered.com/app/1640540/Desolatium_Prologue/

We have finished 100% the game script, including all texts, dialogues, notes, etc. So now it's time to sacrifice the scriptwriters to feed the chief programmer, a shoggoth.

We are immersed into the production itself: shooting in location, recording characters’ voices, among other things. We will send our hunting horror to lead the way and prepare our arrival.

[h2]July[/h2]
We will go on with the production and we’ll start integrating the scenarios with the programming. We will work in postprocessing every picture and video before and in UE4 to create the atmosphere or add elements, dinamic content or NPCs using 3D elements.

[h2]August[/h2]
We will have the Soundtrack ready thanks to the great Xabi San Martin and we will continue working to finish the Alpha Version.

At this point we will need one last great sacrifice from you that will help us in the testing phase. At the end of the month, the game will already be finished, so the beta testers will receive Desolatium to test it and help us achieve a solid adventure. We will put the finishing touches and fix bugs, balancing issues etc. as the beta-testers find them.

[h2]September[/h2]
The game will be finished and ready for you to enjoy on PC and Oculus. Matching this date, Cthulhu will wake up once more and turn the seas into a boiling hell.

[h2]October[/h2]
We will begin the ports for consoles. Using the blood of the PC and Oculus versions’ programmers we will create new monsters to work on the console versions. This will take us around 2/3 months.