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Is Still Wakes the Deep on Game Pass?

Is Still Wakes the Deep on Game Pass? The Chinese Room brings us another narrative-driven spooky adventure, and this time, we're trading the Victorian manpigs of Amnesia: A Machine for Pigs for Lovecraftian nightmares aboard a North Sea oil rig. That said, horror is subjective, and we don't blame you if you want to take Still Wakes the Deep for a trial run to find out if the scares are right for you.


If you're subscribed to Game Pass, then you're probably wondering whether you need to spend any extra money to experience the survival horror game as soon as the Still Wakes the Deep release date rolls around. Well, you're in luck, because we've got the answers surrounding Still Wakes the Deep and The Chinese Room's plans for Game Pass on PC.


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Still Wakes the Deep release date window, trailers, and gameplay

In Still Wakes the Deep, the monster isn't even the scariest part

Development Diary Part III - October '23

Hello all,
Many thanks again for enjoying these Development Diaries. The teams are finalisng the game now and things are hectic! Still, they found the time to update you all as to what's cooking up in sunny Brighton - it's a lot. So without further ado, let's begin!



[h3]Art / Animation / Lighting [/h3]


Dreich: adjective. (Scottish English) – Depressing, miserable or cold

The word dreich is commonly used to describe the weather in Scotland when it’s just plain miserable. Grey clouds, rain, wind, and no sign of sunlight. It’s also a word that describes a feeling and that is exactly what we wanted to portray to players in Still Wakes The Deep.
Have you ever looked out of the window and thought to yourself “Yeah, I really don’t want to go out there in the cold…” That’s dreich.
Unfortunately, Caz, our main character, doesn’t have that luxury. He and the rest of the crew on board the Beira D oil rig are used to this kind of weather in the North Sea, so we wanted to portray that as much as possible so that the player can feel how miserable it might be out there.

Another day on the rig
You wake in your bed, the light from the overcast sky barely reaching in, the weather ever-present.
It’s overcast and the weather is horrible, so we tried to establish that feeling early in the game. To get that sensation that the weather was at our door, outside the thin walls of the rig, the rain and wind beating on the windows trying to get in. As the game progresses, the weather becomes stronger and more prevalent, affecting both the rig and Caz on their journey through the events of SWTD. As you navigate the oil rig you’re led through the dim interior by softly penetrating light from the sky, and the internal lights of the rig.
You push open the heavy exterior door onto the deck, the sound of a working oil rig, the weather ever-present.
You’re outside, it’s grey, and feels like the weather has taken all the colour and joy out of the surroundings. It’s raining and every surface is wet, the surroundings reflecting from the puddles.
The colours, lighting, and VFX all play a part in how SWTD is rendered. We wanted to make something that looks natural and cinematic.



Part II next month...

- Luke Norman, Senior Lighting Artist



→ Graphical detail, pushing the quality bar

Something the art team was really excited about for this project was setting the quality bar of visual fidelity and realism super high. We’re a small team compared to major AAA studios, but we wanted to match or even beat the standards set by some of the best-looking games out there when it comes to realistic graphics.
After doing extensive research into finding solid reference images of the time period and oil rigs, all that was left was figuring out our technical pipelines and workflows to achieve the best we could with a limited number of people. Personally, I’m a huge nerd when it comes to figuring out these pipelines and workflows, so I had a lot of fun figuring out our options together with the team. In the future, we might try to share more of our solutions for maximising texture resolution and mesh quality. Something that was coincidental with our project, and extremely helpful, was the release of Epic’s new tech called ‘Nanite’. Suddenly we could leverage the GPU to add more detail to our 3D objects in a way that was previously not possible.
Still, our expectations for highly detailed realism (with a small team) means we’ve given ourselves a tall order for sure, but if you look at our trailers and screenshots, that’s all 100% in-game, we’re still tweaking things, but we’re already very proud of what we’ve managed to achieve.

Nanite Triangle View



- Dominique Buttiens, Principal Environment Artist



[h3]Audio[/h3]


→ The voiceover is in!

We are working hard towards our Beta milestone, which involves us reaching a ‘content complete’ state. While not all audio will yet be final, we aim to have coverage across all aspects of the game that need sound. Things are progressing well, though you can probably imagine it’s a period where we are spinning lots of plates, as new work requiring an audio pass is constantly being added.
While we’re working across all features of the game, a major aspect of our current focus is on dialogue implementation. We’ve recently finished all the dialogue recordings with our incredible cast, so we’re working closely with the animation, design, and code departments to get all this fantastic content into the game. The work ranges from creative decisions such as the pacing of lines to fine-tuning and optimising our implementation processes.
The payoff of this work is immense and rewarding. Lines that used to exist in the game as digitally generated speech for testing now are performed by our actors, lending emotion and meaning, breathing so much life into the game, and adding new dimensions to our characters. This phase of development, where things are starting to come together, is always a very exciting time.



- Daan Hendriks, Audio Director



[h3]Code / Programming [/h3]


→ Star in the Story: Exploring the rig with player traversal and movement

As Still Wakes the Deep is a first-person narrative experience, we want the player to have a strong connection to the character and feel grounded within the environment.
This means the inputs need to feel meaningful, there must be consequences to the way you move around the world and the character has to have a physical presence to increase the sense of embodiment. Seeing more than just the hands performing actions in front of the camera was essential, we wanted to see the entire body traversing the world and not feel like the camera is attached to a weightless entity.
With the aim of being able to see the character's body throughout all modes of traversal, we needed to attach the camera to the body itself. This brings many technical challenges, there's a reason that most first-person games don't do this. It adds complexity to animation and doesn't lend itself to precision gaming where aiming your gun is the highest priority.
Originally, we attached the camera directly to the head bone which gave us the effect we were after, however, we discovered that because the head bone was part of a chain of bones the camera would inherit jitter and unwanted motion when blending between animation states. Creating a specific camera bone that mimicked the motion of the head bone allows us to have the characterisation of the head bone without the troubles of it being part of a chain of bones.
Another issue we had to solve was allowing the player control over the amount of "head bob" and roll rotation (Dutch angle) that was applied to the camera. Some players can feel quite sick if there is too much movement and rotation on the camera. We now needed to have the camera fixed to a location whilst applying a percentage of the camera motion and rotation back onto the camera.
These are just two examples of issues that need to be solved with this approach. However, the result is a camera that feels truly connected to the character and a character that feels connected to the actions they perform.




- Programmer Joe Wheater



[h3]Community / Comms [/h3]


→ Working at a candy store

This comms person comes from an arts background, so visual culture – beyond games – has always been part of my life and what I’ve been curious about. Games, of course, also represent a huge part of the broadening understanding of art, and it’s incredible to see games reaching the walls of MoMA and the Barbican Centre. What’s been utterly delicious about working with the comms for Still Wakes The Deep is that it sits so perfectly in that beautiful intersection between video games and broader culture – be it film, literature, or performance art. The game itself inspires numerous interpretations and is a testament to creativity and depth. But what’s even cooler is that our Creative Direction team on the game is very generous with listing numerous well-known, or even more obscure cultural artifacts that have informed their decisions.
So in our communications about the game, we can be open and proud about the game being inspired by titans like Kubrick, Loach, and Dargento, but we can also relish in the lesser known but just as crucial references, such as Sapphire & Steel or frankly anything that Scarred for Life does. 1970s interior designers are a reference, as well as TV commercials, recruitment ads, or a particular carpet maker. Nothing is off the table – if it tells a story, it’s worth mentioning. This freedom to create a tapestry of atmosphere-enhancing references has felt like being in a rich and delightful candy store with the biggest budget to spare.




Oh oh, and also! the Xbox Partner Preview just premiered a first look at a couple of gameplay scenes from the game. PSA: Swearing occurs! Hope you enjoy -

[previewyoutube][/previewyoutube]

- Senior Marketing Executive Marijam Didžgalvytė



[h3]Design [/h3]


→ The changing environments - lessons!

There’s a theme in Still Wakes The Deep – transformation and change – that we wanted to reflect in the level design from the very beginning. We wanted the evolution of the rig to be starkly foregrounded as one of the main areas of player perception of place. To this end we included many scenes where you return to previous areas… but they’ve changed – either through flooding or destruction. Early on we also identified this as a cost-saving – rather than making whole new areas we can just re-use and alter existing areas! How clever we thought we were!
In fact, this did not lead to a promised land of free environment art. If anything it made things more challenging. If we wanted to move a door or to extend a corridor, or alter any other minor piece of the environment layout, we had to make this change in multiple versions of the scene. This actually increased the cost. We made sensible accommodations – putting base environment structures in a single shared sublevel or layer for example, but still… once damaged versions of doorways or walls go in, it’s not something you can change just once.
Regardless of this painful lesson, we’re pleased and proud that as the game proceeds, you will get to see the Beira D change and evolve, as always intended.




- Lead Designer Rob McLachlan



[h3]QA [/h3]


→ Near the finishing line

This month in QA we are doing a big focus on consoles as we move towards certification! Making sure all the bugs and crashes are squashed before we submit to Sony and Microsoft, it’s a scary but super exciting time. Console certification is quite a long-winded and detailed part of QA but we are lucky to have the PC version in a really good spot and have already done plenty of console testing to ensure the experience is working as it should. We are about to enter the beta period meaning the game is fully playable from beginning to end and all the core systems and features are included. This is probably the busiest time for QA as it's at this point that we hold nothing back and even the most minor issues will be reported to the developers. As the game improves the remaining bugs get more and more specific and elusive as we ramp up our effort to try and narrow down the cause of all of them. Of course, no game is perfect and there is no such thing as entirely bug-free software but we are on track to having a really polished final experience!


- QA Tester Seb Axel



[h3]Production [/h3]


→ "Jacob will fill it in"

What was originally a placeholder note from our Senior Marketing Executive is actually quite a good title for a Production diary. What does Production do if not fill in the gaps? More often than not, I’m trying to create as clear an image of the big picture as possible for our various disciplines. Whether that’s in the form of collating data in an easily digestible format for the spreadsheet-averse Art team, or ensuring that the bug reporting is delivered as efficiently as possible for the Code team; I’m constantly trying to make sure that there are no gaps left which important things can slip through.
Some people describe Production as problem-solving, or putting out fires. This is true at times of course, but the truly great moments as a Producer are when you prevent a fire, rather than extinguish one.
Obviously, sometimes you can’t prevent all the fires, but if you’ve done your job right, you’ll have some sort of fire blanket that can be swiftly put to use.
I’ve really stretched this metaphor to its limit so I’ll stop here before I start talking about the QA department and how they’re “first responders”.


- Associate Producer Jacob Jackman



[h3]Misc[/h3]
→ Something exciting is coming from our ends, we’re currently working hard on it! 📽





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First Look at Gameplay

#XboxPartnerPreview just premiered a first look at a couple of gameplay scenes from our next title Still Wakes the Deep.
1975 Scotland, raging North Sea, steel-clad corridors of an oil rig, and there's something else out there with you...

PSA: Swearing occurs!

[previewyoutube][/previewyoutube]

Our next title STILL WAKES THE DEEP is out on PC & consoles in early 2024.
Wishlist now - https://www.stillwakesthedeep.com



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Development Diary Part II - September '23

Hi everyone,
Welcome to the second Still Wakes the Deep Dev Diary; join us as we continue our deep dive into the game's development. Before we crack on, please allow us to say thank you for all your kind words about these Dev Diaries, we love how they allow us to connect with our community.

🖤 It's time to find out more about what's cooking in Beira D.

[h3]Art / Animation / Lighting [/h3]
→ The scale of the rig: Part 2

For the first part of the story, see August’s Dev Diary

"When we started moving into production that's when we started to focus on how we were going to achieve this sense of scale that was so essential. One key aspect was having the player move between tight, claustrophobic spaces and very human, domestic ones to provide contrast to the huge, exposed industrial environments. We also found as is common with making a first-person perspective that we needed to break away from a real world 1:1 scale to make it feel right.

But it wasn't until we started working with audio that we began to find success in capturing the weight and size of these structures. When the art team heard the huge boom of the waves against the legs, the groaning and creaking metal and distant reverberations across the space we started to feel like we were getting close to an authentic depiction of being on an oil rig in the middle of the north sea."


Laura Dodds, Associate Art Director



[h3]Audio[/h3]
→ Scouting for the Announcement Trailer song: Part 2

For the first part of the story, see August’s Dev Diary

"Sadly, Flora had passed away a few years ago, but through some research I found that her daughter, Maggie MacInnes, is also a Gaelic traditional singer and harpist.

So this is how I learned about Maggie; I then listened to some of her songs and was instantly struck by her voice – beautiful and original, yet to my ears with a similar tonality as her mother’s. I got in touch and that’s how she ended up working with us. We talked on the phone about the project and the song, and Maggie suggested some verses that are most relevant to the game’s story. It’s of course a short trailer so we could only fit in two verses. It was then a very swift process; she recorded a couple of takes for us at home and nailed it instantly. Just a brilliant artist and performer."

We now have a link to Maggie’s full song, too! Enjoy: Spotify, UK iTunes, UK Apple Music

[previewyoutube][/previewyoutube]
Daan Hendriks, Audio Director



[h3]Code / Programming [/h3]
→ Explore and Discover: Seeing the beauty in horror

"Explore and Discover" is one of our game pillars, so in a typical Chinese Room fashion the first thing we wanted to try out was to find beauty in the horrific changes around you on the rig. We set the bar really high, and wanted to create an environment that feels real, scary, and weird.

Epic's Unreal Engine 5 is the perfect choice for this. We want to give the players the best experience on both desktop PCs and consoles. It is a powerful modern rendering engine that allows us to be creative. With Lumen and Nanite we can now explore real-time lighting and give fine detail in our scenes."

And of course, the rig is located in the North Sea, so we need to have stormy weather - rain, wind, rough seas, mist, gusts - Niagara (Unreal Engine's next-generation VFX system) allows us to plenty of freedom in this area.

We also used ControlRig (the scriptable rigging system) extensively for procedural animations - but more on this later."



Louis Larsson-De Wet, Associate Technical Director



[h3]Community / Comms [/h3]
→ Working with two major announcements at once

It sure has been a busy time here at The Chinese Room’s comms team. In the last month the game also participated in the Xbox showcase, platforming the people behind the screen making the actual game, resulting in a Worldbuilding mini documentary that enriches the player with more insight into what we’re crafting.

[previewyoutube][/previewyoutube]
We’ve participated in IGN’s Fearfest, our Senior Designer Jade Jacson has travelled to Gamescom where the game journalism community was seemingly very impressed with what they’ve seen thus far.



We couldn’t be happier. The Guardian even noted exactly how we want our projects to be experienced: "The game's cast of relatable human characters hints at the kind of grown-up, A24-esque scares that video games don’t often deliver." Even the genius that is Sam Barlow (Her Story, Immortality) is curious – we are so proud and excited to share the title with you.

Us at TCR comms team have also been ever so slightly busy only with. An announcement of one of the most anticipated game sequels of this century?? At PAX West we revealed that Paradox Interactive chose our studio as the developers for Vampire the Masquerade: Bloodlines 2. We’ve been working on the project, alongside Still Wakes the Deep, for a couple of years now and cannot wait for the passionate fan base to get their hands on the project in a year’s time. We're incredibly proud of both titles - one our own IP and the other one being entrusted to us - and hope to achieve a wonderful synergy between the two communities.

[previewyoutube][/previewyoutube]
Oh, and remember our 1970s-themed party for the announcement of Still Wakes the Deep? Well, we had to one for VtMB2 of course, too, and thought you'd enjoy our commitment here too:)


Marijam Didžgalvytė, Senior Marketing Executive



[h3]Design [/h3]
→ Voice-over

"This month I had my first opportunity to attend voice recording sessions for Deep. We worked with SIDE London to record our brilliant cast as they performed lines that ranged from heartfelt dialogues to shouted Scottish swearwords and even whistling. The talent of our cast as they switched between voices and emotions was incredible to witness, and hearing lines we'd worked on in many sessions at the TCR studio being performed was so gratifying and thrilling. It's apparent that our human 1970s drama is going to be one of the most special things about Still Wakes The Deep. More about our absolutely stellar cast in months to come...

Adding here a little video Dev Diary we did for our previous title Little Orpheus where you can see that we take voice-over very seriously and have a lot of joy doing it."

[previewyoutube][/previewyoutube]
Rob McLachlan, Lead Designer and awesome human being from the seventh dimension



[h3]QA [/h3]
→ Knowing the game

"One thing I have found that devs find helpful is when QA knows the game inside and out. Sometimes devs don't get a chance to play the game for weeks and a huge amount has changed in that time. But since QA tests the game each and every day we know exactly what's been added and what's in need of fixing. Knowing at a glance: the scene number, the context, the bugs which exist in that scene and who those bugs are assigned to, can speed up the process of review and refinement infinitely."



Tom Grant, QA Tester



[h3]Production [/h3]
→ It’s just a game

“It’s just a game” is something I say fairly regularly. When I worked in live event production it would be “It’s just a big party in a field” and when I worked in bars it was “it’s just fancy drinks”.

The point is, very little in this life is worth working yourself into the ground, and part of my role as Associate Producer is to gently remind some of our more passionate developers of this fact.

Our team is incredible, but they put a lot of pressure on themselves, because they want this game to be perfect. I can understand that, but it’s vital to the well-being of the team that they don’t work evenings and weekends to make x, y and z look absolutely flawless.

We’ve all put our blood, sweat and tears into this process at one time or another, but ensuring that everyone has enough of those fluids left to make it to the end of the project is a vital aspect of production."


Jacob Jackman, Associate Producer



[h3]Misc[/h3]
A big reveal of info about the game is coming out next month, if all goes well. Stay tuned, we’re relishing in giving more insight into the experience you can expect. For all in-depth news about our studio, game development resources, recommendations and other awesome content – sign up to our monthly newsletter.



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Introduction to Worldbuilding Video

Dear community, wished to share with you a video that has been publicised as part of the Xbox Gamescom stream just as we are making this live here, too...

In this Introduction to Worldbuilding video, we explore the narrative behind Still Wakes the Deep and the research driving development. Lead Environment Artist Iain Gillespie, Associate Art Director Laura Dodds, and Lead Designer Rob McLachlan offer a behind-the-scenes look into our next title.

We discuss how the environment will evolve over time as well as the key inspirations behind the game’s horror. The period, the geographical location of the rig – these all play a crucial role in this narrative-driven horror story. Fans will discover how the team developed a fascination for cranes and scoured British Petroleum's documentary archives when striving for an authentic representation of a Scottish oil rig in the 1970s.

We hope you enjoy it, and feel free to leave a comment with what you'd like to hear about next in a similar format...🌊

[previewyoutube][/previewyoutube]