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Development update #14 - Madness



Greetings, fans of darkness and insanity,

With today's development update, we would like to get back to the core gameplay element for Edge of Sanity - madness. Since the last time we mentioned it back in 2022, the way we handle it has evolved, so let us dive deep into Carter's mind struggles and prepare you for what's to come when traveling across Alaska.

Madness level indicator has its distinguished bar located below health, stamina, and, of course, your lamp. So, how does it fill up?Whenever Carter's brain is traumatized, staying near monsters, experiencing tragic events, or some story elements will grant you madness.



You will obtain trauma perks when your meter gets full during an expedition They vary from increased monster damage and more backpack slots at the costs of stamina to more severe ones like changing your stamina behavior.

Fortunately, there are ways to slow fading into complete madness. During some expeditions, you will encounter cultist's altars. Some of them require resource sacrifices, like food, to activate their powers.



Resting at your camp is another way of improving the mind's sanity at the cost of resources spent throughout the day. You can also find and craft Beast Offering, which positively impacts Carter's stress level.



You will get the trauma at the end of the expedition, and you can no longer avoid it from that point. Madness impacts the strategy when fighting against various monstrosities straight from the worst nightmares. Sneaking instead of a direct fight remains the best option, but staying in place for too long will keep filling up the violet bar unless you remain unnoticed. Staying silent can lower the negative impact of an unwanted meeting.



So what happens if you reach the maximum level of madness? You end your flesh live miserably. The abyss claims you, and you ultimately fail your mission to survive. All you can do is reload your save and try again.

The final chapter of your Alaskan journey won't come short of options to gain madness, though, so planning it accordingly throughout all the acts will make it less painful. But whether you do it through keeping your resources high, stealth combat approach, or staying on the edge of sanity the whole time is up to you.



We can't wait to see your reactions when you will finally have a chance to feel the madness trip to Alaska. Stay tuned, follow us for more updates, and join our Discord community to be a part of the journey into madness:



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!

Development update #13 - Sound design & music



Greetings, fans of darkness and insanity,

In today’s development update we focus on the pinnacle of survival horrors - sound design. It sets the mood, warns you about hostiles, and lets you hear the tragedy of falling into madness by Carter.
At Vixa Games we don’t have sound designers in-house, so that’s why we came to Kacper & Piotrek from Ivory Tower Soundworks.

We asked them for their inspirations, funny examples, atmosphere and the role of music.

So let's start with an easy one. What are your main inspirations when adding sounds and music?

KACPER: First of all, the game itself is very inspiring and clearly "placed" in terms of atmosphere and content, so in a sense you don't have to create the music from scratch, but only fit what is immediately born in your head into the shape of the game.

To a large extent, I draw from the cultural "vocabulary" completed over the years. - I mean the now-classic movies, games or books that I absorbed in my early youth. So the starting point for me are musical associations of what a soundtrack for a Lovecraftian horror film set in frigid 1970s/80s Alaska might or "should" sound like.

From narrowed down specifics: Frictional Games (primarily Penumbra), The Thing (film), Anton Webern (classical composer), Lovecraft (books).

PIOTREK: Lovecraft, Twin Peaks, The Thing.

Do you have any funny examples of what the sounds used in the game are actually made of?

PIOTREK: Certainly :) . Extremely different sounds are used as the basis of the monsters. From the mooing of a cow to my daughter's laughter.

With the experience of turning sounds upside down, you stop looking at the sources in terms of their original meaning, but rather the sonic qualities they possess - tone, harmonic waveform, resounding profile.

In order not to ruin the immersion of the game, I prefer not to reveal which monster blossomed from livestock and which from the whistle of an unclosed balcony. Much of the timbre was also created entirely in plug-ins. It's interesting to note that most of the enemies cross various disturbing voices using a vocoder - a voice-changing instrument with origins in 80's pop music.



Is it easier or more difficult to work in a 2D environment from the sound designer's side (and in general how such a project differs from your perspective).

KACPER: The use of a first-person perspective automatically increases immersion, so the 2D perspective imposes a challenge to sonically catch up with this "reverse handicap." For example, the sounds made by the main character, reflecting his condition or psyche, are easier to match graphically in the FPS view (we don't see a gasping face, for example), while being more immersive for the player.

PIOTREK: The 2D perspective has its limitations but also its benefits. As Kacper mentioned, building immersion by placing sounds in a 3D space that is natural to humans is easier to build a believable atmosphere, especially in a horror context.

On the other hand, working in 2D doesn't impose such precise sound expectations and also gives room for tolerance in less templated sound implementation.



Should the music in a survival horror like Edge of Sanity be minimalistic or more outlined and when?

KACPER: The overriding thing for us is to match the visual layer and the pace of the gameplay, and that is the main determinant. But yes, it's fair to say that much of the music is rather minimalist - the strength of a horror soundtrack is usually not the catchy melodies, but the dense atmosphere.

On the one hand, this makes the task easier, because composing catchy melodies can also be a challenge, but on the other hand, you have to "enliven" the music in other ways, so that it's not just a bunch of slowly overflowing minor chords, and so that the individual tracks differ between each other legibly.

At the same time, an additional challenge is to maintain a balance between tension and relaxation: the music must be disturbing and keep you in suspense, but at the same time not so much that it suggests "you are about to be attacked by a nightmare from another dimension." - a large part of the game is exploration, during which we don't encounter enemies or other terrors.



What kind of atmosphere are you aiming for when it comes to the sounds in each location?

KACPER: Aside from the obvious match to the content and atmosphere of the locations, the main goal is to capture and reflect in the music the deepening madness of the main character from chapter to chapter, the gradual unraveling of his dark secret and following his path towards inevitable disaster.

PIOTREK: With Edge of Sanity's structure, it's easier to use more cinematic and precise sound direction - in a good way. It's easier to reflect the character's degrading mental state and the perception of reality through the lenses of madness through sound. So I wouldn't put the changes in atmosphere in terms of the biome, but rather in terms of plot progression.

Thank you guys!

We can't wait to see your reactions when you will finally have a chance to feel the Lovecraftian madness trip to Alaska. Stay tuned, follow us for more updates, and join our Discord community to be a part of the journey into madness:



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!

Development update #12 - Summary of 2023



Greetings, fans of darkness and insanity,

The year's winding down, and wow, what a wild ride it’s been for Edge of Sanity! Let's dive into a rapid-fire recap of the year's major twists and turns.

[h3]January - Puzzle Madness & UI Magic[/h3]
We hit the ground running in January, turbocharging the UI and rolling out some mind-bending puzzles. The first lock and radio you will stumble upon? Check. Don’t forget to read the notes!

[h3]February - Here Comes the Ranged Zombie![/h3]
February brought a new terror to the table – a ranged zombie! This bad boy went from sketch to nightmare, now lurking in the game, ready for you to blast or bolt past. Your call!

[h3]March - Big Moves with Daedalic & PAX East[/h3]
March was a game-changer! We teamed up with Daedalic Entertainment and took Edge of Sanity to PAX East, giving the American crowd a first taste. Oh, and we spiced up the gameplay with Madness and Traumas. No big deal.



[h3]April - Animation Overhaul[/h3]
In April, we focused on making every move matter. Knife attacks, sprinting, and even climbing ladders got a major facelift, making your survival spree smoother and more lifelike.

[h3]May - Lighting Up the Darkness with Flares[/h3]
May was all about flair with flares! These beauties aren’t just for show – they're your best bet against those pesky photo-sensitive maggots. Light 'em up in Alaska's darkest corners!



[h3]June - Monster Mania[/h3]
June was a monster month! We designed a whole freaky lineup, including a dissapearing enemy that literally has eye on you and the boss that'll make your endgame epic. Spoilers? Nah, we wouldn’t dare.

[h3]July - Soundscaping[/h3]
Summer didn’t slow us down! We prepped for big showcases and brought the first act of the game to life with killer sounds, dialing up the immersion to eleven.

[h3]August - Gamescom Adventures[/h3]
Gamescom was a blast! We let everyone in on the action with a solid intro and three main missions. Way more than last year's tease!



[h3]September - Fear Fest Frenzy[/h3]
After Gamescom, we hit Fear Fest with our first gameplay trailer. Think intense Lovecrafian vibes, spooky forests, and secret labs – all the mind-bending stuff.

[h3]October - Gameplay Reveal[/h3]
October, the heart of horror season, and we went all out. A fully decked-out mission was on display, complete with our commentary – a good preview of what is to come.

https://store.steampowered.com/news/app/1897110/view/3753246843709639736?l=english

[h3]November - Deep Dive into Dark Stories[/h3]
November was intense! We dove deep into the dark tales of side characters, adding more twists and turns to their already mysterious ways.

[h3]December - Camp Events & Fine-Tuning[/h3]
December? It was all about camp events and balancing the scales of survival. The nights at camp got a whole lot more interesting, with your choices having even bigger impact of not only your future.





[h3]What’s on the horizon?[/h3]
Looking back, it's been a scary good year, and yet we've only scratched the surface here. We're now shifting gears from adding new stuff to refining and testing, getting closer to the final stretch (hard to imagine 12 months ago).

And hey, about that release date – we're all about quality over speed. But, good news! A demo's coming your way within a few months, packed with enough Edge of Sanity to keep you on your toes.

Thanks for being part of this wild journey. Here’s to even more impactful 2024!

PS The friendly neighbor's cat kept paying us visit all year along, helping us to not fall into madness. Cute, isn't it?



Stay tuned, follow us for more updates, and join our Discord community to be a part of the journey into madness:



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!

Development update #11 - Events at the camp



Greetings, fans of darkness and insanity,

Welcome back to another update taking deep dive into the world of Edge of Sanity. Today we delve into the dynamic events system that shapes the fate of your crew in the Alaskan wilderness.

Every passing day in “Edge of Sanity”, be it through dangerous expeditions or resting at your camp, brings the potential for events, both in and against your favour. These events are not just random occurrences; they are the heartbeats of your survival story, pulsing with the unpredictability of life in an extreme environment.



The harsh conditions can take a toll on your crew. A day might end with a team member falling ill or getting injured, diminishing their productivity or rendering them completely incapacitated. These are the moments when your leadership and resource management skills are truly tested. Will you allocate your already scarce resources to nurse them back to health, or will you prioritize the greater good of the team?

Imagine waking up to find your food station damaged, its efficiency drastically reduced. Or consider the dilemma when you discover your food supplies have turned rancid. Do you risk illness by consuming the spoiled food, or do you discard it and face the consequences of lacking rations?

Your primary mission is to ensure that every crew member has access to essential resources like fresh water and food, while also maintaining a reasonable level of morale. The psychological strain of survival can be as perilous as the physical challenges, and keeping your team's spirits high is crucial for enduring the brutal conditions.



As you progress through the story, the stakes keep getting higher. You might find yourself racing against time to gather specific resources or striving to upgrade all your stations to withstand the harshness of the wild. These objectives aren't just milestones; they are lifelines that keep your crew one step ahead of despair.

The events in Edge of Sanity aren't just about survival. Sometimes they're about choices and consequences. Every decision you make could mean the difference between life and death, sanity and madness. Or simply punishing someone so desperate who is willing steal the axe you've previously risked your life for.



Stay tuned, follow us for more updates, and join our Discord community to be a part of the journey into madness:



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!

New gameplay video to celebrate Steam Scream: The Revenge!

Greetings, fans of darkness and insanity,

Steam Scream: The Revenge has just started on Steam, and to celebrate the scariest horror event of the year, we've got a brand new gameplay for you!

Watch Karol, our Game Director, and Robert responsible for Marketing walking you through a mission to search the Prism Office building. And remember, that the mind of Carter, the main protagonist already starts behaving strangely, so expect the unexpected.

Here it is:

[previewyoutube][/previewyoutube]

So this is it! Please consider leaving follow here and joining our Discord to not miss all the news that are coming:



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!