Launch Blog 1: Behind the Sanatorium
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[/p][p]The countdown to Sanatorium has officially begun! [/p][p][/p][p]As we get closer to launch, we wanted to provide some background on the game.[/p][p][/p][p]We started Sanatorium for our graduation project during our time studying game design. We have no professional background in this field and had to rely on research and even consultations with various experts. Thanks to these experts, we were able to deliver a strong historical foundation for our fictional narrative. One of these experts was the curator and professor of psychiatry from the Museum of the Psychiatric Clinic of the University of Berne in Switzerland.[/p][p][/p][p]We received astounding feedback from professionals in the field after playing the demo. They weren't talking about the diagnoses or treatment methods, but about the bureaucracy within the institutions and their core approach to patient care, which, according to them, still feels strangely familiar in some ways today.
[/p][p]The first prototype was created while we were still in school, and after that, we worked in different industries while continuing to develop the game as a side project.[/p][p][/p][p]With limited funding and working part-time, juggling development, resources, and our individual workloads was often challenging. In a sense, creating a game focused on mental well-being sometimes pushed our own boundaries, but it also helped us grow both as game designers and personally.
[/p][p]We were able to bring our vision for this game to life thanks to the steadfast support of our loved ones, the Swiss cultural promotion organization Pro Helvetia, the Swiss Game Hub co-working space, our committed additional contractors, and our outstanding publisher
[/p][p]The original idea was to explore "professional mimicry" and decision-making as central game mechanics for an academic bachelor thesis. A 1920s asylum proved to be an ideal setting, as its historical backdrop—with its ethical ambiguities and the limited psychological knowledge of the era—provided a compelling and challenging environment for these concepts.
[/p][p]Most importantly, we’re mindful of how patients are portrayed in the game to ensure these topics are handled with care. Some games with similar themes tend to mock patients, often by comically exaggerating their symptoms and dialogue—but we’ve made a conscious effort to avoid that.
[/p][p]Some patients are loosely inspired by real individuals, and certain backstories draw from true events—but they’re intentionally not fully accurate or immediately recognizable. However, players familiar with specific historical figures or events might catch a few subtle hints. We love including easter eggs.
[/p][p]The journey has been hard but incredibly rewarding and we can’t wait for you to discover the many secrets within the Sanatorium.[/p][p][/p][p]
[/p]
[/p][p]The first prototype was created while we were still in school, and after that, we worked in different industries while continuing to develop the game as a side project.[/p][p][/p][p]With limited funding and working part-time, juggling development, resources, and our individual workloads was often challenging. In a sense, creating a game focused on mental well-being sometimes pushed our own boundaries, but it also helped us grow both as game designers and personally.
[/p][p]We were able to bring our vision for this game to life thanks to the steadfast support of our loved ones, the Swiss cultural promotion organization Pro Helvetia, the Swiss Game Hub co-working space, our committed additional contractors, and our outstanding publisher
[/p][p]The original idea was to explore "professional mimicry" and decision-making as central game mechanics for an academic bachelor thesis. A 1920s asylum proved to be an ideal setting, as its historical backdrop—with its ethical ambiguities and the limited psychological knowledge of the era—provided a compelling and challenging environment for these concepts.
[/p][p]Most importantly, we’re mindful of how patients are portrayed in the game to ensure these topics are handled with care. Some games with similar themes tend to mock patients, often by comically exaggerating their symptoms and dialogue—but we’ve made a conscious effort to avoid that.
[/p][p]Some patients are loosely inspired by real individuals, and certain backstories draw from true events—but they’re intentionally not fully accurate or immediately recognizable. However, players familiar with specific historical figures or events might catch a few subtle hints. We love including easter eggs.
[/p][p]The journey has been hard but incredibly rewarding and we can’t wait for you to discover the many secrets within the Sanatorium.[/p][p][/p][p]