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Launch Blog 2: The Roaring Twenties

[p]Welcome back to the Sanatorium Blog! Today, we wanted to talk about the era this game is set in and the narrative behind the game.
[/p][p]The 1920s[/p][p][/p][p]The original idea was to investigate professional mimicry and decision-making as central game mechanics for an academic bachelor’s thesis. The guiding question was: How can psychiatry be represented in a game through impactful choices and card-based mechanics? A 1920s asylum provided an ideal setting, as its historical backdrop—marked by ethical ambiguities and the limited psychological knowledge of the era—created a compelling and challenging environment for exploring these themes.[/p][p][/p][p]We struck a balance between historical accuracy and creative interpretation to keep the game engaging. While it’s not a fully accurate historical simulation, it’s set in a world rooted in real history. This approach resonates with modern players, allowing them to explore controversial and intriguing historical practices within a stylized noir setting—complete with humorous clichés and exaggerated portrayals of overconfident, misguided physicians.
[/p][p]Although the 1960s was a consideration, we were ultimately drawn to the allure of the Roaring Twenties. The era’s vibrancy and extravagance create a striking contrast with the institution’s dark, oppressive environment—an interplay we felt gave the setting much greater impact. It was also a time marked by stark contrasts—glamorous nightclubs thriving under the shadow of prohibition, and a booming economy existing alongside widespread corruption and the growing influence of organized crime.
[/p][p]Atmosphere
[/p][p]A major influence was also the era’s aesthetic. Art Deco offers a captivating blend of sleek geometry and refined ornamentation. For both creative and narrative flexibility, we drew from a wider historical timeframe when developing the game’s content. This gave us room to include diagnoses and treatments that were already outdated by the 1920s, as well as others—like the lobotomy—that wouldn’t become widespread until the 1930s.[/p][p]Our intention wasn’t to make a horror game, but we deliberately aimed to evoke a dark, oppressive atmosphere. To do this, we designed the building to feel both aged and timeless, cultivating a sense of dread and discomfort. In that way, it echoes the classic horror trope of the mental asylum found in other media—though with many subtle distinctions that set it apart.[/p][p][/p][p]The Story[/p][p][/p][p]Your aunt Patty has been committed to Castle Woods by her scheming sons. To rescue her, you’ll need to infiltrate the sanatorium—by forging a medical diploma. Now posing as a newly appointed doctor, you must diagnose and treat patients convincingly, all while avoiding exposure as an imposter. Only by earning enough prestige can you hope to secure her release.[/p][p]Every character you encounter has a unique backstory and reason for being in the Sanatorium. As you work toward freeing your aunt, you’ll also uncover the institution’s darker underbelly—including shady dealings among the staff and connections to organized crime.[/p][p]But there may be more at stake than just your aunt’s freedom. An undercover journalist has checked in, determined to expose Castle Woods and its questionable "treatments." Perhaps there's a chance not only to save Aunt Patty—but to bring down the entire Sanatorium.[/p][p]Sanatorium, first and foremost, is a work of entertainment and not a teaching tool.[/p][p]We aim to prompt players to reflect on their choices, the Sanatorium’s treatment of individuals, and how perceptions of mental health have evolved over the past century. By contrasting today’s more open and nuanced conversations with the harsh and often misguided approaches of the past, the game immerses players in a much darker chapter of mental health history.[/p][p]Sanatorium isn’t meant to be a documentary—it's a stylized commentary on how mental health was understood and addressed a hundred years ago.[/p][p][/p][p][/p]

Launch Blog 1: Behind the Sanatorium

[p][/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]

Enter the Asylum on November 6th!

https://store.steampowered.com/app/2059090/Sanatorium__A_Mental_Asylum_Simulator/

That's right folks, mark your calendars because on November 6th you'll be able to get your hands on Sanatorium. You'll play the part of a Doctor during the 1920s when you'll get a mysterious letter asking you to head into a Mental Asylum. How will you treat your patients?

From archaic theories on medical conditions to building your perfect treatment deck, there's an endless amount of content to experience within Sanatorium! Over the coming weeks we'll have plenty of blogs going over what Sanatorium is all about, keep an eye out for them!

  • Card-based workplace adventure gameplay
  • Diagnose, treat and heal patients with archaic methods or choose to be gentle
  • Each patient file is a card puzzle of symptoms hidden and visible
  • Story Campaign with 4 Chapters
  • Branching Story with multiple Endings
  • Over 100 Symptoms, Illnesses, and Treatment Cards
  • Upgrade and develop new cards, change treatments to be more humane


Not convinced? Check out our latest trailer below.
[previewyoutube][/previewyoutube]



🔴 SANATORIUM 🎨 ART-DECO Livestream

During a great Sunday Live-Stream, our Lead Artist will live-create artworks for Sanatorium - A Mental Asylum Simulator. Watch the process and ask questions!

Let's celebrate Art-Deco and beautiful vector art!

Sanatorium @ SteamNEXT 2024

On Monday, we celebrate the first public demo of Sanatorium - A Mental Asylum Simulator. Join our live Q&A / Dev Steam.

We'll show the newest Demo of Sanatorium - A Mental Asylum Simulator and answer your questions live!