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INANIMA Devlog: Evolution, Accessibility, and Shadows of the Past

Hello everyone!
[p][/p][p]It’s been a while since our last update, but we haven’t stopped working deep within INANIMA. Over these past weeks, our focus has been split between refining the user experience and expanding the world we are building.[/p][p]Here are the details of our latest progress:[/p][p][/p][h2]1. Full Control & Accessibility[/h2][p]We want the gameplay experience to feel smooth for every type of player. That’s why we’ve implemented a complete control rebinding system for both keyboard and controller.[/p][p][/p][p][/p][p][/p]
  • [p]Controller Support: Whether you prefer keyboard or a console controller, the game is fully optimized, and you’ll be able to customize every action to your liking.[/p][p][/p]
  • [p]Dynamic Tutorial: The initial tutorial is now “smart.” It adapts in real time to any changes you make in your configuration, ensuring that on-screen prompts always reflect the key or button you’ve chosen.[/p][p][/p]
[h2]2. Saving & Progression: Learning from Lamentum[/h2][p][/p][p]In INANIMA, progress is recorded at Lazarus terminals using strange red VHS tapes.[/p][p][/p][p][/p][p]Improvements to the save system:[/p][p]After analyzing feedback from our previous title, Lamentum, we’ve decided to implement key changes to INANIMA’s save system:[/p]
  • [p]Quick Load: You can now load your game directly from the pause menu, without needing to return to the main menu.[/p]
  • [p]Autosave & Checkpoints: We’ve introduced an automatic checkpoint system. We’re currently balancing it based on difficulty: at higher difficulty levels, autosaving will be limited or even nonexistent to preserve the pure tension of survival horror. We’re looking forward to hearing your thoughts on this in the upcoming demo![/p][p][/p]
[p][/p][p][/p][h2]3. Atmosphere: Layers of Immersion[/h2][p]We’ve put a lot of effort into the visual detail of the environments so that INANIMA’s atmosphere feels unsettling from the very first second.[/p][p][/p][p][/p][p][/p][p]The decoration is built from different “variable layers” that change depending on the area. We aim for strong visual variety by adding dynamic elements on top of the base environment: stains, accumulated debris, foreground shadows, and other details that make every corner feel unique and organic.[/p][p][/p][p][/p][p][/p][h2]4. Lore Connections: Is the Past Returning?[/h2][p]Many of you have asked whether INANIMA is connected to Lamentum. That’s a question we’d rather have you answer yourselves. You may discover threads that directly connect to that universe… or they may simply be coincidences.[/p][p]Unraveling that mystery is in your hands.[/p][p][/p][p][/p][p][/p][hr][/hr][p][/p][h3]Next Stop: The Demo[/h3][p]All this work on core systems is helping us prepare INANIMA’s first demo. We want you to experience firsthand what we’ve been working on very soon.[/p][p]As always, your support is vital. If you haven’t already, adding the game to your Steam Wishlist helps us tremendously to keep moving forward.[/p][p][/p][p]Thank you for joining us on this journey into horror.[/p][p][/p][p]The Obscure Tales Team[/p][p]
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INANIMA - Crafting

[h2]Hi everyone! [/h2][p][/p][p]Today, we want to talk about one of those mechanics that, while it may seem simple, is crucial to the atmosphere of INANIMA: the crafting system.[/p][p][/p][h3]Exploration Has Its Rewards[/h3][p][/p][p]One thing we’ve always been clear about in INANIMA is that exploration must be rewarding. Finding useful items encourages players to meticulously search every room. Furthermore, scavenging and exploration gain more weight because dealing with enemies is dangerous. That’s why we felt it was vital to have a tangible reward for exploring and thoroughly searching the environment.[/p][p][/p][p][/p][p][/p][p]If you only find ammo and healing items while exploring, things can quickly become monotonous. Implementing a crafting system that allows players to collect materials and use them according to their needs enhances that feeling of survival. Most importantly, it gives the player the freedom to choose what to craft at any given moment.[/p][h3][/h3][h3]How Crafting Works in INANIMA: The Recipe System[/h3][p][/p][p]Our crafting system is based on recipes that you will discover throughout your playthrough. The interesting part is how you unlock them:[/p]
  • [p]Finding them: You can find physical recipes in the environment, which will permanently unlock them in your recipe list.[/p]
  • [p]Experimenting: If you’re the type who prefers to trial-and-error your way through, you can drag and drop materials in the menu to try and create an object. If you find the right combination, you’ll automatically unlock that recipe forever.[/p]
[p]Once unlocked, recipes can be selected directly from the crafting menu, making the process fast and fluid.[/p][p][/p][p][/p][h3]Materials: Gunpowder, Alcohol, and More...[/h3][p][/p][p]Materials are the key. You’ll find them as you explore; some will be common and used for multiple recipes, while others will be rarer and exclusive to more special or powerful creations.[/p][p]The crafting system stands out due to the versatility of its components. For example, gunpowder isn't limited to a single use; it can be combined to create a variety of specialized ammunition depending on your tactical needs.[/p][p]Similarly, alcohol represents a choice: it can be used for healing items or to craft incendiary weapons. This approach turns crafting into a constant decision-making process, forcing the player to adapt their resource management to the changing needs of every encounter.[/p][p][/p][p] [/p][p][/p][h3]What’s Next[/h3][p][/p][p]As many of you know, we are just two people at Obscure Tales building this entire world. Every system, item, and crafting decision you see is the result of a huge effort, but we are incredibly motivated by the results.[/p][p]In the coming months, our focus will shift toward environmental set dressing, maps… and the first public demo of INANIMA! ;D[/p][p]See you in the next devblog and, as always, thank you for joining us![/p][p][/p][h2]Merry Christmas![/h2][p][/p][p][/p]

INANIMA Development Update

[h3]Hello everyone![/h3][p][/p][p]We’re back with a new chapter in the development of INANIMA. These past few months have been a real rollercoaster: thrilling moments that remind us why we love making games… and others that are a bit more tedious, the kind that feel endless but are absolutely essential to keep everything working.[/p][p][/p][h3]Enemies with Brains (and Full Bellies)[/h3][p]The enemy AI has received a proper overhaul. They now move, attack, and react in a much more logical way, forcing you to think twice before jumping into combat.[/p][p][/p][p][/p][p][/p][p]And that’s not all: these creatures have the nasty habit of swallowing just about anything they come across. Sometimes, defeating them might bring you a little reward in the form of loot—making the risk and the spent ammo worth it.[/p][p][/p][p][/p][p][/p][h3]Puzzles that Tell a Story[/h3][p]We’ve finished implementing several of the key puzzles. Our goal has been to make them feel naturally integrated into the world and narrative, avoiding that “what’s this doing here?” feeling. Each puzzle is designed not only to be satisfying to solve, but also to add meaning, coherence, and depth to the universe of INANIMA.[/p][p][/p][p][/p][p][/p][h3]Building Spira, Piece by Piece[/h3][p]The world continues to take shape. Some areas are already fully completed, others are still in progress.[/p][p]The general map is now connected and ready to explore. This has been one of the heaviest tasks: we’re talking about HUNDREDS of doors linking rooms and zones, all functioning. The next step is fine-tuning pacing and transitions so exploration flows more smoothly.[/p][p][/p][p][/p][p] [/p][p]Spira is a vast place and, believe us, getting lost here will be very easy… and very much part of the experience.[/p][p][/p][p][/p][p][/p][h3]What’s Next[/h3][p]In the coming months, we’ll focus on finishing the remaining areas and adding those small details that turn a game into an unforgettable experience. Our goal is to reach the final stretch with everything polished so that INANIMA becomes exactly what we envisioned from the very beginning.[/p][p][/p][p]As you know, at Obscure Tales we’re just two people building all of this. That’s why every step forward, no matter how small, feels like a huge achievement for us. Thank you for being there and for joining us on this dark and strange journey.[/p][p] [/p]

SPIRA: Faith and technology

Hello, survival horror fans!

Many of you have asked us about the universe of INANIMA and its connection to Lamentum. We can confirm that both exist within the same universe, though each tells a completely different story.

Through a series of brief entries, we'll be dropping hints and details that will help you uncover the secrets that bind them together.

[h3]SPIRA: When Faith Intertwines with Technology (Part 1)[/h3]

In the bright and seemingly rational world of science and technology, few corporations shine as brightly as SPIRA. With its flawless façade, groundbreaking advances, and a promise of a future shaped by innovation, it stands at the forefront of human progress.

But SPIRA is much more than what its towering buildings and carefully worded press releases suggest.

At SPIRA’s core—beneath layers of advanced engineering—beats a dark and profound symbolism. Religious references, especially from Christianity, are reinterpreted, taking on unsettling new forms.

El Greco’s Annunciation, filled with mysticism and divine light, tells the story of the Archangel Gabriel and his divine message to Mary.





In SPIRA, that sacred scene mutates. The Annunciation is no longer merely a celestial message—it becomes a data transmission, a technological prophecy, a new trinity: science, machine, and faith.
“Tria sunt unum.” Three are one.

[h3]Agnus Dei[/h3]

Lamb of God. Traditionally, this figure represents purity, innocence, and the redemptive sacrifice of Christ—a symbol of hope and new life offered through divine grace.




But within the deepest chambers of SPIRA, another kind of “new life” is being shaped—not born from celestial grace, but crafted by human hands. The Lamb, now a machine, becomes a twisted idol. The symbol of redemption is transformed into an emblem of artificial creation.




[h3]The Archangels[/h3]

The archangels—powerful figures in Christian tradition. Gabriel, the messenger. Michael, the warrior. Raphael, the healer.




In SPIRA’s hidden web, the archangels are reimagined as guardians of knowledge, watchers of transition—symbols transformed.

SPIRA confronts us with a disturbing duality: the dazzling promise of technology entangled with a dark reinterpretation of faith.
Why have sacred symbols been distorted and repurposed?
What new, twisted, and disconcerting forms of artificial spirituality are being forged behind SPIRA’s walls of steel and silicon?

The answer is undoubtedly far more profound—and far more disturbing—than SPIRA’s pristine mask of science and reason dares to reveal.

INANIMA Development Update

Hello everyone!


The past year, 2024, has been a crucial one for the development of INANIMA. Since we began development back in 2023, we have been completing key parts of the project, shaping the foundation of the game.

Development has been a significant challenge. Although this is our second video game, we have had to build it almost from scratch in many aspects. Technically, INANIMA shares very little with Lamentum, requiring a completely new approach.



What do we have so far?


Currently, the core mechanics are complete. This includes the movement, combat, and the user interface (GUI). Additionally, we have fully implemented the weapon upgrade, dialogue, and notes system.

The map system, including its foundational mechanics and structure, is designed and ready to be expanded with each new area. Lighting, and enemy AI are ready too.

Regarding the puzzles mechanic, it is fully functional and ready to be integrated into the game. We have placed special emphasis on making it a versatile system, allowing us to design a wide variety of unique challenges.

The story and dialogues are in the final stages of development and nearly complete. The maps are designed, but we are still in the process of fully integrating them into the game. Some areas are entirely finished, others are built using placeholders, and some have yet to be constructed.

What are we working on now?


Currently, we are focused on building the world. To do this, we are using placeholders. This will allow us to have a global vision of the game while also enabling us to work on the most important aspects and properly distribute points of interest, such as NPCs, puzzles, and interactive objects.





News and Updates


We have been improving various technical aspects to optimize the gaming experience.
We have enhanced the aiming system to better account for object shapes in the environment. Given our visual style, this has been a challenge, but we believe we have achieved a more precise and realistic system.



We have also optimized the lighting and shadow system to increase tension in the game. Now, darkness plays a more significant role, obscuring areas of the map and creating a more immersive and terrifying atmosphere.



Final Note


As many of you know, Obscure Tales is a team of just two people, and we’re giving our absolute best. We remain optimistic and are still aiming for a late 2025 release.

You can follow us on our social media, where we regularly share art and updates about INANIMA (pretty cool stuff)! Thank you for your support!