BECROWNED - DEV LOG 2
We’d like to share the development progress and show you what we’re currently working on.
Let’s start with the Motel - a main location where Richard arrives in hopes of finding his missing wife and child.

Like the Karpenter Asylum featured in the demo, the Motel is one of the key locations. It’s expansive, filled with puzzles, and offers a wide variety of rooms where players will face numerous intricate challenges. One of the defining features of this location is its rich design, constantly hinting that the player isn’t truly alone - no matter how it might seem. The building isn’t abandoned; guests can be heard behind closed doors, on higher floors, or even just around the corner.

We aim to make each location unique on every sensory level. For example, you can always distinguish the previously mentioned Karpenter Asylum from the Motel by their colors and lighting. Gray concrete walls of Asylum, cold and isolating, evoke classic suspense, while the pale-yellow wallpaper in the Motel stirs feelings of disgust rather than anxiety - invoking different emotions and offering a distinct atmosphere.

We’re also developing a new monster - The Begotten.
This weary, deeply sorrowful enemy has the ability to send the player directly to a save room. Thankfully, it moves quite slowly.

We’ll keep you updated on the development process - we truly appreciate you!
Play the demo, spread the word about Becrowned to your friends, and follow us on social media.
See you soon!
Let’s start with the Motel - a main location where Richard arrives in hopes of finding his missing wife and child.

Like the Karpenter Asylum featured in the demo, the Motel is one of the key locations. It’s expansive, filled with puzzles, and offers a wide variety of rooms where players will face numerous intricate challenges. One of the defining features of this location is its rich design, constantly hinting that the player isn’t truly alone - no matter how it might seem. The building isn’t abandoned; guests can be heard behind closed doors, on higher floors, or even just around the corner.

We aim to make each location unique on every sensory level. For example, you can always distinguish the previously mentioned Karpenter Asylum from the Motel by their colors and lighting. Gray concrete walls of Asylum, cold and isolating, evoke classic suspense, while the pale-yellow wallpaper in the Motel stirs feelings of disgust rather than anxiety - invoking different emotions and offering a distinct atmosphere.

We’re also developing a new monster - The Begotten.
This weary, deeply sorrowful enemy has the ability to send the player directly to a save room. Thankfully, it moves quite slowly.

We’ll keep you updated on the development process - we truly appreciate you!
Play the demo, spread the word about Becrowned to your friends, and follow us on social media.
See you soon!