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ASYLUM from Senscape finally has a release date - March 6, 2025

After the successful crowdfunding for ASYLUM back in 2013, Senscape have been working away on the supernatural horror adventure and the spiritual successor to cult classic Scratches.

Read the full article here: https://www.gamingonlinux.com/2024/11/asylum-from-senscape-finally-has-a-release-date-march-6-2025

ASYLUM opens its doors on March 13, 2025

[h2]Important update about the launch plans here: [/h2]https://steamcommunity.com/games/asylum/announcements/detail/501692310177711944?snr=2___

[h2]The original announcement:[/h2]

No, it’s not April Fool’s. It’s Halloween, and tradition dictates horror related stuff is announced today (in addition to pagan rituals and avoiding masked killers).

So we got an announcement for you alright. An important one: fate has decided that ASYLUM will launch on March 13, 2025. Yup, mark your calendars, this is not a drill. We're finishing this game for once and for all.

And look at that, there’s even a gorgeous new trailer to celebrate the news:

[previewyoutube][/previewyoutube]
Of all the promotional materials we've ever released, I feel this is the most realized one, conveying the tones of impending doom and bittersweet melancholy you’ll find in the game.

One big note, folks: we updated our store page and intentionally set the release language to English only, to avoid false expectations of available languages at launch. Of course we’re still planning to translate the game to as many languages as possible. We don’t know exactly which ones will be ready for next March, but as they get confirmed, we’ll re-add them.

And that’s it for today. Look at that, so very few words this time. I’ll let the video do the talking. Hope you enjoy it, and see you soon.

Now watch… WATCH…

[center][/center]

A huge, mean Friday update. With videos.

Hello. Happy Friday. This is a new ASYLUM update.

BUT! Contrary to the past few ones, this joyous new collection of words is meant to hype you. Yes, you wonderful people -- we're very appreciative of the strong reception to our previous write-up, and we're going to increase the rate of communication as the release date draws closer. So here's what you can expect in this mélange of tidbits:

- Fewer words than usual (I'll try).
- Eye candy and mood. Lots.
- Some cool technical wizardry.
- Next steps and tentative timeline of major events.

Read on for the goods!

[h2]The good things always happen with the rain[/h2]

One of my favorite quotes in a movie, it's from John Frankenheimer's Seconds. A poetic line by itself, but has a special meaning in the context of the film. In our context, though, it would be more like the horrific things always happen with the rain.

Anyway, a critical goal in ASYLUM is to ensure the environments feel engrossing, you know, as in the moooood and the feels absorb you. Scratches had a good dose of ambiance, yet everything felt somewhat static and lifeless (in a way, it kinda fit with the style of the game). But, we've always aimed for a big boost with its successor -- ensuring the passage of time is well represented during the night you spend in the Hanwell institute, with as much detail and movement as we can. Different stages of weather are an excellent way to establish a notion of urgency and dread. For example, rain:

[previewyoutube][/previewyoutube]

Really dense rain, gloomy clouds, distant lightning, raindrops hitting surfaces, both inside and outside, all combined with a cared-for sound design. Remember, this is pre-rendered graphics -- there's arcane knowledge applied here to put those splashes of raindrops on top of the car.

Speaking of sound, we finally have a full-time, dedicated sound designer (Nico Franza, who worked on some of the spookiest scenes from Silent Hill: Ascension) enhancing all the gloomy places you'll visit. This was a big note from beta-testers, that audio ambience overall needed an extra kick. Well, people shall be happy:

[previewyoutube][/previewyoutube]

Moving on, I mentioned characters are being polished as much as we can, and testers also mentioned inconsistencies, such as Lenny missing while you open the door and move from one room to another. Again, this isn't regular 3D in which you seamlessly move between real-time geometry, you must render separate videos with and without Lenny. It's a crazy amount of work but we're doing this out of sheer love.



And before I close this section, here's some more footage with visual effects being worked on, such as flying leaves and puffs of dust as dusk falls, or heat haze near a menacing boiler. We know fans of Scratches like boilers very much, so we must get them right.

[previewyoutube][/previewyoutube]

Oh, yeah... and FIREFLIES!



What kind of sorcery is this


This is my favorite recent development, because it's a feature we briefly explored but left behind. With an old-school style and pre-rendered adventure, there's so much movement and sense of depth you can have... unless you have a stellar team with great ideas and skill. The theory worked, but we never got around to establishing a pipeline that would allow us to scale this visual treatment across many environments. It's pretty wild. Let me first show you this old video how it's meant to work:

https://www.youtube.com/watch?v=mF0uAUgyHNg

You see what happened there? It's four flat images projected on the sides of a cube. But then I put a light inside the cube, move it around, and the flat geo projects... shadows? How on Earth?

Well, as they used to say, learning algebra is important. And I finally found a good use for it! Look, it's like this:



That's the diffuse map (the very same texture you see in the game, as part of the cube) and a normal map. You're likely familiar with normals -- they're additional information for diffuses, so that a game engine like Unreal knows how light is meant to propagate across the texture. That's what they call Physically Based Rendering or PBR. Normals are used to bring an extra dimension to a flat texture without adding costly additional geo, such as cavities, cracks, holes in a piece of fabric, and a looong etc.

Well, in this case, we're using the normals to tell Unreal how the light should propagate across the "fake" room. There's more than just applying the normals, they have to be rotated in a certain way to avoid artifacts and some obscure magick that goes over my head. The result is that we can do stuff like this -- pay attention to how parts of the room react to blinking light, as if they were distinct surfaces:

[previewyoutube][/previewyoutube]

It's a darn clever implementation, if I may say so. Credit for the original idea goes to Fran Tufro, and then Pablo Forsolloza for the 3ds Max scripts. I worked on the Unreal shader, then more recently Dani Herrera and Tomás Fernandez established the pipeline. Great job, guys 👏 We exaggerated the effect for the Infirmary, a larger area with plenty of stuff that serves as a good example of how this works. Take a look at the jars, different parts of the walls, beds... there's *depth* where there's not supposed to be:

[previewyoutube][/previewyoutube]

I don't believe any game has done this kind of lighting before. As a bonus, that video features a new music track from Pablo Cordes. The soundtrack is now clocking at 50 minutes, and it's quite reminiscent of Scratches and John Carpenter. I'm deeply in love with it.

[h2]Closing words[/h2]

Holy crap, I said fewer words, but I can never help it. OK, so here's the summary:

I'm thrilled with the overall status of the game, and the team feels the same. The past few months have resulted in a huge lot of progress and stuff that we consider final. Seal of approval and ready to go. But there's still work left to do. Early October we'll share another build to beta-testers with most feedback addressed. The big pending before submitting that multiplatform build (Win, Mac and Linux) is me -- I need to review the script, prioritizing dialogue lines so that actors can start recording.

We're definitely close. Mood-wise, it's pretty much there. ASYLUM is stubbornly anachronic, but plays well, like any modern game. The best way I can describe it is that lets you feel what it was like to play an Infocom text adventure, without dated design annoyances such as dead-ends or sudden deaths and in glorious (pseudo) 3D. All while harkening back to a particular era of the adventure genre in which experimentation and ingenuity were common, as 2D was transitioning to 3D. It's a heartfelt love letter to the genre.



It still needs the cherry on top, which is the well-executed story, and that's entirely on me. There's still some of that glue missing in key moments, and I can't tell right now how long that will take. But, our goal is to release a new teaser or maybe even a full-blown trailer by Halloween, also update our Steam page, and settle on a launch date by then. I have my producer Fafa Cabrera breathing down my neck to make that happen. So there, that's solid news. And no, we're not going to show up in Halloween announcing a launch date in 2274. I'm talking about a handful of months at most.

In more conclusive news, we're going to have a new game jam during October! And I think it's going to be fantastic. Previous instalments yielded excellent games, even very well-reviewed commercial ones such as Partum Artifex, so we're hyped. Keep an eye on our Discord community if you want to participate.

OK, hope you liked the update. Time to eat pizza and watch an obscure horror movie. See you soon!

—Agustín

Ah, the beta testing. The sweet, sweet beta testing.

Salutations from malodorous, fungus-laden crevices of the abhorrent Hanwell Mental Institute. I have combined these assorted words to convey some degree of meaning and bring you a report of recent occurrences. There's been an influx of anxious inquiries since we announced that beta-testing of ASYLUM had commenced with fresh new eyeballs and bodily appendages. And yes, there be news. Here's the quick lowdown:



  • People are truly liking it so far! They highlighted its atmosphere, what it feels like to explore the vast and intricate design of the decaying building, and the compelling story.
  • No major issues were reported, other than technical annoyances to be expected during this period. The build we distributed is more stable than anticipated, and most feedback we received pertained to quality of life improvements, which the team is tackling en masse.
  • There are design quirks we still need to sort out, notably characters being underused in latter stages of the experience. As in, they have little intervention in plot points and too few dialogue lines. I agree with this balancing issue, and it's wonderful to hear folks cared enough about our asylum denizens that they wanted more from them.
  • Before you ask, no, we're not ready to disclose a release date. Yet. So please don't expect one in this update. When we announce it, rest assured you'll know. All I'm going to say right now is that we're very seriously gauging a launch window.

I'll elaborate more on the tasks at hand next, but overall, things are looking fantastic!



[h2]Elaboration[/h2]
So it's a pretty intense period in which decisions and approvals have that 'final, but really final' feel. The Senscape team is doing an exceptional job, and I couldn't be happier with the progress we're achieving every week. We recently onboarded new team members to apply a nice coat of polish to characters, lighting, animation and cutscenes. These are some of the same folks that worked on the hours of cinematics from Silent Hill: Ascension, and they're bringing plenty of experience in their respective areas. We even have a dedicated producer now who is flooding me with Jiras eeevery single day, but hey, I asked for it. I need to be kept on track too.



You could say we're entering in post-production mode. The gorgeous atmosphere, which testers enjoyed so much, is receiving profound attention in our QA, with scenes being color graded, brightness levels properly adjusted, ambient sounds everywhere, and lots of neat visual effects to boost the mood. Fans of Scratches will be glad to hear that we added masks to every window in the Hanwell building, so that at one point in the game we have rain and lightning outside. We almost scrapped the feature since it was a lot of work —remember, ASYLUM is stubbornly old-fashioned and all environments are pre-rendered— but it's worth it. I mean, no game can claim to be the true successor to Scratches without a gloomy, rainy night and suitably mysterious music, right?



Another area of focus has been animations, since quite a few of them were wonky and even the character rigs needed a bit of extra love (and don't get me started on the fingers). The cutscenes are more impactful now, and I'm happy to report we're nearly done with them. You might remember from earlier updates that I mentioned these were going to involve a good deal of work, and we're now close to wrapping them up. See, we ARE making progress!

Honestly, it's kind of surreal after all this time. Some of the more crucial moments in the story, the ones that were devised years ago, are reaching the place they were meant to be. I look at them with a big grin on my face and think to myself "yeah, this is good for launch".

One more note I'd like to add: testers have reported a healthy game length, averaging 10-12 hours. Some spent less, others more. That's in line with our estimations, and there's still some content missing (notably achievements and easter eggs we're keeping secret). Overall, folks reported the game length feels "just right".



[h2]It's in the details[/h2]
We can't thank enough the dedication from the folks who are currently playing the game, and we did listen to their feedback, which ranged from puzzle design to interface. For instance, one area we have been improving in the beta is the diegetic game menu. We've always wanted to treat this familiar aspect in all types of games these days with our own touch of flair, but that doesn't mean it should be impractical. So we addressed save game management while keeping that sort of journal approach, and added a feature to log conversations with NPCs, among other tweaks. It does add to the overall experience since folks sometimes reported missing key information in dialogues. This is a win for customer service.

Also, I like how this addictive menu has been dubbed by one of our most dedicated fans as "flippity-flappity pages". You nailed it, yo.



Another one is a 'zoom' feature which is quite neat to use overall, but was in truth implemented with handhelds in mind. All we can confirm for now is instant Steam Deck support at launch. As a BIG fan of the device, where most of my gaming is performed these days, I'm eager to support it properly. It's currently the only way I have to gradually finish games from my Steam collection, and I'd be making tons of progress if it wasn't for Vampire Survivors. Of course, this also means that gamepad support is good to go as well!



As for me, in addition to leaving bucketloads of notes in the endless stream of Jira tickets that torment me every day, my next area of focus will be in-depth script revision. The big pending that I have left is to review every line of text in the game and further develop some documents you find scattered around, as well as key sections in the journal. Backers noted that a few moments in the game needed more nudging and feedback from the protagonist to avoid aimless wandering, which is another valuable note. This is my top priority, and as soon as it's settled we'll be ready to... drum roll... record the voices. Since this question was brought up in our Discord a while ago, adventure game fans will be delighted to hear that Josh Mandel is very much still attached to the project and ready to start working with us.

I'm sure a few of you are going to ask, but remember that we're currently testing with a subset of Kickstarter backers (about 300 people have access, but not everyone is playing), so we're pretty much covered with the QA and not accepting new testers at this stage.



We're reaching the end of this update, but I'm going to keep the line open with more frequent signs of life as things keep ramping up. A lot has been said about ASYLUM, and believe me, I understand the frustration (it's been a looong time coming). Yet everyone here is ready to wrap things up and launch a game we —along with you— will be proud to have been developing/waiting for the past few years.

Until next time.

—Agustín

Supernatural horror adventure ASYLUM finally hits Beta

You'll be forgiven for forgetting about the supernatural horror adventure ASYLUM, a game that was crowdfunded on Kickstarter way back in February of 2013 but it's really actually getting close to release now.

Read the full article here: https://www.gamingonlinux.com/2024/01/supernatural-horror-adventure-asylum-finally-hits-beta