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ASYLUM News

Pandemics? HA! Nothing can stop development of ASYLUM. Well, maybe children.

Whew! It’s been barely over a month since our previous update, but it feels like entire years passed by. At least it looks as if the entire world has changed (and indeed, it may be a very different world after this pandemic). Yet here we are, safe at home for the time being and enjoying good health. The team is accustomed to work from home, so we certainly can’t complain ourselves — others, however, are having a very rough moment these days.

That’s the first thing before we proceed with the quick report: if you need to talk, connect with other people, or any sort of assistance, feel free to ping us. Anytime. We’re ready to help in any way we can. We should all understand that people are coping with this pandemic in different ways, and being alone at home for an extended period of time can be distressing.

One particular measure we took, after we consulted with the community, is to set up a #covid-19-discussion channel in our Discord server. At first we couldn’t tell if it was a good idea or not, but turns out lots of folks wanted to talk about the situation, and the result was a lively channel with responsible information and contention.

As always, adventure game group plays are being constantly organized in the server and we’re preparing other interesting activities during this quarantine. We're also giving away Steam keys for Scratches during this period if you've never played the game or want to replay it.

It’s hard to tell how long the quarantine will last, and it will greatly depend on where you live, but the top recommendation right now is to stay at home as much as you can. If we can stick together virtually, it will be easier to endure.

AND NOW... THE LARCH. SORRY, THE STATUS REPORT.


As for us and the project, everything is more or less proceeding according to plan. I won’t lie to you, things are exceedingly more complicated now — two of us are locked up with children (even multiple children) and some of our days are truly, unbelievably chaotic. The streak of productivity we were having beginning this year has taken a noticeable hit.

That said, we’re luckily at a time when the project is solidly under control and we have a comfortable budget thanks to the Epic MegaGrant we received last year. We’re getting ready to wrap up a series of demos (for Kickstarter backers and journalists), and over one third of the game is playable in one go and in the bag!

All things considered, we’re very much working on the game even in this situation and still eyeing a release late this year. As I explained last time, the first 1/3 of the game was by far the most intricate and busiest moment of the game in terms of assets and design. But that’s done and it’s all progressing faster now. Currently, we’re putting the finishing touches to just a few rooms that needed work and more items: the Laboratory, featuring the mysterious Dr. Miller, and the Museum. I’ll be showing you more of the Museum next time, which had some outdated graphics and is enduring a decisive facelift — we’re including some truly sinister stuff in that place 😬



MORE INMATES IN THE ASYLUM!


And last but by no means least, we’d like to welcome Rocío to the Senscape team! She happens to be Tais’ sister 😄

Hi, you two! 👋🏼



Rocío is a terrific artist who specializes in 3D modelling and texturing. It’s her first foray in the game industry, and talk about a complicated project to begin with! Her first task was to design disturbing medical instruments and severed hands, among other repulsive things. I’m so sorry, Rocío 😅

It’s funny: after a strange turn of events, serendipity has brought two sisters working together on the game while quarantining during an unprecedented pandemic. What a weird year! So thank you Rocío for joining us and help us put finishing touches to this cyclopean beast of an adventure game 🙏🏼

That will be all for now, but I’ll be sure to keep you posted. It’s a difficult year to be sure, but know that we’re determined to make you happier in a few ways before it’s done. Lots of cool ideas are on the plate, as well as a game that’s getting closer to completion. Stay tuned!

—Agustín

Attention, Beloved Inmates. It's Time for Your Treatment. Today: SHOCK THERAPY!

Hola hola, my lovelies! Yes, we had a longer gap than usual since our previous update. Between the end of the year, some much needed vacations, and work as usual, I couldn’t get back to you earlier. But, I’m happy to report that everything has been progressing according to plan, and we have so much to tell you! ASYLUM is finally (yes, finally!) coming together and it’s becoming the game of our dreams. We have prepared a lengthy post filled with loads of new stuff to see.

But first of all, last time I told you that Epic gave us money via a MegaGrant and, as expected, in spite of my reassurances, there was a bit of discomfort. It was our most disliked update ever, even though it was the best news in a while. Look: the Epic grant comes with no strings attached. It’s an ongoing program that gives financial support to developers using Unreal Engine. They don’t ask anything else in return, except that we complete the game. And we all want that, right? 😬

So let me stress this again: ASYLUM is still coming to Steam and GOG on launch date. I don’t like exclusives. I won’t betray the trust of fans who have been supporting us for years no matter the amount of cash involved. We’re not in this for the money — only the power and glory.

Now that we cleared away the confusion…



THE CLOCK IS TICKING
ASYLUM is storming into the new decade with equal doses of hope and despair! The team has been keeping up with a strict schedule and meeting our goals. As you may know, the entire ASYLUM experience is roughly divided into hours or “chapters”. The first hour took a huge deal of work worth several months, as it involved lots of set up, many locations, events introducing the narrative, conversations with a character, etc. The second hour —which features a rather intricate puzzle— still took a lot of time, but relatively much less than the first hour. The third hour, though, was nearly a breeze in comparison. And now it looks like the fourth and upcoming hours will take even less.

As expected, the latter stages of development are proportionally taking us far less time. This is a rather common thing in adventure games, and especially true in the case of ASYLUM: the story is designed in a way that you get to meet several characters at first along with a slew of key plot elements, which requires a big development effort. You could say that we now have the entire structure of the game in place, both in terms of game logic and engine framework. In fact, we’re barely doing changes to the framework at this point!

This is good, folks. This is all good.



What this basically means is that we have around one third of the game in a playable and fairly polished state. There’s always going to be one final pass of bug fixing and tweaks before we can happily say “it’s all over” and cry tears of joy and resume our lives, but what we have now is already rock solid. This is because we’re being methodical and careful while implementing gameplay and, luckily, the amount of bugs we’re overlooking seems small. Backers who decided to try the game can attest to this. Moreover, we have feature parity —both in terms of performance and stability— across all announced platforms: Windows, macOS and Linux. If you knew all the stuff we must do to support Linux… For example, converting all our videos to sequences of JPG images. Ouch 🤦🏼‍♂️

How about we all go back to MS-DOS for our next game? You know, it was way easier back then. Would you play an ASCII adventure? Look, we could release 3 or 4 ASYLUMs per year if we do them in ASCII. I swear.



ATMOSPHERE WITH A CAPITAL 'A'

There’s not much I can tell you about the new sections of the game we’re working on as it’s delicate, spoiler-ridden territory. This might even complicate future updates too, as I must strike a balance between informing you without showing much. For now, let’s say the story and puzzles are coming together as we expected. We’re eager to hear feedback from backers to see if some game mechanics need adjustment, or for example tell us if a puzzle blatantly sucks. I don’t think so — I would love these puzzles as a fan of adventures, and they’re decidedly less obscure than what you found in Scratches. They’re challenging without being unfair, demanding wit and observation rather than logical thinking. There’s a few surprising environmental puzzles too. I’m sure you’ll love all of them!

What I can show you are the little touches we’ve been adding here and there, such as completely reworked and custom sky. It’s small things like this that can add so much to the ambiance of the game! Remember: these sorts of details are more tricky to add because we’re not working with full 3D. All the locations are pre-rendered 😅



It’s a fantastic and fun phase of development when you know the underlying mechanics are working and you can now focus on the atmosphere and soundscapes of the game. We have a lengthy list of details we’d like to add (and we’ll see how far we can get) but rest assured this is an environment you won’t ever forget.

A big upgrade worth mentioning is a higher quality format we’re using for our textures. The difference is very noticeable in-game, especially in darker areas, and there’s no trace of pixelated regions now. I’m testing ASYLUM on a Retina display and, let me tell you, it looks stunning:



Finally, I prepared a short video showing you how the in-game menu works and a nifty feature: near instant resume of gameplay. It’s so quick and sudden that we’ll be adding some sort of pop-up, indication, something to let you know that, yes, this all normal, you can just keep playing:

[previewyoutube][/previewyoutube]

LOOKING FORWARD

We believe we’re still on track to wrap up the game later this year. You know the drill: I honestly can’t confirm this and I’d like to be extra careful when announcing a solid launch date. Given the size of the project —as well of our team— and its unruly, atypical nature, it’s incredibly hard to assess the pending volume of work. But, every passing day is less work, and a firm date gets closer to reality. When the official date is announced, it will be set in stone. For now, we’re eyeing late September. But remember: it’s an estimation.

Among our plans is welcoming a new team member soon (thanks to the Epic grant) to assist us with pending assets. We now have all programming aspects covered but are noticing a potential bottleneck in our assets workflow (it was the other way about a year ago). This will give us another big boost 💪🏼



Throughout March, we expect to have 50% of the game completed. We hope to be distributing three builds of the game soon with varying degrees of content: all backers (3000+ people) will have access to the near-final version of the 8:00 PM chapter, the most polished and releasable content (which may become a public demo eventually). VIP backers (~100) will be able to play from 8:00 PM to 10:00 PM. We’re also producing a special version for the press featuring from 8:00 PM to 9:00 PM as we feel it presents a more interesting cliffhanger for previewing purposes and less chances of leaked spoilers. Remember that those game hours have no correlation with real life hours: the VIP build is already worth 5-6 hours of gameplay. That’s as much as many finished games!

It will be really exciting exciting from now on as you’ll be hearing about ASYLUM from many more sources. We’ll let everyone post captures of the game up the 9:00 PM chapter mark. ASYLUM everywhere! 😄

Speaking of which, we’ve been doing great in the hype department. We now have 7000+ followers on Steam and close to 38.000 wishlists. I can’t stress how positive this is! It would be amazing to reach 50.000 wishlists by the time the game gets released, so if you haven’t spread the horror--I mean, word, we’d be delighted if you do so!



It’s been a long time, yes, we know. I want to assure you that we’re working hard on the game, making solid progress, and our vision is coming to life as we expected. The playable content feels great and you’ll be both entertained and creeped out for a long time once it’s ready. I want to thank all of you again for your patience, kindness, and support. We couldn’t be creating such an ambitious project without you 😊

I promise to keep you apprised of further developments soon. Until next time,


—Agustín

PS: I collected all the snippets from this update in a higher quality video with full frame rate. Talk about service!

[previewyoutube][/previewyoutube]

Wrapping up the year with amazing news! Excitement! Thrills! Twists!

Hello, Steam friends!

In this short and sweet update, the last one before the end of the year, I'm sharing exciting news with you:

ASYLUM HAS BEEN AWARDED AN EPIC MEGAGRANT!




But wait, because whenever you hear 'Epic' around these parts, there's immediately talk about exclusives, and screaming, and riots, but calm down: this has nothing to do with exclusives! Please put down your pitchforks 😅

The grant is money with no strings attached and is happening at the best possible time for us. We're going to use this cash on booze and drugs because we really need them to complete the project, but maybe better salaries for the team too, as well as upgrading hardware, a new member for extra polish and meeting our remaining deadlines, as well as other things, such as better chainsaws and sharper axes.

It's truly fantastic news for the end of the year and an important acknowledgment for the team. While the game was progressing great, finances were tight and we were running on fumes. This will allow us to complete the game with less stress and more happiness, and extra happiness is always good. I think this is really good news for the adventure genre too because Asylum may be the first true point-and-click game to be recognized with an Epic grant.

So, we're ending this year on a high note as I'm wrapping up a polished and feature-complete demo for our Kickstarter backers, including settings, saving/loading, and all the stuff you've come to expect in a finished game, for every platform we promised: Windows, macOS and Linux. Our schedule looks good and we're looking to complete this monster in the coming months. Still lots of pending details and testing, but we're eyeing a release around Q3 2020. I'm truly sorry that it can't happen earlier, but we want to give you a lovingly crafted experience without a single bug (well, except disgusting insects you'll find inside the asylum).

Exciting times ahead. Thank you so much for sticking around while we conclude this epic horror adventure 🙏🏼 We won't disappoint you!

ASYLUM: New gameplay video and livestream!

Hi all! 👋

This is a brief update to show you our new gameplay video. A collection of greatly improved, familiar locations and new ones, focusing on interactions and things to do — including speaking with the mysterious denizens of the asylum! Take a look:

https://youtu.be/2-YgD6FhsmI
The game is working remarkably well. In fact, any stuttering you may notice in the video was our recording software behaving erratically 🙄

But, what you see here is 100% in-game stuff, no processing, no tricks. Asylum is running with a stable 60fps in fullscreen High quality on a 3-year old computer. It's even perfectly playable on Very High quality with extra sharp graphics!

So this is how the game looks and feels, and we hope you like it 😊 Just a tiny glimpse of many more locations you'll have to explore!

LIVESTREAM (CONFIRMED)


I'm really sorry about this one. I should've posted more updates here. The promised livestream was postponed due to an incredibly nasty acute bronchitis I got a few weeks ago. It was sheer Hell 🤢 And all because I didn't get a flu shot 💉

Thankfully, I'm back in action and the livestream is totally happening this Friday 22 at 8:00 PM (UTC) on Twitch: https://www.twitch.tv/Senscape



If you can't make it, don't worry, I'll record everything. It would be great to see you there! I'll be happy to answer all your questions.

And that's it for today, but hopefully see you soon!

—Agustín

BOO! Halloween happenings and festivities in the ASYLUM!

Grrrrreetings from a nefarious place where unholy creatures dwell in the shadows! I'll make it short and quick today because I have quite a lot to tell you. Horror month is here and, while Asylum isn't quite ready yet (sorry, sorry, I know), we did prepare a whole lot of fun things for you.

Let's start with a progress report...

WHAT KIND OF SORCERY IS THIS?!

You may have seen this already as it went viral a few days ago. It's a feature that's been on our wishlist for years — in fact, one the earliest things we discussed for the game. We knew it could be done in theory, but never thought the resulting effect would be so uncanny. Have a look for yourself:

[previewyoutube][/previewyoutube]
It looks even better in the game itself! Like a seriously detailed 3D scene with dynamic lighting and all the bells and whistles, except it's just a bunch of flat images. It's the cherry on top of our quest to bring you the most immersive adventure ever made 💪

Even better, this works just the same on older computers. It's hard to believe when you see it in the game itself. Look how the ceiling behaves:

[previewyoutube][/previewyoutube]
Wooooooooooooooo 🤯

Of course, we won't include exaggerated lighting effects such as this in the game, but imaging malfunctioning lights, a throbbing ambiance, and all kinds of gorgeous moody effects. It will be an atmosphere to die for.

AT LAST: LIVESTREAM!

Yes! This one has been a long time coming, but I'm ready to do a big livestream for the game. We did have some short, casual livestreams before, but nothing like playing the actual game and answering your questions live! Take note:



Don't miss it! I'll take the opportunity to discuss the status of the project and potential release date in greater detail 😬

EXPANDING THE FAMILY

Please give a warm welcome to Tais! She joined the team just recently. A brilliant student of Unreal Engine who's just getting started in the industry, her class project after just a few months of learning the engine blew me away. Far better and more entertaining than many games you see on Steam.

Tais will be mostly focusing on the addition of new hotspots, including videos, interactive items, general polishing, and lighting effects. We're thrilled to have her talent and attention to detail in the project 😄



POTPOURRI OF PROGRESS UPDATE

And here's when I start rambling. Let's see, in addition to implementing the usual stuff in an adventure game (puzzles, hotspots, secret details, etc.), we achieved some important milestones:
  • macOS & Linux are in the bag! Yeeeeeey. While the game was running on macOS pretty well, we had some lingering bugs that hampered the experience. Luckily, we've been able to squash them all and the game now runs as smoothly and polished as Windows. Linux was another story: technically, the game was running, but none of the videos would load (which in turn crashes the whole game, usually a bad thing). Following an inordinate amount of testing and experimenting, we managed to come up with a usable alternative for the videos. I'm happy to report that now everything is working as expected on Linux as well. We're even supporting Windows 32-bit for those of you who can't upgrade 😊

  • We can now save and load! Yeah, so we figured this was an important feature for a 15+ hour long game. You can save in up to 12 slots anytime you want and load anytime you want. Cutting edge technology, just one click away!

  • Doors! Thanks to dozens of different sound effects, FMOD, subtle randomization, and a lot of goodwill, we can ensure a different sound effect for every door in the game. This is how much we care.

  • Transparencies! Not that transparencies are terribly exciting per se, but they allow us to do nifty things. For example, show you interesting stuff happening outside the asylum as you explore the interior (passing clouds, distant thunderstorms, etc). A GIF doesn't do justice, but this surely sets the immersion factor all the way up to 11! Such is the kind of things we're doing as we go deeply into the polishing phase.



In short, it's all looking great! I know I've been saying this a few several gazillion times, but we're thrilled with how things are coming along. Asylum is exactly the kind of game we wanted to make, and we're 100% sure you'll love it. Thank you for hanging on in there as we do our best to wrap it up as soon as humanly possible 🙏

SCRATCHES GROUP PLAY AND LIVE INTERVIEW!

OK, but to wrap up this update, two more news: our Discord community is getting ready to start group playing Scratches tomorrow, Saturday, October 12. Does that ring a bell? It should! It's the day when Michael Arthate arrived at Blackwood Manor and the story began 😄



What is a group play, you ask? Basically, dozens of fans gather to play a game at the same time, but promising they won't use a walkthrough. Each play lasts around one week and they tend to be incredibly active and lively.

In the case of Scratches, we've been preparing loads of fun activities. For example, fans have been writing Michael Arthate's bestseller "Vanishing Town" together, there's been quizzes, and starting tomorrow I'll be around posting rare trivia, insider details, and stuff you've positively never seen or heard before. It's going to be a mandatory event for fans of the game!

And last, but not least...



Tomorrow, Jonathan Boakes of Dark Fall fame (and also Jerry's voice!) and Matt Clark of Barrow Hill fame will be asking me uncomfortable questions live about the game on Discord! Of course, we'll be happy to answer your questions too. Take note of the event if you want to participate:

Sorry about the somewhat haphazard update but it's been an intense week and I'm dying to turn off the computer and watch a horror movie 😅

But really, we have some fun moments ahead of us and we'd be delighted to see you around! Remember, though: Asylum livestream coming soon and loads of more concrete news. We vow to amaze you 🙌

Have a sinister weekend,
—Agustín