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ASYLUM News

ASYLUM is in beta!

Hello there! I come from the darkest depths of a dilapidated mental institute bearing news: for the past couple of months, we’ve been circulating a completable build of ASYLUM to our group of community mods, and it’s been an extraordinary success. This is was the first time people outside the Senscape team played the game all the way through, with barely any input from us.



Takeaways and general comments are as follows:
  • Actual quotes: “it’s an instant classic”, “the writing is engaging, music is amazing, environments are creepy, love the small nods to Scratches and just like it, Asylum has that beautifully eerie exploration feel”, “mood and atmosphere is unmatched”. Also: “This will be the game everyone remember and use as an example of classic exploration horror point & click adventure game”. Wow!
  • No show-stopping bugs! Yes, of course we received bucketloads of feedback –that was the whole idea– and we have our own to-do list as well, but the fact that folks without any prior knowledge of the game were able to complete it without handholding nor dead ends is good reason to celebrate.
  • Our length estimation is spot on! Our mod team overall spent 12-15 hours on average playing, with only someone doing it faster on purpose. And yet, someone else claims to have spent at least 30-35 hours in the game (!!). Considering that we haven’t implemented all achievements nor readable documents, it will be up to you how much you’ll want to squeeze out of ASYLUM. But it’s an engrossing and lengthy experience, that’s for sure.


Oh, and Steam users will be delighted to hear that we have full controller support implemented already, with Steam Deck compatibility coming up, so you can lose your mind on the go.



Next steps


We have more work to do. This first round of fresh feedback we received has been invaluable, but so far it presents a crucial milestone: the biggest worry for me has been the game might be too intricate, obtuse, or difficult to digest. Yet what I’m hearing is that, while further tweaks are required, ASYLUM is fun to play, the story is engaging, and keeps your interest until the end. Good exploration is hard to pull off: there’s a fine balance between giving the audience plenty of freedom and things to investigate while retaining a sense of direction and goals, to ensure the experience does not become frustrating. And it feels like we’re on the right track when one of the primary compliments I hear is that the Hanwell Mental Institute is a joy to explore. This is an accomplishment on a personal level, as the ability to explore at leisure has been the #1 thing I enjoy in games since I played King’s Quest for the first time many, many, many years ago.



I wanted to be careful before we claimed beta. We’ve said this a number of times in the past: it’s a large game, and it’s no secret it’s been a challenge to develop over the years. But, the preliminary feedback we received from dedicated fans of the genre has alleviated any pending concerns. So, we’re ready to deliver the final blow. There’s six people actively working on ASYLUM besides myself, and one or two more folks may join the team during January. The big areas of focus will be tightening the storytelling and of course fixing bugs. The plan is to roll out this beta build after a first round of polish to VIP backers (around 100 people) soon to gather more feedback and impressions. As we get closer to launch, we will share another build with the rest of our Kickstarter backers.



In other news


2023 has been quite an exciting year for Senscape. It’s hard to believe all that took place! We’re about 40 people now remotely working across Latin America as well as a bunch from Spain.



One of the big developments was our involvement in the Virtual Production department for the horror movie When Evil Lurks, from acclaimed Argentinian director Demián Rugna. You might have caught Terrified in Netflix, a great entry in the genre, but When Evil Lurks blows it out of the water. Great story, sublime production and cinematography, and outstanding gore effects that rival the very best from Lucio Fulci. Have a watch if you enjoy horror, and pay attention to a number of interior shots of trucks in the road – the environments were designed by us in Unreal Engine to match real life locations.

[previewyoutube][/previewyoutube]
Last, but not least, our involvement creating cinematic content in the interactive horror series Silent Hill: Ascension from Genvid was disclosed earlier this year. The series demands hours and hours of footage spawning over the course of several months. It’s like a community-driven Bandersnatch or TellTale Game (in fact, we get to work with wonderful ex-TellTale folks!). Here’s one of my favorite scenes so far – I’m very pleased with its mood and choreography: https://twitter.com/SHAscension/status/1720148103234572544


The show is currently in the mid-season break and set to resume in early 2024.

And that’s all, folks. As always, thank you for patience and sticking around. I think this year was only the beginning of a new era for Senscape, and we have a very exciting 2024 awaiting us.



Until next time, and Happy New Year!

–Agustín

The ASYLUM Strikes Back!

Hello there! We take the dust off this news hub with, well, news. Yes, we are still here and, most importantly, ASYLUM is still very much here as well. And we keep working to ensure it gets there, wherever you are, as soon as humanly possible. You must be anxious to lay your hands on the game just as we are to get it out of our systems. So let me summarize where it's standing today, as I decorate this update with some GIFs and assorted stuffs.



It has been possible to play the complete story from A to Z for a while now, but only recently we began doing proper QA. ASYLUM is in a situation in which we can immediately identify areas that need polish while playing and fix on the spot – for example, graphical glitches, a puzzle not working as intended or (*shudders*) unexpected dead ends. Luckily that one is very rare and only happened once by now. While there's still placeholder stuff that needs to be updated, the experience is beginning to feel strong and cohesive.



I've mentioned this many times in the past, and yes, I'm sure I sound like a broken record by now, but ASYLUM is one heck of an intricate game. Its game design and story have remained virtually untouched since development began unfathomable aeons ago, save for a puzzle branch that needed adjustments. While areas such as visual style and UI/UX have received many iterations over the years, the core concept and philosophy never changed.



It took me some time to understand that ASYLUM owes a lot to classic Interactive Fiction: the map design, its highly non-linear nature, characters moving around the environments, passage of time, etc. It all should feel like playing an Infocom adventure of a bygone era, sans the annoying parts that didn't age well, in glorious 3D. And this why new people being able to play the game from beginning to end without relying on hints and without stumbling upon blockers is a huge relief. Thank goodness this thing is working well (for the sake of our sanity).



So in addition to QA, tweaking and balancing, we've been creating cutscenes for the game. Some are occasional transitions, others are story-related, such as flashbacks of past occurrences, or mysterious glimpses of how daily life was in the Hanwell Institute. These are video elements that can take their time to produce and render, but are quick to implement and test. All of this stuff can be spoiler-heavy, so we'll only show a few bits and pieces in blocking form. You know, this is often how entire cinematics are blocked out, and it's even common to work with rough geometry while other assets are being produced!





Finally, another area of big focus at this moment are text revisions: many passages and dialogue lines were quickly drafted for the purposes of programming and testing logic, and there's still a good deal of work we must beautify. In ASYLUM the story comes first, so expectedly we're putting the same amount of care in the script and the words you'll read as in the visuals.



And as we move forward, perhaps we stumble upon a room that feels somewhat empty compared to the others, so we might add an extra hotspot or two to spice up the exploration, maybe dropping a new item for the purposes of set dressing, including but not limited to the kind of creepy toys you'd expect to find in a seemingly abandoned asylum. Imagine yourself entering a surgery room covered in filth and decay with unidentified distant sounds echoing through the winding corridors outside and then this weird doll sitting on a table... yikes.


Well, that's it for this update. I know the pressing question in your minds is "When? When? WHEN?", but we're not ready to disclose a release date yet. There is a plan in action, and a tentative launch window. Next steps involve boosting our community management efforts, relaunching our Senscape website, and bringing you more frequent news. Just stick around, because there's more coming, and we're not going anywhere.

–Agustín

Come see the ASYLUM shiver with antici... PATION!

Well, hello there! Allow me to dust off this forsaken corner of the internets. Yes, it's been a while since my last mega-update around these parts, so I'm looking forward to give you the full heads up about all the happenings with Senscape. We have a lot of catching up to do!

Just let me say right off the bat 🦇 that ASYLUM is progressing terrifically, and we're swiftly getting to a point in which we can start testing the game with fresh new eyeballs. That is, we throw disembodied eyeballs at the monitor and see what happens. Very exciting (but messy). There's a chance the owners of those eyeballs might get to play the whole game too! But before we remove their eyeballs, of course, otherwise playtesting might get complicated.

Anyway...



[h2]The lowdown[/h2]
The haunting, twisted, and monolithic asylum you all have been expecting to play has seen advancements all across the board. Now that the game is fully playable, there's a lot of balancing and adjusting that we're doing. The main game logic (or critical path) is being finalized, we added a wealth of documents, notes, clues to flesh out the story, and also the implementation of achievements is underway. This decaying and utterly foul place is being brought to life with a gazillion things to see and do: there's something to discover around every corner, from a curious item that harkens back to past life in the asylum, to historically accurate documentation about early and sinister health practices, to an unexpected flashback as you're playing that brings chills down your spine. Even completing the achievements might feel like playing a separate game! As you may recall, these were designed with context in mind, and discovering them will reveal more of your profile as a patient. Me, I especially like the Scavenger and Melancholic ones 😊



Why, look at that! We're now using Confluence to organize our work. My, are we fancy.



Another big consequence of this balancing act was the polishing and regrading of most environments in the game. The so-called beauty pass, which is resulting in gorgeous new 4K captures that we'll be using to update our store pages soon, some of which you are already seeing all over this update. ASYLUM has never looking this gorgeous — and I'm saying this in a truly deviant way.



(btw, there's an Easter egg for fans of Scratches in that image — can you find it?)



Something else we're doing right now —and I hate not being able to tell you more about this— is beginning to implement the last moments of the game. It's both exhilarating and scary to finally be at this stage after all this time. Playing through the entirety of ASYLUM, and experiencing what was designed ages ago, has provided us with a new perspective on what the game was always meant to be. I mean, of course we knew what we were trying to accomplish all this time, but let's say that we are now... connecting the few remaining dots somehow. Every detail in the game has a purpose, and even seemingly random details that we included during early stages of the project have now gained a revelatory new meaning 👀



I really love how the game unfolds, and how everything converges at the end. I think you will too! There are no more questions left — everything works as expected. But, as I said in the opening paragraph, it's time to let new people play the game and give us fresh feedback. And our first test subjects (now that is appropriate!) will be the lovely Mod team of our Discord community. They don't know what's coming to them, hehe. Poor souls. Bwhahaha! They shall experience THE MADNESS in all its gory glory!! Hehehehe... eh... but I don't want to lose my Mod team 🤔



Anyways, that's the lowdown on the status. There's been many other developments, such as the logic behind Lenny (who essentially behaves like a character in Interactive Fiction games, featuring an internal "schedule"), many explorable items were added, and so, so much more. I wish I could show you what a hugely complex game this is, but alas, that would mean spoiling the whole thing for you. Just take our word for it: there is no other game like ASYLUM in the industry. It's going to be very special ✨



[h2]Happenings at Senscape[/h2]
In other related news, it's been a rollercoaster of a year for us, and especially for me. Actually, mere months, which felt like a lifetime! Not too long ago, Senscape was only four people, a cozy little team that only needed a single Discord channel to organize their job. Yet since the beginning of the pandemic we have tripled our size. Yes, we're now a dozen folks at the company, with likely more coming! Reason for this growth of course was boosting the development pace of ASYLUM on one hand, and then forming a second team for a number of exciting opportunities that came our way. As you can imagine, I had to adapt to a whole new scenario at the company, at last needing to conceive something resembling an organizational structure. So we're slightly less scrappy than before, but still a cozy family who is super motivated to make great things together 😄



There's basically two branches at Senscape now: Video Games and Virtual Production. The game team is solely focused on ASYLUM and consists of 7 people (besides me). We never had so many folks working on the project at the same time! I've always been doing way too much myself: design, writing, programming, even sound compositing, and this larger team is relieving me of many of those responsibilities. I can focus on direction, management, and steering things forward, without becoming a bottleneck as before.



The Virtual Production gang have been tackling a number of exciting projects that I'll share with you in the future. For instance, we've been involved in the production of a film creating virtual backgrounds in Unreal Engine for LED volumes (the so-called "Mandalorian style"). We made an actual movie, folks! And with cutting-edge technology, which is pretty nuts. We learned a huge deal too, and the team is looking forward to bring some of this filmmaking experience back to games. Do we have fans of FMV adventures in here? 😬



Another big upside of this growth is that the company is enjoying good financial stability. So fear not about the development of ASYLUM: it's all in solid shape.

[h2]Brand new faces![/h2]
OK, now let's talk about the new faces in the ASYLUM team! In our last update we discussed the inclusion of Manuel, who did an outstanding job doing internal QA and making note of every corner in the game needing fixing and polishing. More recently, Tobías Moscoso and Anabela Stankiewicz hopped aboard to join the fun. Let's give them a warm welcome! 👏



Anabela is a crazy talented 3D modeler and sculpter, and is taking care of additional set dressing we're doing here and there to enhance your future exploration of the asylum. She's already bringing a special personal touch to the game! Then Tobías, an auteur who participated in our latest Adventurous Game Jam, creating one of the Top 5 winners, the quirky and mysterious if, which I strongly recommend you play. It features some first rate (and incredibly challenging!) puzzles. Fans of old school adventures, you are in for a treat.



Tobías is handling the additional design and writing to ensure the ASYLUM experience is always cohesive. This includes the achievements and in-game documents featuring a wonderful backstory. Details count, and Tobías is very attentive to them. It's a pleasure to have them both in the team! 🤗



Look at all those happy faces! Well, serious looking-faces of people doing very serious work.

Not pictured here is Azul who couldn't join this particular Zoom meeting. She's getting close to finalizing the writing of dialogues, including the intricate branching that was featured in our public demo. I've always been apprehensive of having other people doing writing, but Azul and now Tobías have excelled in this area. They brought fresh perspectives and ideas, a diversity that is crucial in a huge game like ASYLUM.



[h2]What's next?[/h2]
Well, this was quite the read — there's much going on. We had another period of uneasy silence, but remember that we're always here. I keep hearing words of comfort and encouragement, you know, insisting that the game will never be released, that is vaporware, or that we are complete failures. Guess we must be very stubborn people because we're still working very hard to get this project done. To all of you that are sticking around, believing in us, and taking the time to say something nice, THANK YOU! The Senscape team is creating the horror game of your dreams... ahem, nightmares, intricately designed and painstakingly produced. And now that everything is coming together, we are extra sure you will love every moment!

Remember that we have a highly active Discord community in which Manuel has been posting weekly updates. It's the best place to remain in touch and be up to speed with the latest developments.



I'll see you next time, likely with decisive news and impressions after new crew members have played ASYLUM! 👋

Have a disgustingly beautiful weekend,
—Agustín

It Came from the ASYLUM! On Friday!

Salutations, you highly esteemed folks! We finally have an overdue and proper update for you. And a big one with all sorts of news. It’s not like we were that quiet lately: there’s been lots of activity and tidbits across our cozy little spots in the vast extension of the digital world, but it’s about time we summarized our status in a nice writeup. How about we get started?



[h2]It's in the details[/h2]

Our focus for the past few months has been to finalize the “critical path” of puzzles in ASYLUM and ensure the number of details in our scenes are consistent across the entire experience. This last bit means that there’s enough stuff to do or investigate in every location of the game, albeit not strictly necessary. If you played our demo, you know there were plenty of objects you could look at, receive a feedback, or perhaps zoom in, such as corkboard with a couple of easter eggs. This takes much time to implement, especially for a game of this size. The least thing we want is an experience that feels strong at the beginning but slowly becomes rushed and lifeless near the end. On the contrary, the whole game has been designed so that its conclusion shatters your mind, which means consistency and strong pacing. I dislike myself rooms without anything to do in adventure games – simply put, we don’t want to waste your time with lifeless locations.



Critical path means that every major puzzle has been implemented and the game can be completed from beginning to end. And we’re almost there: only one puzzle needs to be implemented from scratch, while two others are in the polishing phase. They’re complex ones and for obvious reasons I can’t provide more details (spoilers!), but we’re really getting close. In fact, we’re already performing internal QA and, good news is, there’s a growing list of content that’s quickly falling into the “we’re not touching this anymore” category. We do have a wishlist of stuff that we’d love to see in the game, and the question remains how much time we’re going to devote to that. But for now, our mission is to bring ASYLUM to a shippable state.

We devoted this week to compile a thorough list of pending assets, meaning a video, an image, sound effect, text blurb, etc., either due or requiring tweaks. Absolutely everything that’s required to have a Release Candidate version, down to the T. We’ll use this list to come up with a realistic schedule and a tentative launch date that we can share with our community. We still do have a few gray areas that are very hard to estimate (namely pending cutscenes), but those are dwindling by the minute.



To address a particular request in the forums: the demo we released last year in the context of the Steam Festival was truly meant to be limited, key reasons being that it wasn’t 100% representative of the final game. Missing voice acting and sound effects for instance hurt the experience to some extent and were among the biggest criticisms we received. After the demo was taken down, we distributed keys to fans that kindly asked us to play it on an on-and-off basis, but we stopped doing that now. The game is in an even better shape than it was last year, thanks in no small part to entirely reworked soundscapes (more about this in a moment!) among other crucial tweaks, including lots of feedback you submitted. Yes, we know you’re anxious to play the game, and yes, we may re-release the demo with these upgrades and voice-overs, which we’re hoping to being recording soon.



[h2]Increasing the family[/h2]

OK, now let’s proceed with news about our team because, trust me, we want to finish ASYLUM as badly as you want to play it! Our newest addition is Manuel Jofre Poza, student of a filmmaking career in a public university (UNSAM) who brings a fresh new perspective to the project and happens to be a longtime fan of… Scratches! Which is super cool because he’s incredibly talented and attentive to detail, exactly the kind of role we needed at this stage. Manuel is doing thorough QA (and I do mean thorough) pointing out each thing that seems out of place. His first playthrough was a big success as he was able to complete a large chunk of the game in one go and without any hints. Yay! I love when he posts in our Discord group quick progress reports with our logo and cool info. Very professional.





It’s interesting to see the process here, identifying anomalies in a scene and quick ways to improve the atmosphere. For example, Manuel’s initial plan for the Boiler Room was to bring a sort of hazy look and volumetric light to the fire, but that’s easier said than done because this is an animated video on top of an image.



The faster workaround was to spawn a warm point light in that area, and voilà, more immersive flames! I really like it. I mean, you can almost feel the heat coming out of that thing.



So, big round of applause for Manuel, our newcomer who by the way just got married!

Next, I’d like to mention the involvement of Cornelis Sjöbeck, who happens to be a Kickstarter backer. Cornelis approached us a short while ago with a neat proposal: as a student in the final stages of a career in computer science, he needed to work on a master-thesis which he wanted to orient to composition/audio design and kindly picked ASYLUM as his subject matter. So, after a few meetings, Cornelis put hands to work on several new sound effects, as well as redesigning current ones. The improvement is shockingly good: beautifully balanced and mastered soundscapes bring a whole new level of immersion to our environments. Waterdrops, crumbling debris, gurgling sounds, buzzing lightbulbs, distant machinery, and a variety of ambient noises among a plethora of new sound effects. It’s a brilliant work and we couldn’t be more grateful for his involvement.



I mean, the guy went as far as using actual bones to produce a particular effect (I didn’t ask about the source of the bones, nope, don’t want to know).



Thanks again Cornelis for contributing to the project! You rock!



And the final but very important bit of news is the promotion of Elizabeth Burner, more commonly known across our networks as McQuigan, as the official Community Manager of Senscape! You’ve probably seen her doing the rounds on Discord and Steam, addressing all kinds of inquiries and topics, organizing activities and so forth. Senscape owes her a big deal, and this is an overdue promotion. Beth is closely aligned with the vision and ideals that make our community such a friendly place to be, so we’re all super happy to have her in the team.



All of this means that, yes, we’re growing and it’s an exciting time for the company. The most exciting times are yet to come, of course, as our mammoth project begins looking like a finished game. There’s never been a team this large working on the game (six people now!) and each passing day fewer tasks remain. I want to thank you all for your patience and support. Contrary to some things being said around, we are working on ASYLUM, and it will be released. I’ve always encouraged and addressed constructive criticism but for some reason, perhaps the times we’re living in, you often read comments that are downright cruel and hurtful. But for each one of those, there are many more words of encouragement that still remind me why we love and believe in what we do.

Anyway, I promise the next update will come sooner, hopefully with more decisive news. Until then!

–Agustín

Wishing you happy and safe holidays from the Asylum!

Greetings, everybody! I hope you’re enjoying, so to speak, the last days of this decidedly bizarre year. Here we are giving closure to one of the most turbulent periods this forsaken planet has had to endure in quite a long time. Just please stay put, don’t touch anything, steer clear of ancient artifacts, mysterious African masks, or big tomes covered in human flesh, at least until the year is over. You never know what kind of hideous curse you could unleash. Yeah, it’s been quiiite the journey.



People experienced 2020 in different ways. For many it was a year of economic woes. In our case, the whole Senscape team was very fortunate to enjoy financial stability and little change in our work. However, for some of us with small kids, the pandemic was extremely stressful, especially during the months of stricter quarantine. And I mean stressful to the point of nearly murdering each other while being locked up at home. I seriously hope all those upcoming vaccines are effective, for the sake of our well-being 🙏

When it comes to Asylum, the year fared much better than I initially expected: the time-limited demo we released back in June was a crucial milestone in the project and a resounding success! Many people played it, gave us invaluable feedback and most importantly, really enjoyed it. After so many years, it was quite a relief to learn that, yes, this is a game folks do want to play. The team kept working steadily afterwards and the overall balance is very positive: all major puzzles, except one, are now implemented. We got the most complicated and challenging things out of the way, and I mean stuff that made us ponder “how the hell are we going to do THAT?”. We’re beginning to get into the details now, ensuring there’s tons to see and do, just like in the demo, besides the main path required to complete the game. In true 2020 fashion, the balance of our latest Zoom session showed much progress in so many areas 💪



Not just that, but the team grew even bigger: Azul Mousseigne joined us recently to work on pending dialogues and backstory in the asylum. Azul participated in our Adventurous Game Jam with an entry that truly surprised us with its amount of polish and attention to detail, so we immediately thought she was right for the team. And she is! You can play the still in-progress Umbra here (developed in just 2 days) and, let me tell you, some of the ideas Azul have brought to complement the environments in the game will downright creep you out!



So that was a successful demo, two new hires, and lots of progress in one of the most adverse years in recent memory. Not bad! We’re very excited, working hard and eyeing a beta that seems around the corner. There’s much more we’ll be showing you soon, besides all this disgusting and horrifying imagery, but I wanted to keep the update short and focused today. I hope you’re all doing well and earning a much-deserved rest. I’m taking some days off to recover myself – I have the tablet loaded with 50GB+ of ScummVM adventures and I’m very much looking forward to deactivating my brain until 2021. Surely it couldn’t possibly be worse than 2020… right? 👀



In any case, you already know this: whether it’s a pandemic, a giant lizard trashing the city, or aliens invading the planet, Asylum will get released. No matter what.

See you soon, and happy holidays! 👋

—Agustín