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ASYLUM News

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

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