Hello to all Insane Escape players and aspiring ones, and welcome to this new devlog. Over the past few weeks, our weekly behind-the-scenes updates on game development have ceased, but not because we havent been working. Its just that the day we usually publish the devlog often coincided or was too close to a new update or patch, which made the devlog somewhat redundant. In any case, its been a while since the last update, so its definitely time to share our current progress with you. We are officially working on the first major update for Insane Escape. Unfortunately, we can't reveal too many details about it yet, as development is still ongoing, but we can tell you that it involves a complete overhaul of the games patients. As we previously mentioned, we didnt quite meet our own expectations for their behavior, and during development, we noticed significant differences in how effectively they contributed to the gameplay. For this reason, we started thinking about how we could modify them to make them more interesting and dangerous, and also make them work better together. As I said, this is still a work in progress, so we cant go into specifics yet, but we hope to share more details soon. For now, however, I can give you a small sneak peek of the changes were working on.
Revised Gunther
One of the features we, unfortunately, werent able to include in the final version of the game was the ability for Gunther to move around the rooms. Those who played the demo might remember that Gunther was the first threat introduced in the game, and since we programmed him for the Steam Next Fest several months ago, his AI hasnt been modified. Now, however, Gunther finally behaves exactly as we envisioned! Specifically, he can move inside the rooms and even chase the player. When Gunther enters a room, it will no longer be an automatic game-over. The patient will start chasing the doctor, who will still have a chance to escape, as shown in the gif below. But even with this opportunity, will you manage to survive him?
Microphone Input
We've also decided to introduce a new optional mechanic to increase the risk factor of hiding and ensure players arent entirely safe even when huddled inside a locker [strike]crying[/strike]. In the next update, it will be possible to enable and configure microphone audio input in the game settings. This input wont always be active but will trigger in specific situations. For instance, when youre hiding. Some threats will thus be able to hear your actual voice. Be careful not to scream too loud!
Localization
With this significant update, we also wanted to help those who might want to play Insane Escape but dont know enough English to enjoy it fully. For this reason, the next update will include localization support for 4 additional languages! Of course, we plan to continue expanding the list of supported languages.
Conclusion
These are just some of the changes weve decided to make to enhance the horror factor in the upcoming game version, which we hope to show you very soon. Of course, I want to remind you that if these updates have piqued your interest and youd like to try them as soon as theyre released, and you still havent grabbed a copy of Insane Escape, you might want to take advantage of the current 40% discount on the game during Steam's Halloween event! In any case, well see you soon with another devlog or, who knows, maybe directly with the next update! The Development Team
Changelog
- Fixed a bug in map generation.
- Fixed a bug in the Keycode Panel.
- Fixed some localization mistakes.
Here we are with a new version of Insane Escape! This update, once again, includes many fixes and a few improvements to enhance the gameplay experience.
Changelog
Improvements
- Improved the main menu. Now, if the game detects saved data, it will ask for confirmation if the player presses the button to start a new game.
- Enhanced the lighting in the final cutscene.
- Improved the ending screen.
- Improved the token unlock screen. Not only does the input work more smoothly, but the description of the unlocked token is now more readable.
- Improved inventory readability. Some item names were too long to display correctly in the inventory. Now, in such cases, an abbreviation is shown to improve readability.
Bug Fixes
- Fixed some bugs with the use of the dumbwaiter.
- Fixed some bugs in inventory loading. Overall, we have greatly improved the logic behind item and inventory management. This will also give us more control when adding and managing new items.
- Fixed a bug related to the "Cipher" puzzle. It didnt cause major issues with the experience but unintentionally made the puzzle easier. This may not necessarily be good news for some players.
- Fixed some issues with the score screen and leaderboards.
- Fixed issues with [spoiler]secret rooms and safes[/spoiler].
- Resolved some issues related to tokens and their corresponding achievements.
- Fixed problems with room generation that made some rooms inaccessible.
Changelog
- Fixed a bug causing a crash when interacting with the "Security Console" puzzle.
- Fixed various minor and major bugs related to the same puzzle. We apologize for any issues you may have encountered with this puzzle. Unfortunately, an error in the map randomization code made this puzzle's spawn impossible until version 0.2, when it was noticed and resolved. This bug went completely unnoticed due to the random nature of the game, preventing us from adequately testing its functionality until recently, allowing several bugs to slip by. Hopefully, we've finally put these issues behind us.
- Fixed a bug with the Hallway Guy patient and related achievement. There was an issue with the internal ID of the achievement that could cause a bug. This should now be resolved.
- Fixed some bugs in map generation.
- Fixed a few mirrored errors in the tilemaps of rooms. Fortunately, from our testing, nothing seemed to cause serious issuesjust a few graphic glitches.
- Resolved minor bugs and issues.
Changelog
- Fixed a bug related to obtaining certain achievements.
- Fixed a bug that prevented reading collected documents from the journal.
- Fixed a bug that caused crashes when collecting certain items.
- General improvements to the code and gameplay experience.
Here we are at last with the patch that should resolve all the major issues in the game. Apologies for the extra day's delay: unfortunately, during testing, additional problems came up that required further attention. But now, here we are! Lets move on to the changelog.
Changelog
New Additions
- Added a new special room. One will spawn per run, and the door will always be locked. Unfortunately, the keys you usually find won't work, and you'll need to figure out how to open it. The room will also contain a new type of item container.
- Added Discord Rich Presence support. At the same time, we improved Steam Rich Presence.
Improvements
- Gameplay usability improvements Now, the game will pause when the player opens the Steam Overlay. This should make using it easier and safer.
- Map generation improvements Weve enhanced the layouts to make it more likely for the windows and the merchant to spawn. This should not only improve the overall aesthetic but also enhance the gameplay experience.
- Removed placeholder images from the UI.
- Improved controller support It now works with the map, and flashlight usage has been enhanced. Full support for other controller types has also been added.
- Improved the code of certain game elements Repeated interactions during a run will no longer display the interaction dialogue multiple times.
- General code improvements to enhance the overall experience.
Bug Fixes
- All map generation issues should now be resolved.
- Fixed some missing or faulty collisions in certain rooms.
- Fixed some errors in specific rooms that could prevent them from working properly.
- Fixed a bug that prevented achievements from being unlocked.
- Fixed a bug that made it impossible to use the library computer.
- Resolved an issue that could, in some cases, prevent the completion of certain map puzzles.
- Minor fixes for other general bugs.
Hello players, and welcome to this second devlog. As always, we want to update you on how development is progressing, what you'll see, when its coming, and the direction were moving in.
New Room!
As mentioned in the previous devlog, we have primarily focused on fixing the known issues in the game. In addition to improving controller support, this also means fixing issues that require restarting the game: such as being unable to collect the item in the starting room and having to forcefully close the game due to map generation stalling. The first problem has been resolved by simply forcing the item to spawn and allowing the player to collect it. From our testing, this appears to have solved the issue. The second problem, unfortunately, was a bit trickier. The cause of the bug lies in puzzle spawning: sometimes, the map struggles to generate because it can't place the required number of puzzles. Of course, the most drastic and effective solution would be to add new puzzles, but that would require a lot more time to design, test, create assets, and code, and we wanted to release this big patch as soon as possible. After some reflection, we noticed that there is a puzzlespecifically the vial puzzlethat has such a specific purpose that its probably the rarest in the game. Since we didn't want to give this puzzle less space than the others, we decided to expand the uses of the reward you can get from it, by adding something more enticing: a new room. This new room will spawn once in every run, and its purpose will simply be to give you a special item, acting as a reward for completing the previously mentioned puzzle. The room will have a unique, locked door, easily recognizable from the outside. Normal keys will not be enough to open it.
To provide more context for its presence, weve also decided to add a new special documenta note that talks about this room and gives a small hint on how to open the door.
Bug fixes
Aside from this small addition, we've also fixed several other bugs and implemented some tweaks to improve the gameplay experience. We added a few lines of code that should pause the game when the Steam Overlay is open, making it easier to use. Additionally, we fixed an issue that made it impossible to unlock game achievements. We also addressed some bugs in a few rooms that, in certain cases, could allow you to exit the map in unintended ways. This fix should also resolve some issues you may have encountered with certain rooms in specific circumstances. There were several other small fixes here and there, but I think these are the most important ones. The rest will be detailed in the changelog when the new update is released.
When Is the update coming?
The work is almost finished; we just need to do a few more tests and polish up the final details. I dont want to make promises we might not be able to keep, but I think the update could be released tomorrow, or the day after at the latest. We want to release it as soon as possible to fix some critical issues that we've identified and know could cause significant problems for players. At the same time, though, we dont want to rush and risk leaving out anything or releasing something that doesnt work properly. We just ask for a little more patience.
What about the new puzzles?
In the last devlog, we mentioned the idea of adding new puzzles. As I mentioned earlier, our plans have slightly changed: since this update is focused on fixing the main issues, we felt it was necessary to release it as soon as possible. Adding too many features would have prolonged development. Therefore, we decided to split the initial idea into two updates: one to fix the problems, which will be update 0.2, and another that will come later to add new puzzles and mechanics. We are committed to making Insane Escape as enjoyable as possible for everyone who wants to play during this development phase. However, this means not only adding new mechanics but also fixing issues that could make the experience frustrating or difficultand we believe the latter should take priority.
Conclusions
Thats all for this second devlog. Well provide more information on the update once its officially released. So this time, we can confidently say: see you with the next update. - The Development Team
Hello, Insane Escape players and aspiring players alike. As promised, we want to keep you updated on the games development progress, just to avoid any concerns that the game has been abandoned, given the radio silence over the past week. After taking a short break to rest following the release and putting out a few hotfixes to address the most important issues we were encountering with the game, weve officially begun working on the first somewhat more substantial update. While this wont be an update that completely changes the gameplay experience, we hope it will improve the experience for anyone wanting to play Insane Escape. So, lets take a look at whats actually in the works.
What weve worked on
So Far With the next version of the game, 0.2, weve decided to focus first on improving the direct gameplay experience. The known issues weve listed in the Discussions section here on Steam should hopefully be fully resolved, with a few potential extras added if we discover more bugs during development. This means that not only should you no longer need to restart the game multiple times just to get started, but as of version 0.2, controller support should be fully functional, including map navigation and flashlight rotation. In the gif below, you can see how the character now smoothly rotates the flashlight in all directions using the controller. Andthough you might not be able to tell just from a gifweve also improved and refined this feature. Previously, tilting the right stick would let you rotate the flashlight in one direction or another, but now the rotation takes into account the intensity of the tilt, allowing for more precise control, much like what youd get with mouse and keyboard. Exploring the St. Christina Asylum has never been easier.
(Sorry for the low framerate, unfortunately it's due to an issue with the capture software that we're trying to fix) In addition, with the next update, weve also decided to add official support for controllers other than Microsofts, incorporating dynamic command prompts for Sony and Nintendo controllers. As you can see below, the game can now detect which device is connected in real time and update all command prompts accordingly. Of course, you could already play with those controllers, but now youll know exactly which buttons to press during gameplay. If you connect a controller not listed above, the game will simply default to Xbox prompts. If you have suggestions for improving controller support or specific layout requests, let us know, and well consider implementing them in the game.
Whats "cooking"
Since this is a full-fledged update and not just a simple patch, we didnt want to leave you with just a few fixes. Behind the scenes, were also working on new gameplay features, such as some improvements to the current enemies in the game. Were also planning to add new puzzles and potentially new rooms to the map generation pool, to increase and improve the gameplay variety between runs and minimize the chances of freezing during map generation. And who knows? We might even add a few more features while were at it. So, if you feared that the recent radio silence was due to the project being abandoned, we hope this has reassured you. The reason you havent seen new patches is simply that weve been "cooking," as they say. Just give us a few more days to implement everything: well likely release version 0.2 this week, or at the latest, next week. Of course, version 0.2 will not be backward compatible. This means you wont be able to load any saves made in version 0.1 due to the changes were making to map generation. So, if youve got a run in progress, nows the time to finish it so youre ready for the new update! See you soon with the next devlogor perhaps directly with the next update! - The Development Team
Today's patch addresses several bugs and improves certain aspects of the game.
- Improved the Cipher puzzle to enhance immersion and make it more engaging and a bit more challenging to solve.
- Fixed a bug that sometimes caused a crash without an error message on the score screen.
This patch is just a small hotfix to address some issues that were encountered on the first day after release. We apologize for any inconvenience these bugs may have caused, and weve worked to identify and implement a solution as quickly as possible.
- Fixed a bug that sometimes prevented correct map generation. This caused an unexpected behavior where the map generation would freeze at "Preparing your room..." due to issues generating and placing objects. This should now be fully resolved.
- Fixed a bug that prevented the game from deleting the save file after death. When a patient spawns, the game temporarily halts data saving. Unfortunately, this prevented the proper functioning of the save system in the event of death, and as a result, the interrupted game file wasn't being deleted.
- Temporarily removed the "Return to Main Menu" button from the settings menu. This was causing unintended behavior that bugged the loading of the recently interrupted game. Unfortunately, we haven't been able to find a fix yet, so weve decided to temporarily remove this option from the game.
- Fixed an issue in the maze puzzle that was preventing it from working correctly. The puzzle wasnt accepting any input from the player. This should now be resolved.
- Fixed a bug that prevented the Computer puzzle text from loading. This bug emerged due to some errors during the export of the final game build. It should now be working.
[previewyoutube=7-TqI0GgluA;full][/previewyoutube] With this special trailer released just a little while ago, I am officially announcing that Insane Escape is finally available for purchase on Steam, in Early Access. You can try it out, play it as much as you want, and make it your own. Give us your valuable feedback and, why not, even ideas on how you would like to see the game evolve in the future. And of course, report any bugs you find. We are proud to have finally reached this milestone, and we apologize for the additional time the release ended up requiring. But we promise that time was used to refine the experience we wanted to offer you at this stage of development. Naturally, the game remains in Early Access, so we've created a small FAQ list for you to check out down here to get an idea of the current state of the game and what we envision for its future. If you place your trust in us and help us continue working on this project, we promise to keep you updated with more information on its development over time, through announcements and discussions here on Steam, and eventually through a dedicated Discord server. Thank you toAbout the game, about its current state, about its future. anyone who has supported and continues to support Insane Escape.
Frequently Asked Questions
What does the game currently contain?
At the time of release in Early Access, the game features the doctor as a playable character. In his "story", the asylum has three fully explorable floors, and various items can be obtained and used. Five patients will try to stop you from completing the various puzzles and escaping the building using the three pieces of the code. Unfortunately, even though we originally said it would be included, we have decided to postpone the release of the nurse's "story", which was originally created for the demo. We decided to take more time to make it more interesting and in line with the direction we want for the game before making it playable again.
I died, and the game won't let me load my save; what should I do?
The game is a roguelike. For those unfamiliar, a roguelike game is based on two principles: random generation and permadeath. This means that every time a game ends, whether through victory or defeat, the save is deleted, and you can only start again from scratch.
Why should I find it interesting to play a game that is completely randomly generated?
The map of Insane Escape is randomly generated, but not procedurally. This means that the generation of the map still follows rules we have imposed. The asylum rooms are all handcrafted with the utmost care to ensure they create the right atmosphere and tell part of the game's story in their own way. The number of items you can find in the game is not randomly generatedonly their locationto ensure that every game is different but still fair. The documents you can find in-game to delve deeper into the story are all manually written. The only random parameters are which documents and items you will find, where, and when.
Why should I play a game that deletes my progress when I finish?
Not all your game progress is lost. The game saves certain parameters across games, such as collected documents and other internal metrics needed for achievements. Additionally, when a game ends, the player receives a special item called a "token", sometimes unique, sometimes randomly generated, which will be retained between games. The player can select the token once before starting a new game to modify certain game parameters, such as item and patient counts, character speed, or merchant prices. However, every token always has both positive and negative parameters. Some will make the game easier or harder, while others will force the player to change their strategy. Currently, the game contains three unique tokens, but we plan to add more as development progresses.
Why did you release the game in Early Access?
Insane Escape is a game we created with a lot of love and passion, and despite the number of features the game contains, we don't feel it's fully showing its potential. Being just a small team of only two people, we decided to put it in your hands, hoping you'll enjoy it and asking for your help to make it the best version of itself. If you trust us, we promise to do our best to bring this game to the vision we had for it a few years ago.
What will the game include in future updates?
Unfortunately, answering this question is not simplein fact, it's impossible. It will all depend on user reception, feedback, and the scope the project acquires over time. One thing we are sure of is that if we have the budget, we intend to add at least new documents and unique tokens. We also plan to rework items and patients to make the game more interesting and strategic. We would also like to improve map generation by adding puzzles and rooms. Unfortunately, how much of this will be available is something we can't tell you at the moment.
Why should I play an incomplete game?
We understand your concern. Before being developers, we are gamers, and we have been in your shoes many times. Unfortunately, we can't do much to convince you of our desire to continue working on a game that has constituted years of our lives and that we have developed with passion and love. We believe that the state of the release, despite being in Early Access, and the number of features we have tried to implement and carefully include in the game, can be proof of this, but we know that it may not be enough for everyone. To those who will give us their trust, despite this being our first commercial release, we thank you from the bottom of our hearts. For the others, don't worrywe understand your doubts and concerns.
Known Issues
The game sometimes freezes during map generation. It happens while the text at the bottom reads, "Sealing the windows...". If it happens, the only solution is to force close the game and try again. It cannot happen when loading an already-started game, so there is no risk of losing progress. The map screen currently does not properly support the controller. We will try to resolve this as soon as possible. Speaking of controller support, sometimes rotating the flashlight precisely with the controller is a bit difficult. It shouldn't hinder gameplay too much, but it is definitely something we will address as soon as possible. During testing, we noticed that sometimes, without any apparent reason, the object you're supposed to find in the first room is not selectable. Fortunately, it hasn't happened often, but we still prefer to warn of the possibility. Unfortunately, the only solution is to restart the game.
This hotfix comes with a lot of bug fixes and some improvements to the user experience:
- Ampoules puzzle
- Fixed a bug that prevented the puzzle from being completed. Also, made it more intuitive to understand what you must do to complete it.
- Improved user experience by making it less tedious to complete: now you can complete the puzzle in any ampoule you want. This means that the puzzle requires fewer steps to complete.
- Edited the puzzle description in the tutorial to match these changes.
- Maze puzzle
- Improved usability by making you able to directly control the ball with your keyboard or controller.
- The arrow buttons are still there, so you can still use them if you like.
- Flashlight
- Fixed a bug that made the flashlight batteries drain during puzzles and tutorial puzzles.
- Also changed the English name of the item in "Flashlight" (it was "Torch", before).
- Settings menu
- Removed the settings as items and switched for a more standard approach: now you can open them just by pressing the pause button (default: Escape for keyboard/Start for controller)
- Note that the game still does not pause while the menu is open.
- Fixed a bug that prevented the player from moving when starting a new run after a game over.
- Fixed a bug that could get the player out of bounds after opening some doors.
- Fixed some minor Italian localization mistakes.
Insane Escape
Organon Software
Organon Software
Coming soon
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 13
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
https://store.steampowered.com/app/2342320 
[0 B]
Live an experience where the roguelike meets the survival horror.
In Insane Escape, each playthrough is different, as almost anything you will experience is randomly generated at the start. Explore a realistic asylum in which layout, room design, puzzles, and item placement will change at the start of every new game.
Every run there will be more to explore, more stories to be told, and different strategies to reach the end.
You are no hero. You are no legend. You can't fight back.
Threats will try to kill you, but you can't fight back, only hide. Learn to identify which one is coming after you, find how to survive them, and use the resources available to help you.
The floors and the rooms, with their furniture, hiding spots, items, and puzzle locations, will all be randomly generated at the start of every new game.
Every playthrough will have a different story to tell, new information to find, and secrets to unlock.
The puzzles themselves and their solution will also be randomized, ensuring a different experience every time you start the game.
The goal is to escape the asylum.
Threatening your life: several out-of-control patients trying to kill you.
Every one of them will attempt to kill you in its unique way. Learn how to identify them, find their weakness, and find a way to survive each encounter, or use your cunning and your resources to plan a way to avoid the encounters altogether.
What happened to the asylum? Why did these patients decide to escape? What are their stories?
Answer your questions with helpful lore documents you can find scattered everywhere.
Discover one piece at a time the story that brought you to this insanity.
- Escape from an asylum with 3 randomly generated floors.
- Survive more than 5 different threats, each with unique strengths and weaknesses.
- Use a pool of different items to help you escape.
- Solve randomly generated puzzles to find your way out.
- Uncover a rich narrative narrated through level design and lore documents.
- Discover all the secrets the St. Christina Asylum hides within its walls.
- Processor: TBDMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: TBDSound Card: TBD
[ 5951 ]
[ 3154 ]