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
[ 2024-10-07 12:00:30 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
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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
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