Devlog #2 - New special 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.
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.
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.
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.
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
[ 2024-10-14 12:51:51 CET ] [ Original post ]
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
Insane Escape
Organon Software
Organon Software
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🎹🖱️Keyboard + Mouse
🕹️ 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.
MINIMAL SETUP
- Processor: TBDMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: TBDSound Card: TBD
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