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
[ 2024-11-04 13:16:57 CET ] [ Original post ]
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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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