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What's this, more boring Friday patch notes?
A rather mundane maintenance patch this time, but still a patch:
Ahoy there, patients of the Hanwell Mental Institute! Slowly, but steadily we're crushing all the bugs there were reported during these early days. The community (that means YOU!) have been absolutely amazing reporting and helping us figure out some of these issues. Several wishlist items were sorted out today. Let's see...
Hello Steam community!
Have you heard the news? It happened. It's here. ASYLUM exists.
It's quite surreal to write this update, and it's gonna be days until the moment settles in. I'd like thank everyone for being such cool and supportive people over the years. I REALLY mean that. Everyone around these parts have been ultra nice, and even now our Steam forums are active and fun. I truly hope you all enjoy the game. It's no secret that development has been a nightmare and, as I write this, I still have Slack notifications popping up all over the place since the Senscape team is doing QA for the patch that we're about to launch.
About that: admittedly, the release had more bugs than I'd have wanted to see. We got a bit optimistic. Two dangerous decisions that we made too close to launch for comfort were to rework the main character's voice and translate ASYLUM to 10 more languages. Tackling this feat with a publisher would've been a crazy, now imagine self-publishing the game...
I think these were the right decisions, though the new VO is being praised, and more people have been able to enjoy ASYLUM at launch. Of course, we are actively working on the bug fixing, and I'm perusing the forums to hear from you. ALL your reports and feedback are very much appreciated. Please, keep them coming! We want to ensure ASYLUM stands the test of time in pristine shape.
[previewyoutube=qqlZ8NY4FNs;full][/previewyoutube]
Launch has been successful, we're seeing positive reviews dropping in, and people are really enjoying the story, characters, and atmosphere. It's what we set out to do all this time: a love letter to the adventure genre, both a nostalgic trip, but featuring modern touches across the board. We can't wait to hear your thoughts and impressions when you're done with the game. About this: Steam reviews are extremely helpful at this stage! If you've already finished the game (quite a few of you did), feel free to leave a review, positive or negative, it doesn't matter. Even early reviews help too, and you can always change your rating if you loved/hated the game when you're done. Thank you for considering this, it's just that these days we are forced to fight against obscure algorithms. The machines are winning the war
ALSO, be sure to discuss theories and thoughts about the ending in the forums
Hello everybody! Well, this won't be one of the most exciting Steam updates ever, so let's make it blunt and to the point: We're delaying the launch of ASYLUM by one week. New date is Thursday, March 13. Still 2025. Main reason is that we're recasting the protagonist since, following in-game clips that we shared in public, we received feedback that the character wasn't quite working out. We take such comments seriously and the Senscape team agreed, so during the weekend we made the difficult decision to make the switch. I elaborate more on this 1-min video here: [previewyoutube=ht95SXl7Z2Q;full][/previewyoutube] While not a huge setback, I know it's frustrating since we had committed to a date, you were excited, and there will be complains, and memes, and that's fine. We firmly believe this is what's best for the game. It's not a decision I took lightly either we wouldn't be doing this if we weren't convinced that the game is special and worth this extra effort. I must say that the former actor gave a memorable performance in Serena, and he's a dear friend of mine. I'm really sorry this didn't work out. It's just that this important character (you, the players!) wasn't working out as was expected. Details about the replacement actor will be shared shortly. Since the question popped up already: is this doable? Yes, because we're only doing voice-overs for dialogues, not every single feedback line (akin to Scratches). It's roughly 2000 lines, and yes, it can be done in a week. We've managed worse. It's going to tight, but hey, it's always been like that with ASYLUM. It was always meant to be sheer madness until the last moment. But the game is worth this rollercoaster of emotions, that I can promise. So that's pretty much the purpose of this update. As I explained in the above video, this allows us to reconfirm all 10 languages (besides English) that we were aiming for launch: French, German, Greek, Italian, Polish, Portuguese, Russian, Spanish, Turkish, and Ukrainian. And that's it. If you need to ask questions or vent, go ahead! Agustn
Greetings, everyone! I bring you a juicy update, possibly the last one before launch Quite a few topics to discuss, so let's get started, shall we?
As if life wasn't horrifying enough in 2025, we're getting ready to unleash more terror and dread upon you. Yes, in case you somehow missed the news, ASYLUM is launching on March 6. Many skeptical eyebrows have been raised, but true believers have accepted this news as a sign of the impending end of the world. So enjoy it while it lasts, because it's really happening this time! I'm happy to report that the new trailer has been very well received, so much in fact that it became our most liked video ever on YouTube. But the good news don't stop there: we've surpassed 50.000 wishlists here on Steam, which puts us in great shape for launch! In fact, it's closer to 52k as of this writing. There's still time to reach 66.666, so make sure you tell your loved ones, heck, why not your hated ones too, about the game!
No, its not April Fools. Its Halloween, and tradition dictates horror related stuff is announced today (in addition to pagan rituals and avoiding masked killers). So we got an announcement for you alright. An important one: fate has decided that ASYLUM will launch on March 6, 2025. Yup, mark your calendars, this is not a drill. We're finishing this game for once and for all. And look at that, theres even a gorgeous new trailer to celebrate the news: [previewyoutube=xaqcGH7t4wI;full][/previewyoutube] Of all the promotional materials we've ever released, I feel this is the most realized one, conveying the tones of impending doom and bittersweet melancholy youll find in the game. One big note, folks: we updated our store page and intentionally set the release language to English only, to avoid false expectations of available languages at launch. Of course were still planning to translate the game to as many languages as possible. We dont know exactly which ones will be ready for next March, but as they get confirmed, well re-add them. And thats it for today. Look at that, so very few words this time. Ill let the video do the talking. Hope you enjoy it, and see you soon. Now watch WATCH
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 mlange 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!
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:
Hello there! I come from the darkest depths of a dilapidated mental institute bearing news: for the past couple of months, weve been circulating a completable build of ASYLUM to our group of community mods, and its 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:
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.
Agustn
Well, hello there! Allow me to dust off this forsaken corner of the internets. Yes, it's been a while since my last mega-update around these parts, so I'm looking forward to give you the full heads up about all the happenings with Senscape. We have a lot of catching up to do!
Just let me say right off the bat that ASYLUM is progressing terrifically, and we're swiftly getting to a point in which we can start testing the game with fresh new eyeballs. That is, we throw disembodied eyeballs at the monitor and see what happens. Very exciting (but messy). There's a chance the owners of those eyeballs might get to play the whole game too! But before we remove their eyeballs, of course, otherwise playtesting might get complicated.
Anyway...
Salutations, you highly esteemed folks! We finally have an overdue and proper update for you. And a big one with all sorts of news. Its not like we were that quiet lately: theres been lots of activity and tidbits across our cozy little spots in the vast extension of the digital world, but its about time we summarized our status in a nice writeup. How about we get started?
Greetings, everybody! I hope youre enjoying, so to speak, the last days of this decidedly bizarre year. Here we are giving closure to one of the most turbulent periods this forsaken planet has had to endure in quite a long time. Just please stay put, dont touch anything, steer clear of ancient artifacts, mysterious African masks, or big tomes covered in human flesh, at least until the year is over. You never know what kind of hideous curse you could unleash. Yeah, its been quiiite the journey.
People experienced 2020 in different ways. For many it was a year of economic woes. In our case, the whole Senscape team was very fortunate to enjoy financial stability and little change in our work. However, for some of us with small kids, the pandemic was extremely stressful, especially during the months of stricter quarantine. And I mean stressful to the point of nearly murdering each other while being locked up at home. I seriously hope all those upcoming vaccines are effective, for the sake of our well-being
When it comes to Asylum, the year fared much better than I initially expected: the time-limited demo we released back in June was a crucial milestone in the project and a resounding success! Many people played it, gave us invaluable feedback and most importantly, really enjoyed it. After so many years, it was quite a relief to learn that, yes, this is a game folks do want to play. The team kept working steadily afterwards and the overall balance is very positive: all major puzzles, except one, are now implemented. We got the most complicated and challenging things out of the way, and I mean stuff that made us ponder how the hell are we going to do THAT?. Were beginning to get into the details now, ensuring theres tons to see and do, just like in the demo, besides the main path required to complete the game. In true 2020 fashion, the balance of our latest Zoom session showed much progress in so many areas
Not just that, but the team grew even bigger: Azul Mousseigne joined us recently to work on pending dialogues and backstory in the asylum. Azul participated in our Adventurous Game Jam with an entry that truly surprised us with its amount of polish and attention to detail, so we immediately thought she was right for the team. And she is! You can play the still in-progress Umbra here (developed in just 2 days) and, let me tell you, some of the ideas Azul have brought to complement the environments in the game will downright creep you out!
So that was a successful demo, two new hires, and lots of progress in one of the most adverse years in recent memory. Not bad! Were very excited, working hard and eyeing a beta that seems around the corner. Theres much more well be showing you soon, besides all this disgusting and horrifying imagery, but I wanted to keep the update short and focused today. I hope youre all doing well and earning a much-deserved rest. Im taking some days off to recover myself I have the tablet loaded with 50GB+ of ScummVM adventures and Im very much looking forward to deactivating my brain until 2021. Surely it couldnt possibly be worse than 2020 right?
In any case, you already know this: whether its a pandemic, a giant lizard trashing the city, or aliens invading the planet, Asylum will get released. No matter what.
See you soon, and happy holidays!
Agustn
Salutations, inmates! Its been a while since we exchanged words, so theres a lot to tell you. Hard to believe its already October or is that easy to believe? I honestly dont know anymore. 2020 has been the strangest year in a long time, feeling equally eternal and ephemeral. Time has ceased to have any meaning. I think were all just hoping to get through to see what 2021 has in store for us. Surely it couldnt get any worse than this, right? Right? I do know about the question thats looming over your heads, though: what about ASYLUM?! Weve been quiet, yes, but working steadily since the demo. In spite of all the ongoing hurdles, the team is super motivated especially thanks to the enthusiastic response we got from our community in the past few months and making solid progress every day. Theres many more hours of gameplay wrapped up and were eyeing the next crucial milestones Let me tell you all about it!
Hi everybody! I just wanted to get in touch with you after the period of demoing ASYLUM. Last week was pretty intense and exciting, the biggest week yet in the entire development! We got so much feedback and suggestions that we're still filtering your impressions and reports. It's been hugely fun to share the first glimpse of the game with you. The balance of the demo is overwhelmingly positive: exceptional performance in general, very few bug reports, and many happy players. Of the platforms we're currently supporting, Linux clearly needs the most work and rest assured we'll get to it. Everybody will be able to enjoy ASYLUM without issues. Most importantly, you really seem to have like the game so far! Which is a relief as it looks like we didn't throw 10 years of our lives down the drain No, seriously, I must confess that I wasn't expecting such an outstanding reaction after all, ASYLUM is old school, it can be a bit of an acquired taste, and shouldn't be the kind of game that has mass appeal. But it did! Thousands of people played the demo and it was extensively featured on YouTube, even by prominent streamers. And I swear, the reactions have been nearly unanimously positive! This is clearly the game you wanted to play and the one we wanted to make, so it's a match made in heaven (well, or hell, given the subject matter). Two aspects stood out: first, we all agree about the kind of game this should be. From the moody intro to a prevailing sense of strangeness, as well as a few occasional jokes, nobody said "I wasn't expecting this". Or "I thought it was going to be survival horror". Even though the demo is brief and not much happens story-wise, we got to test the mechanics, dialogue system, atmosphere, puzzle design, etc. and it all works. No major changes are needed and this is very good news. All your requests are queued now, crucially the skipping subtitles behavior which isn't consistent when you're exploring vs. dialogues, so that's a priority. But the takeout is: the game works. The second aspect is how much the game reminded you of Scratches. And that's a very good thing because we've been touting it as its spiritual successor. Scratches became a beloved title so we have much to live up to, and so far so good. Whether they where playing the demo or watching it on YouTube, people said that ASYLUM nails the "Scratches feel". It's going to be 15 years since it was released, so I'm very glad that we managed to reproduce that feeling One final bit of good news is that we reached 40.000 wishlists on Steam. Which is quite a lot, especially for a point-and-click adventure. Based on the metrics from the Steam Game Festival, this is easily one of the most anticipated horror games right now, which is both exhilarating and intimidating In short: the ASYLUM demo was a trial by fire and we passed the test with flying colors. The whole Senscape team wants to thank you very, very much for your enthusiasm and support We're back to work to finish the game as soon as we can, knowing it's something you'll want to play. I can't stress this enough: the demo was a mere introduction. No matter what you expect or think you may have figured out about the plot, we will surprise you. The story, the atmosphere, the puzzles, the horror, everything that comes next is better in every regard. And we can't wait to share it with you! So from the darkest bottoms of our cold and twisted hearts, thanks again. I'll be sure to keep you posted of our little odyssey, and yes, try and decide on a launch timeframe soon. Stay safe! Agustn
ASYLUM is a first-person adventure developed by a small and dedicated team with a style reminiscent of early 80s grindhouse videos. It draws inspiration from H. P. Lovecraft's atmospheric stories, the memorable Hammer Films gothic series, as well as twisted Euro Horror from the likes of Lucio Fulci. As players traverse the halls of the massive, decaying Hanwell Mental Institute, they will unravel a mind-bending story and solve puzzles taxing their wits and intuition rather than quick reflexes. Over 10 years in the making and featuring 15 hours of gameplay, ASYLUM is an epic love letter to the point-and-click genre and the spiritual successor to beloved cult classic Scratches.
Join our ever-growing Discord community to chat with the entire team behind ASYLUM. Ask us anything you want about the game, its development, our favorite adventure game, horror movie, preferred murder weapon, you name it!
Link: https://discord.gg/senscape
Mark your calendars: Thu, June 18, 12:00 PM PDT
The Senscape server has become the place to discuss adventures on Discord, but if you don't want to join, we'll take questions right here in our Steam forums as well.
Join us as we play the brand new ASYLUM demo and share insightful details about the development of the project, where we are standing, and what to expect next.
You'll be able to ask questions, give us feedback, praise us, insult us, and summon your Elder God of choice (success not guaranteed).
The live stream will happen right here on Steam, at our store page on Wed, June 17, 12:00 PM PDT:
https://store.steampowered.com/app/230210/ASYLUM
Dear fans, Given the circumstances, the Steam Games Festival has been postponed until June 16. Our ASYLUM demo won't be launching next Tuesday as expected, out of respect for the ongoing social movement affecting the world. We commend Valve for taking this difficult decision and Senscape stands by it 100%. Even though this is happening in the USA, the issue of racism and inequality affects all of us. There are instances of racism everywhere sometimes involuntary, sometimes deeply hateful which are strongly tied to the brutal inequality currently plaguing the world, both economic and social. You often hear that things can't go back to normal after the pandemic, and this is true: we must strive (all of us, all together) to achieve a more equal and just society, where everybody has the same opportunities and rights. Don't be fooled by the fallacy of they think differently racism isnt a matter of opinion. Its fundamentally wrong and goes against our human nature, so we have a moral imperative to decry it. No tolerance for the intolerant. Always. We know many of you needed a refuge space now. You've waited for so long and we are sad to do this, but it's the right thing to do. We'll be back soon with the promised news. In the meantime, we unreservedly extend our support to this movement and demand justice for victims of racism. Love you all, The Senscape Team
Yes, it had to happen someday. It's true: you will be able to start playing ASYLUM as soon as next month. For free. Around 2 hours of polished gameplay. Right here on Steam.
So mark your calendars: from June 9th-14th, this time-limited demo will be part of the Steam Games Festival. Yeah, it's the Summer Edition and the game is kinda more suited to cold winter nights, but it will do. We'll make sure to send rain and thunderstorm your way.
This is the culmination of many weeks of hard work and we're beyond excited to finally let you play the game as we envisioned it. We're also a bit terrified
But seriously, I'm genuinely comfortable with how the game looks and feels, and the demo is representative of what to look for in ASYLUM: lots of mystery, some fun parts, and of course the scary parts. It's Scratches-like through and through, but different at the same time. We sincerely can't wait to hear what you think of it!
Stay tuned as we're readying several activities during this period, including a livestream and live interviews. As always, thank you for your patience and your support while we finish this thing
Agustn
Whew! Its been barely over a month since our previous update, but it feels like entire years passed by. At least it looks as if the entire world has changed (and indeed, it may be a very different world after this pandemic). Yet here we are, safe at home for the time being and enjoying good health. The team is accustomed to work from home, so we certainly cant complain ourselves others, however, are having a very rough moment these days.
Thats the first thing before we proceed with the quick report: if you need to talk, connect with other people, or any sort of assistance, feel free to ping us. Anytime. Were ready to help in any way we can. We should all understand that people are coping with this pandemic in different ways, and being alone at home for an extended period of time can be distressing.
One particular measure we took, after we consulted with the community, is to set up a #covid-19-discussion channel in our Discord server. At first we couldnt tell if it was a good idea or not, but turns out lots of folks wanted to talk about the situation, and the result was a lively channel with responsible information and contention.
As always, adventure game group plays are being constantly organized in the server and were preparing other interesting activities during this quarantine. We're also giving away Steam keys for Scratches during this period if you've never played the game or want to replay it.
Its hard to tell how long the quarantine will last, and it will greatly depend on where you live, but the top recommendation right now is to stay at home as much as you can. If we can stick together virtually, it will be easier to endure.
Hola hola, my lovelies! Yes, we had a longer gap than usual since our previous update. Between the end of the year, some much needed vacations, and work as usual, I couldnt get back to you earlier. But, Im happy to report that everything has been progressing according to plan, and we have so much to tell you! ASYLUM is finally (yes, finally!) coming together and its becoming the game of our dreams. We have prepared a lengthy post filled with loads of new stuff to see.
But first of all, last time I told you that Epic gave us money via a MegaGrant and, as expected, in spite of my reassurances, there was a bit of discomfort. It was our most disliked update ever, even though it was the best news in a while. Look: the Epic grant comes with no strings attached. Its an ongoing program that gives financial support to developers using Unreal Engine. They dont ask anything else in return, except that we complete the game. And we all want that, right?
So let me stress this again: ASYLUM is still coming to Steam and GOG on launch date. I dont like exclusives. I wont betray the trust of fans who have been supporting us for years no matter the amount of cash involved. Were not in this for the money only the power and glory.
Now that we cleared away the confusion
Hello, Steam friends! In this short and sweet update, the last one before the end of the year, I'm sharing exciting news with you:
Hi all! This is a brief update to show you our new gameplay video. A collection of greatly improved, familiar locations and new ones, focusing on interactions and things to do including speaking with the mysterious denizens of the asylum! Take a look: https://youtu.be/2-YgD6FhsmI The game is working remarkably well. In fact, any stuttering you may notice in the video was our recording software behaving erratically But, what you see here is 100% in-game stuff, no processing, no tricks. Asylum is running with a stable 60fps in fullscreen High quality on a 3-year old computer. It's even perfectly playable on Very High quality with extra sharp graphics! So this is how the game looks and feels, and we hope you like it Just a tiny glimpse of many more locations you'll have to explore!
Grrrrreetings from a nefarious place where unholy creatures dwell in the shadows! I'll make it short and quick today because I have quite a lot to tell you. Horror month is here and, while Asylum isn't quite ready yet (sorry, sorry, I know), we did prepare a whole lot of fun things for you. Let's start with a progress report...
Salutations from a desolate place in which sinister shadows crawl as if they were sentient creatures from unhallowed spheres of existence! Yes, its been a longer pause than usual since our latest juicy update, but theres two important reasons behind this: first, weve been working very hard on wrapping up spoiler laden sections of the game, including its crucial and secretive final moments. Quite simply, we had little to report as were adamant about inadvertently leaking key plot details. Second, we love torturing you with these periods of unnerving silence. Yes, its true were horrible people.
Anyways, we have lots of ground to cover today, so grab a cup of coffee or drink, depending on the time of day (or hell, maybe just a drink *regardless* of the time of day) and enjoy the read. Suffice to say, were having an amazingly strong momentum and beginning to savor a gloriously finished game!
Greetings from a twisted plane in the further regions of experience! Wow, that last update was quite well received. Its safe to say it was our most popular post ever. Theres no chance we can live up to that but we can always try!
Theres a great deal of stuff Im going to discuss today, so expect a rather neurotic writeup. But lets start with the major bit of news this week
Greetings from a dimension of ineffable cosmic hideousness! Its about time I made this post as some of you keep asking this question, not to mention lighting torches and raising pitchforks. Ill try to resume as best as possible our vision for ASYLUM, what were trying to achieve with the game, and why the darned thing is taking so long.
This is a long post, so grab a cup of coffee or beer and enjoy.
Greetings, esteemed Steam community! We hope you're off to a terrific 2019! As promised, we come bearing a series of exciting news from the sinister corridors of ASYLUM (and of course eye candy, because we know you love it).
Here we go!
Phew, following a couple of very intensive weeks, we're happy to announce that we have a playable and fully featured demo of ASYLUM working great with top-notch performance and minimal loading times! It's a huge milestone after all this time!
This is an internal demo that we're sharing with Kickstarter backers, and so far initial reactions have been hugely positive: players are in love with the atmosphere and agree that, even after this short glimpse, "what we can expect was worth the wait" and they are "very excited to delve deeper into the dark, decaying corners of ASYLUM!".
Did we say short? Yes, it's only a fraction of the final game, yet backers reported playing 60 minutes, as much as 90! This means our estimation of 10-12 hours for the final game is either spot on or quite conservative. Fans will also be happy to hear that performance is solid even on older computers, and we still have more optimizations to do!
All in all, the outlook is very positive as we now work towards beta status and get ready to suggest a release date. We just ask you a bit more patience, but rest assured: ASYLUM is happening!
Salutations to our wonderful Steam community!
Its been an exceptionally busy month for ASYLUM and its not over yet. Things are progressing fast and were happy to report that were just about to wrap up a big playable chunk of the game in near final form, truly polished and ready for public consumption. Exciting times ahead, and the momentum on Steam keeps getting better! Were now nearing 14.000 wishlists, mere days after we reached 10.000. Wow, just wow!
Greetings, dear followers! We trust you're enjoying your weekend. There was a huge deal of positive reactions to our latest progress update —especially that glimpse of our dialogue system— so we decided to share more:
https://youtu.be/QhzGV36uLWI
That's right, this is exactly what happens when you enter the foreboding Hanwell Mental Institute! It's finally possible to complete a first big chunk of the game, conversations included, which is a big milestone for us. While we haven't recorded voice overs yet, this should give you a good idea of what it feels like interacting with denizens of the asylum.
And since we're here, let us show you a glimpse from one of the most menacing rooms in the game:
https://youtu.be/qGDCnCEPN5o
This screams ATMOSPHERE, right? You'll be screaming too, trust us. We hope you like it, because we're doing this game with much love.
And speaking of love:
THANK YOU for pushing us over 10.000 wishlists! (actually over 11.000 as of this writing). ASYLUM is enjoying a great momentum and development is progressing fast.
We hope to be sharing more news with you soon. In the meantime, thank you so much for your patience and support as we conclude this monstrous adventure game!
—The Senscape Team
Things are looking up with the development of our colossal horror adventure! We’re happy to report ASYLUM is nearly feature complete and we did a little video to show you:
https://youtu.be/9m9zIbjGh9Q
"Feature complete" is a crucial milestone meaning all the systems intervening in the game (exploration, inventory, dialogues, menu, etc.) are ready. A quick lowdown of the stuff we did and improved since our latest gameplay video include:
If you were fortunate to experience the era of VHS stores, you may remember the unique feeling of exploring the horror movies section: big boxes with bold letters, the shocking posters, incredible hand-painted artwork… Alas, something seems to have been lost since then. Some of that craft has long been gone.
But not for us!
ASYLUM is not only a heartfelt love letter to the adventure genre but also vintage horror, designed after years of watching every horror movie you can think of, and even some you had no idea they existed. We take horror very seriously, and we’re driving this point home more than ever with our gorgeous set of posters, including one we’re releasing just today. Would you like to pin one of these to your wall?
We hope you enjoy these posters as much as we enjoyed doing them. Remember, ASYLUM is a labor of love, and the painful wait will be greatly rewarded. Stay tuned for more news, including upcoming Twitch streams at https://www.twitch.tv/senscape.
JOIN US TODAY: https://discord.gg/fJfuRVv
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