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Attention, Beloved Inmates. It's Time for Your Treatment. Today: SHOCK THERAPY!

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

THE CLOCK IS TICKING


ASYLUM is storming into the new decade with equal doses of hope and despair! The team has been keeping up with a strict schedule and meeting our goals. As you may know, the entire ASYLUM experience is roughly divided into hours or chapters. The first hour took a huge deal of work worth several months, as it involved lots of set up, many locations, events introducing the narrative, conversations with a character, etc. The second hour which features a rather intricate puzzle still took a lot of time, but relatively much less than the first hour. The third hour, though, was nearly a breeze in comparison. And now it looks like the fourth and upcoming hours will take even less. As expected, the latter stages of development are proportionally taking us far less time. This is a rather common thing in adventure games, and especially true in the case of ASYLUM: the story is designed in a way that you get to meet several characters at first along with a slew of key plot elements, which requires a big development effort. You could say that we now have the entire structure of the game in place, both in terms of game logic and engine framework. In fact, were barely doing changes to the framework at this point! This is good, folks. This is all good.
What this basically means is that we have around one third of the game in a playable and fairly polished state. Theres always going to be one final pass of bug fixing and tweaks before we can happily say its all over and cry tears of joy and resume our lives, but what we have now is already rock solid. This is because were being methodical and careful while implementing gameplay and, luckily, the amount of bugs were overlooking seems small. Backers who decided to try the game can attest to this. Moreover, we have feature parity both in terms of performance and stability across all announced platforms: Windows, macOS and Linux. If you knew all the stuff we must do to support Linux For example, converting all our videos to sequences of JPG images. Ouch How about we all go back to MS-DOS for our next game? You know, it was way easier back then. Would you play an ASCII adventure? Look, we could release 3 or 4 ASYLUMs per year if we do them in ASCII. I swear.

ATMOSPHERE WITH A CAPITAL 'A'


Theres not much I can tell you about the new sections of the game were working on as its delicate, spoiler-ridden territory. This might even complicate future updates too, as I must strike a balance between informing you without showing much. For now, lets say the story and puzzles are coming together as we expected. Were eager to hear feedback from backers to see if some game mechanics need adjustment, or for example tell us if a puzzle blatantly sucks. I dont think so I would love these puzzles as a fan of adventures, and theyre decidedly less obscure than what you found in Scratches. Theyre challenging without being unfair, demanding wit and observation rather than logical thinking. Theres a few surprising environmental puzzles too. Im sure youll love all of them! What I can show you are the little touches weve been adding here and there, such as completely reworked and custom sky. Its small things like this that can add so much to the ambiance of the game! Remember: these sorts of details are more tricky to add because were not working with full 3D. All the locations are pre-rendered




Its a fantastic and fun phase of development when you know the underlying mechanics are working and you can now focus on the atmosphere and soundscapes of the game. We have a lengthy list of details wed like to add (and well see how far we can get) but rest assured this is an environment you wont ever forget. A big upgrade worth mentioning is a higher quality format were using for our textures. The difference is very noticeable in-game, especially in darker areas, and theres no trace of pixelated regions now. Im testing ASYLUM on a Retina display and, let me tell you, it looks stunning:
Finally, I prepared a short video showing you how the in-game menu works and a nifty feature: near instant resume of gameplay. Its so quick and sudden that well be adding some sort of pop-up, indication, something to let you know that, yes, this all normal, you can just keep playing: [previewyoutube=IctPLEJYkfc;full][/previewyoutube]

LOOKING FORWARD


We believe were still on track to wrap up the game later this year. You know the drill: I honestly cant confirm this and Id like to be extra careful when announcing a solid launch date. Given the size of the project as well of our team and its unruly, atypical nature, its incredibly hard to assess the pending volume of work. But, every passing day is less work, and a firm date gets closer to reality. When the official date is announced, it will be set in stone. For now, were eyeing late September. But remember: its an estimation. Among our plans is welcoming a new team member soon (thanks to the Epic grant) to assist us with pending assets. We now have all programming aspects covered but are noticing a potential bottleneck in our assets workflow (it was the other way about a year ago). This will give us another big boost
Throughout March, we expect to have 50% of the game completed. We hope to be distributing three builds of the game soon with varying degrees of content: all backers (3000+ people) will have access to the near-final version of the 8:00 PM chapter, the most polished and releasable content (which may become a public demo eventually). VIP backers (~100) will be able to play from 8:00 PM to 10:00 PM. Were also producing a special version for the press featuring from 8:00 PM to 9:00 PM as we feel it presents a more interesting cliffhanger for previewing purposes and less chances of leaked spoilers. Remember that those game hours have no correlation with real life hours: the VIP build is already worth 5-6 hours of gameplay. Thats as much as many finished games! It will be really exciting exciting from now on as youll be hearing about ASYLUM from many more sources. Well let everyone post captures of the game up the 9:00 PM chapter mark. ASYLUM everywhere! Speaking of which, weve been doing great in the hype department. We now have 7000+ followers on Steam and close to 38.000 wishlists. I cant stress how positive this is! It would be amazing to reach 50.000 wishlists by the time the game gets released, so if you havent spread the horror--I mean, word, wed be delighted if you do so!
Its been a long time, yes, we know. I want to assure you that were working hard on the game, making solid progress, and our vision is coming to life as we expected. The playable content feels great and youll be both entertained and creeped out for a long time once its ready. I want to thank all of you again for your patience, kindness, and support. We couldnt be creating such an ambitious project without you I promise to keep you apprised of further developments soon. Until next time, Agustn PS: I collected all the snippets from this update in a higher quality video with full frame rate. Talk about service! [previewyoutube=rE21KDcdXRs;full][/previewyoutube]


[ 2020-03-05 18:53:12 CET ] [ Original post ]



ASYLUM
Senscape
  • Developer

  • Senscape
  • Publisher

  • As soon as we can.
  • Release

  • Indie Adventure Singleplayer
  • Tags

  • Game News Posts 30  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • http://senscape.io
  • Website

  • https://store.steampowered.com/app/230210 
  • Steam Store

  • The Game includes VR Support

    From the creators of cult sleeper hit Scratches and the haunting Serena, comes a chilling journey into the darkest depths of your mind. ASYLUM is an ambitious and intricate horror adventure casting you into the hallucinatory setting of the Hanwell Mental Institute, a silent witness to unimaginable atrocities that transpired between its endless corridors.

    With influences ranging from Lovecraft to Peter Cushing to Lucio Fulci, ASYLUM has been meticulously crafted with a strong focus on storytelling and atmosphere. Explore countless of tenebrous environments, find your way throughout a towering, lifelike mental hospital, and solve a surreal mystery that will haunt you for years to come.

    What you can expect

    • A mind-bending original storyline that we somehow managed to keep secret during 10 years of production.
    • An atmosphere so engrossing you will almost smell the stench of decrepitude and putrefaction around you.
    • Exciting challenges rewarding your wit and observation. No pixel hunting or boring math puzzles.
    • Memorable soundtrack inspired by vintage horror productions and quite a bit of John Carpenter.
    • No jump scares! OK, maybe just a frightening couple that will hit you when you least expect it.
    • Relentless pacing leading to a shocking and disturbing conclusion. You simply won’t believe what’s coming!

    We poured our heart and soul into creating an involving and endlessly rewarding adventure. If you love the kind of slow-burning horror with an old-school sensibility that creeps upon you, ASYLUM will be an unforgettable experience.
    MINIMAL SETUP
    • OS: Ubuntu 10.10 or later
    • Processor: 2.4Ghz or higherMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Vulkan or OpenGL 4.3 compatible video card
    • Storage: 15 GB available spaceAdditional Notes: Consider having heart medication nearby. Just in case.
    RECOMMENDED SETUP
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    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 630 or equivalent
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