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It Came from the ASYLUM! On Friday!

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?

It's in the details


Our focus for the past few months has been to finalize the critical path of puzzles in ASYLUM and ensure the number of details in our scenes are consistent across the entire experience. This last bit means that theres enough stuff to do or investigate in every location of the game, albeit not strictly necessary. If you played our demo, you know there were plenty of objects you could look at, receive a feedback, or perhaps zoom in, such as corkboard with a couple of easter eggs. This takesmuch timeto implement, especially for a game of this size. The least thing we want is an experience that feels strong at the beginning but slowly becomes rushed and lifeless near the end. On the contrary, the whole game has been designed so that its conclusion shatters your mind, which meansconsistencyandstrong pacing. I dislike myself rooms without anything to do in adventure games simply put, we dont want to waste your time with lifeless locations.
Critical path means that every major puzzle has been implemented and the game can be completed from beginning to end. And were almost there: only one puzzle needs to be implemented from scratch, while two others are in the polishing phase. Theyre complex ones and for obvious reasons I cant provide more details (spoilers!), but werereallygetting close. In fact, were already performing internal QA and, good news is, theres a growing list of content thats quickly falling into the were not touching this anymore category. We do have awishlistof stuff that wed love to see in the game, and the question remains how much time were going to devote to that. But for now, our mission is to bring ASYLUM to a shippable state. We devoted this week to compile a thorough list of pending assets, meaning a video, an image, sound effect, text blurb, etc., either due or requiring tweaks. Absolutely everything thats required to have a Release Candidate version, down to the T. Well use this list to come up with a realistic schedule and a tentative launch date that we can share with our community. We still do have a few gray areas that are very hard to estimate (namely pending cutscenes), but those are dwindling by the minute.
To address a particular request in the forums: the demo we released last year in the context of the Steam Festival was truly meant to be limited, key reasons being that it wasnt 100% representative of the final game. Missing voice acting and sound effects for instance hurt the experience to some extent and were among the biggest criticisms we received. After the demo was taken down, we distributed keys to fans that kindly asked us to play it on an on-and-off basis, but we stopped doing that now. The game is in an even better shape than it was last year, thanks in no small part to entirely reworked soundscapes (more about this in a moment!) among other crucial tweaks, including lots of feedback you submitted. Yes, we know youre anxious to play the game, and yes, we may re-release the demo with these upgradesand voice-overs, which were hoping to being recording soon.

Increasing the family


OK, now lets proceed with news about our team because, trust me, we want to finish ASYLUM as badly as you want to play it! Our newest addition is ManuelJofrePoza, student of a filmmaking career in a public university (UNSAM) who brings a fresh new perspective to the project and happens to be a longtime fan ofScratches! Which is super cool because hes incredibly talented and attentive to detail, exactly the kind of role we needed at this stage. Manuel is doing thorough QA (and I do meanthorough) pointing out each thing that seems out of place. His first playthrough was a big success as he was able to complete a large chunk of the game in one go and without any hints. Yay! I love when he posts in our Discord group quick progress reports with our logo and cool info. Very professional.

Its interesting to see the process here, identifying anomalies in a scene and quick ways to improve the atmosphere. For example, Manuels initial plan for the Boiler Room was to bring a sort of hazy look and volumetric light to the fire, but thats easier said than done because this is an animated video on top of an image.
The faster workaround was to spawn a warm point light in that area, andvoil, more immersive flames! I really like it. I mean, you can almost feel the heat coming out of that thing.
So, big round of applause for Manuel, our newcomer who by the way just got married! Next, Id like to mention the involvement of CornelisSjbeck, who happens to be a Kickstarter backer. Cornelis approached us a short while ago with a neat proposal: as a student in the final stages of a career in computer science, he needed to work on a master-thesis which he wanted to orient to composition/audio design and kindly picked ASYLUM as his subject matter. So, after a few meetings, Cornelis put hands to work on several new sound effects, as well as redesigning current ones. The improvement is shockingly good: beautifully balanced and mastered soundscapes bring a whole new level of immersion to our environments. Waterdrops, crumbling debris, gurgling sounds, buzzing lightbulbs, distant machinery, and a variety of ambient noises among a plethora of new sound effects. Its a brilliant work and we couldnt be more grateful for his involvement.
I mean, the guy went as far as usingactual bonesto produce a particular effect (I didnt ask about the source of the bones, nope, dont want to know).
Thanks again Cornelis for contributing to the project! You rock!
And the final but very important bit of news is the promotion of Elizabeth Burner, more commonly known across our networks asMcQuigan, as the official Community Manager of Senscape! Youve probably seen her doing the rounds on Discord and Steam, addressing all kinds of inquiries and topics, organizing activities and so forth. Senscape owes her a big deal, and this is an overdue promotion. Beth is closely aligned with the vision and ideals that make our community such a friendly place to be, so were all super happy to have her in the team.
All of this means that, yes, were growing and its an exciting time for the company. The most exciting times are yet to come, of course, as our mammoth project begins looking like a finished game. Theres never been a team this large working on the game (six people now!) and each passing day fewer tasks remain. I want to thank you all for your patience and support. Contrary to some things being said around, weareworking on ASYLUM, andit will be released. Ive always encouraged and addressed constructive criticism but for some reason, perhaps the times were living in, you often read comments that are downright cruel and hurtful. But for each one of those, there are many more words of encouragement that still remind me why we love and believe in what we do. Anyway, I promise the next update will come sooner, hopefully with more decisive news. Until then! Agustn


[ 2021-07-23 21:15:56 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
    • Processor: 3.2GhzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 630 or equivalent
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