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Enola
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Platforms: PC
Languages: English
Players: Single-player
Posted:
Updated:
Aug 29, 2012 @ 9:39am
May 26, 2013 @ 11:27pm

Would you buy this game if it were available in Steam?

Yes
No thanks /
Not interested
Ask me
again later
In 1 collection by magnolia__fan
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Recent Announcements View All (15)
Enola on "Rely on Horror" + some very nice comments
Shadow men got moves (mocap for Enola) and 60% off on Desura
Description
Release date: Full game release Q1 2013 - Currently in alpha-funding state via preorders.
Enola is a story-driven horror/adventure game about love, hate, and death. You play as a girl on a mysterious island, looking for her girlfriend. Over the course of your travels you find there is something else on the island...something dark and evil lurking in the shadows. Visit foreboding locations, solve intriguing puzzles and find clues to uncover mysteries about the island. You’ll have to be quick and cunning to survive. Do you have what it takes to save your loved one before it's too late?

IMPORTANT
Is there anything you need to know about Enola? If you have questions or comments, you're more than welcome to post them below.
To know more about Enola, or want to support its making (by buying the alpha or donating), visit the official page:
http://www.thedomaginarium.com
There you can also find Enola: The Cabin, a small demo that can give you an idea of what kind of game Enola is (the demo version is still in alpha).


About Enola
While Enola is a horror game, it can also be considered some sort of "love story," based on the interactions between characters. The concept behind Enola is to make a horror game that is not about fighting monsters or zombies. Similarly, we want to stay away from any “supernatural” horror elements because we're interested on a more “humane” kind of fear. Humans are capable of horrible things, and can be scarier than a 10-foot monster, and that's what we really want to explore with this game. The "human element" is something we really want to explore in this game.

Enola is being developed by The Domaginarium. The game is currently being alpha-funded. To know more about Enola and how you can support its development, visit the official website: http://thedomaginarium.com/enola.html

Features:
  • Story-driven - Enola may be a horror game, but from gameplay elements to level design, Enola pushes the boundaries of the genre with a captivating and intriguing love story.
  • Horror Without Monsters - Enola pushes the emotional boundaries of the player, putting them in an isolated, defenseless state of mind.
  • Unconstrained Mechanics - The mix of first person mechanics and old-school adventure games allows players to keep track of clues and figure out puzzles without the constraints of traditional point-and-click interfaces.
  • Frightenly Calculated Puzzles - Death traps meant to put players’ nerves to the test. Some puzzles are the usual “fail and try again” ones, but in other cases, failing can mean death...
  • Replayability - Random events can add variation to the story experience, with different visuals unique information about the story.
  • Superb Voice Acting and Musical Score - Enola now offers a spine chilling soundtrack and immersive voice acting and sound effects.


Credits:
  • Sergio Rosa: video game designer / writer / level design / programming
  • Pamela Albayero: concept artist / character design / additional story material
  • Mercedes Recinos: costume design
  • Nick Borrego: producer
  • Cristian Mendez: logo & UIdesign
  • Niels Fröhling: programming
  • Andrea Bain: 3d modeler and texturer
  • Francesco Bartoli: 3d modeler and texturer
  • Nazar Gjyli: 3d modeler and texturer
  • Giovanni Mauro: 3d modeler and texturer
  • James Munguia: 3d modeler and texturer
  • Emilio Zedan: 3d modeler and texturer
  • Nick Borrego: game musical score (http://www.soundcloud.com/nick-borrego)
  • Chris 'Protosapien' Stone: dance club music (http://www.soundcloud.com/protosapien)

Voice Acting:
  • Elizabeth Hales (http://elizabethhales.com/)
  • Justin 'Spot' Beecher
  • Crystal Spencer
  • Andrea Bain

Sound Design by Studio Daisho, LLC:
  • Jason Lee Rosa
  • John Anderson

About the developer:
The Domaginarium is a small indie game development studio located in El Salvador, a studio is driven by creativity, innovation and experimentation. For more information on The Domaginarium visit their Website (thedomaginarium.com), or check them out on Twitter (@TheDomaginarium)

If you want to know more about Enola, feel free to post in the comments section below, and I'll try to answer all your questions the best I can.
Popular Discussions View All (6)
1
Dec 8, 2012 @ 12:34pm
magnolia__fan
0
Dec 19, 2012 @ 9:14am
magnolia__fan
0
Feb 11, 2013 @ 10:40pm
magnolia__fan
272 Comments
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SOYER May 30, 2013 @ 8:57am 
Nice game)
OneTrueSaxon May 17, 2013 @ 4:11pm 
I like the sounds of this, Gets my vote.
Chad May 10, 2013 @ 7:47pm 
Estoy pendiente de su lazamiento
trinitylynne98 Apr 28, 2013 @ 8:06am 
AMAZING game. Already played it through with the new update .7. I cannot say enough good things about it. This game is story driven, with enough elements of fear produced through the atmosphere, music and of course the unknown. It is not a typical monster game either, although your life is in danger via "death traps," and, oh yeah there is a psychopathic killer chasing you..."He can be anywhere." The story pulls deep at your heart strings, and it is not for the faint of heart. Highly immaginative, yet also realistic. I cannot wait for future versions to come out and things to be added, as I love it enough to play it through every time :)
Ahumados Apr 17, 2013 @ 11:17am 
Looks Good!
Lusyo Apr 16, 2013 @ 7:03am 
@magnolia_fan: No in France it's not a common name in France ;)
magnolia__fan  [author] Apr 15, 2013 @ 5:03pm 
@Fabo: Thanks a lot for the comment!
@Aphexon: You're totally right. Maybe talking to the camera will help, I think I'm better talking to the camera than talking to just the microphone, lol.
@Driv3n: Thanks a lot for the ideas. You're right, some should not be so difficult so they become a source of, well, achievement and not frustration.
Fabo Apr 15, 2013 @ 5:25am 
Looks awesome. Hope it will be released on Steam.
Aphexon Apr 15, 2013 @ 4:25am 
@magnolia__fan - I can understand that, I suggest you show what you got to a mate, and you make a video of you explane to him/her. Or maybe it be better if you get em to interview you? Just some ideas. the game looks good, so you should really get video that reflect that :)
Driv3n``. Apr 14, 2013 @ 11:11pm 
When you created achievements, think about players, don't created achievements that will take 100 hours to do them on a indie game. The objective for an achievements hunter, is to complete a indie game in max 30 hours. The achievements don't need to be impossible (do the game without dying), the best achievements are when you have to "search" collectible (find all secrets area, find all bottles etc.). You need to have some easy, for the others players... (you finished, the first level, you play one hour without leave the game, you finished the game.)
You can created some hard like (you finished the game in hard mode, or you finish a level without dying)... but please dont add the achievements like (kill 1.000.000 ennemis, play 1.000 hours, you finish the game without dying, without jumping etc.)

For add them you have to download a steam tools, i think the name is steamworks.