Български (Bulgarian) čeština (Czech) Dansk (Danish) Nederlands (Dutch) Suomi (Finnish) Français (French) Deutsch (German) Ελληνικά (Greek) Magyar (Hungarian) Italiano (Italian) 日本語 (Japanese) 한국어 (Korean) Norsk (Norwegian) Polski (Polish) Português (Portuguese) Português-Brasil (Portuguese-Brazil) Română (Romanian) Русский (Russian) 简体中文 (Simplified Chinese) Español (Spanish) Svenska (Swedish) 繁體中文 (Traditional Chinese) ไทย (Thai) Türkçe (Turkish) Українська (Ukrainian) Help us translate Steam
This item has been banned because it violates the Steam Terms of Service. It is only visible to you. If you believe your item has been banned mistakenly, please contact Steam Support.
This item is incompatible with Greenlight. Please see the instructions page for reasons why this item might not work within Greenlight.
Current visibility: Hidden
This item will only be visible to you, admins, and anyone marked as a creator.
Current visibility: Friends-only
This item will only be visible in searches to you, your friends, and admins.
Update: Let's Catch Up
July 4, 2014 - .Luna.
Dear fellows, before you say anything, let me introduce myself. Yup, I'm not Agustín, but if there's something we share is our strong passion for horror. You can call me Luna and you'll be reading me a lot since I'm the new community manager for Senscape.
It's been long since our last update here on Steam, so it's time for some catch up. To make a long story short: the Senscape family has grown and we've welcomed new members to our team. The decision became mandatory since we're (partially) porting Asylum to Unity.
But, hey! The process is not as drastic as it sounds. Dagon is still our base engine but, since it doesn't provide real-time 3D support, we're switching to Unity in an attempt to make Asylum one of the most visually breathtaking adventure games ever made. Thanks to Unity we can now guarantee an even more immersive experience. Since an image is worth a thousand words, you can get a clearer idea of the visual improvements we're making by watching this video —nice weather effects, huh?
Anyway, it's important to understand that by bringing Asylum to Unity we are NOT making it a full 3D game —it remains a node-based adventure game. However, Unity is also helping us to make the node transitions smoother and, combined with the new visual effects, allowing us to enhance the illusion of real 3D.
It's worth noting that we're still supporting a standalone version of Dagon that doesn't depend on Unity. For those of you interested in trying the current engine, here's its Greenlight page. “Dagonity", as we call the new version, will also be open source and free to use.
For anyone who'd like to read a more detailed explanation about this "Dagonity" process, I suggest you pay a visit to our Kickstarter page – Agustin's been updating it quite regularly.
That's all for today my deranged friends. See you soon!