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October 21, 2015 - AgustinCordes
Surprise! For the first time ever, we’re making publicly available the full 2-minute long introduction to Asylum. This ominous ride towards the Hanwell Mental Institute through a clifftop overlooking the immemorial ocean is just a glimpse of the mood that awaits you in the game: brooding, surreal, and relentlessly menacing:
The intro may look subtle but if you pay attention you might notice disturbing details. Keep in mind this not final and, thanks to the feedback of our Kickstarter backers, we’re working on some small but key changes.
We hope you enjoy this preliminar look into our ambitious project that may earn a permanent place in your nightmares.
July 24, 2015 - AgustinCordes
Hello new and devoted fans! As more of you come to this Greenlight page and days go by, here’s a promised status update of Asylum. I’ll try to keep it short, but first: feel free to download this pack of scrumptious HD wallpapers for your desktop and mobile devices. They ooze mood and fear: http://www.senscape.net/files/asylum_wallpapers_pack1.zip
So, Asylum has been in alpha for a while. The entire building — Hanwell Mental Institute — can be explored fully, close to 100 distinct locations with tons of details and horrifying things. We’re now implementing the actual game logic, which is the things you do and problems you solve inside this dreadful place. This year we achieved a crucial milestone in the project: the characters you meet in Hanwell, and the way you interact with them, have been finalized. As I'm going to discuss in upcoming updates, this was no small feast: these dwellers of the asylum look and behave humanly, with impressive animations and believable reactions to your questions. They’re truly on the same level of big budget games, and they took a tremendous time to get right. Here's a test we did for the mysterious Lenny — perhaps your only friend in Hanwell — and he's already looking much better:
Other progress include the breathtaking new visual effects, such as a foreboding weather system that will completely change the style and feel of the Asylum. Check out this oppressive sunset and brooding thunderstorm:
We say this often but the reason we don’t want to venture a release date is to avoid giving you false expectations. We’ve been doing so for the past years (harkening back to an embarrassing “Coming 2011”) and you see how that went. This is a huge game, too huge we reckon, with a difficult schedule that’s hard to estimate, but we’re pulling it off. We’re also very stubborn when it comes to the quality and style of the things we do. The kind of detail we're striving to achieve can be seen in this mysterious tape recorder — note the strikingly realistic wobbling tape head:
Those Kickstarter backers who tried Asylum can confirm that simply moving around Hanwell alone can take several hours. For sure, this is a game that will live up to the expectations, not just playing it but encouraging endless theories and discussions about its story.
Oh, we have dead cats too:
But while we don’t have news release-wise, we can tell you this: we have settled on a schedule for upcoming things to see and hear from the project. There’s been a bit of uncomfortable silence here but rest assured that all is well and that we’re making progress every day. The moment Asylum is closer to become a reality, it will all happen very fast: new trailer, dozens of screenshots, lengthy gameplay video, post-mortem, live Q&A, demo, you name it. But we’re saving all that to build hype for the shocking moment of truth when you get to see for yourselves the fruit of five years of work and counting. It will happen. 100% guaranteed.
Finally, we're working on a new Steam page with dedicated forums (a much needed upgrade from this Greenlight page) that it's going to be available real soon. It will be much easier to post news and keep you updated then!
For now, thank you so much for your patience and being here for us. Until next time!
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!
January 29, 2013 - AgustinCordes
Finally, after months of preparation, we’re ready to go! With your help, we can fund the final lap of development for Asylum and finish the game as soon as possible. Our pitch video puts it better:
We hope you enjoy the wacky campaign, which is also suitably creepy. Some of our rewards are extremely limited, so you’ll have to act quickly! There’s something for everybody’s taste though. If you can’t pledge, of course we still love you. At the very least, we would appreciate if you spread the word as much as you can!
Here’s the official link neatly shortened that we’re using to share the news: http://lockme.in/Asylum
If you’re in the Twitterverse, you can use the following hashtag to discuss the campaign: #KickAsylum
Thanks, and have fun!
January 15, 2013 - AgustinCordes
WE DID IT!!
After months of waiting and many anxiolytics, we've been finally approved on Steam Greenlight. This means Asylum will be immediately released on the Steam platform the minute it's available. Also, Asylum happens to be the first game from Argentina to pass this process.
We couldn't have achieved this without your help and endless support, so... THANK YOU VERY, VERY MUCH!