Hey Raiders,
Our next playtest is coming up soon in November!
Press Request Access on the Surfpunk Steam Page.
On November 7th, a limited number of players will be randomly selected into the playtest. You will receive an email on that day if you were selected.
Once you've been granted access, you'll be able to invite up to 3 of your Steam friends.
Create an account on our Surfpunk Community Hub.
Head to the Invite tab and share your personal referral link with friends.
Climb the leaderboard! The top 30 members on the Referral Leaderboard are guaranteed to receive playtest access.
โญIf you've been granted access in a previous playtest, your access will still be valid.โญ
The easiest way to get in touch with us is via the Double Stallion Discord server, so meet us there if you can and we can help you through any issues. It's also the best place to give us feedback and report bugs. We're counting on you to help us improve the game and really value your feedback.
https://discord.gg/doublestallion
Server selection is now accessible from the Title Screen
Removed the hard time limit on Missions
Improved online join flow
Enemy balancing
Metagame balancing
New Art & VFX
Improved UI/UX
See you soon!
- Eric
The countdown to Sanatorium has officially begun!ย
As we get closer to launch, we wanted to provide some background on the game.
We started Sanatorium for our graduation project during our time studying game design. We have no professional background in this field and had to rely on research and even consultations with various experts. Thanks to these experts, we were able to deliver a strong historical foundation for our fictional narrative. One of these experts was the curator and professor of psychiatry from the Museum of the Psychiatric Clinic of the University of Berne in Switzerland.
We received astounding feedback from professionals in the field after playing the demo. They weren't talking about the diagnoses or treatment methods, but about the bureaucracy within the institutions and their core approach to patient care, which, according to them, still feels strangely familiar in some ways today.
The first prototype was created while we were still in school, and after that, we worked in different industries while continuing to develop the game as a side project.
With limited funding and working part-time, juggling development, resources, and our individual workloads was often challenging. In a sense, creating a game focused on mental well-being sometimes pushed our own boundaries, but it also helped us grow both as game designers and personally.
We were able to bring our vision for this game to life thanks to the steadfast support of our loved ones, the Swiss cultural promotion organization Pro Helvetia, the Swiss Game Hub co-working space, our committed additional contractors, and our outstanding publisher
The original idea was to explore "professional mimicry" and decision-making as central game mechanics for an academic bachelor thesis. A 1920s asylum proved to be an ideal setting, as its historical backdropโwith its ethical ambiguities and the limited psychological knowledge of the eraโprovided a compelling and challenging environment for these concepts.
Most importantly, weโre mindful of how patients are portrayed in the game to ensure these topics are handled with care. Some games with similar themes tend to mock patients, often by comically exaggerating their symptoms and dialogueโbut weโve made a conscious effort to avoid that.
Some patients are loosely inspired by real individuals, and certain backstories draw from true eventsโbut theyโre intentionally not fully accurate or immediately recognizable. However, players familiar with specific historical figures or events might catch a few subtle hints. We love including easter eggs.
The journey has been hard but incredibly rewarding and we canโt wait for you to discover the many secrets within the Sanatorium.
To our loyal Atherton employees,
We have a quick and simple message; thank you! The Next Fest week was incredible. You turned up in droves to visit the page, download the demo and share your experiences everywhere. Your support for Huntsman (and your terrified squeals) drew in a new wave of people who wishlisted the game and also played the demo. It was incredibly inspiring.
So what's next? In short, we're getting ready to light the fuse on this rocket (insert an arachnid themed analogy if that works for you) as November's launch is incredibly close. We have new spider types to unleash, a launch date to reveal and some other cool bits we won't spoil yet. We'd say the future is bright but...your future largely takes place in a darkened research laboratory infested with enormous carnivorous spiders. But Huntsman's future is looking very good!
As a thank you, here's an in-development snap of something we won't name. This was taken a while back and our new friend is a little camera shy.
We'll be updating the demo with some bug fixes and small QoL improvements in time for launch, to entice more people into the web...we mean to join our wonderful community. For now, we want to say once again, thank you for your continued support.
FEAR the Huntsman. Forget. Everything. And. Run!
Discord: https://discord.gg/Nku7QGXqxD
Instagram: https://www.instagram.com/huntsman_gameofficial/
X: https://x.com/FEARtheHuntsman
TikTok: https://www.tiktok.com/@fearthehuntsman
Hello players! Keybinding options are finally coming to the game! We've also made several other fixes.
Here are the main update items:
v1.1.1
Unity engine security patches
Keybinding Options
Multiple joystick support
Hide GUI mode while playing
Full Screen Mode
Free Run Mode
Some bug fixes
The keybinding option is the biggest improvement. This has been highly requested since our launch. We wish we could have added this sooner, and we apologize again for the delay. Thank you for waiting three years!
Also, we decided to take this opportunity to implement multiple joystick support. However, this feature has not been sufficiently tested. I only own one old X56 HOTAS, so I'm not entirely sure if my code will actually work with two joysticks. In theory, it should be fine, but there might be issues.
Below is a technical explanation for troubleshooting.
case 1.
The game will recognize up to two joysticks in the order they are plugged into the USB ports. If you have many joysticks connected to your PC, please try unplugging and replugging them a few times until the correct ones appear.
case 2.
While using multiple joysticks, other keyboards or gamepads will not respond. This is a defensive measure to prevent the game engine's automatic device-switching feature (which is designed to always use one input device) from getting confused when multiple joysticks are connected.
case 3.
If your devices stop responding after returning from Photo Mode, please try opening the settings menu and reselecting your joystick.
Additional Notes
The Unity engine does not support multiple joysticks by default. So, I came up with a hack to load multiple joysticks into the game by modifying the local multiplayer feature. It's the same concept as the split-screen mode used for playing with friends on old console games. In this case, however, there is only one screen, and each "player's" input signals are merged by custom code and sent to a single crane control script.
This hack works much better than I initially imagined, but it's not perfect. It's better than nothing, but this is not its originally intended use. That's why it has the limitations mentioned above.
These are the only problems I found in my testing, but there may be other combinations of products that won't work. For this reason, we don't recommend buying new joysticks specifically for this game at this time. If you can, please comment here with the joystick combinations that worked for you! It will be a great help to others who are having trouble.
Thank you.
Pulp Action Shotgun has been a labour of love for me over the past year and a half, with a lot of different versions existing on itch and at events. But now a wider audience of people on Steam can have a go at this Comic Book Boomer Shooter Round Survival Game!
The playtest is a single map allowing the player to survive as long as they can against endless waves of hell's on demonic spawn!
The majority of core features are now present, but the game loop in this playtest is the most vanilla version I have planned to make. New concepts and features will be built on top of this solid gameplay experience, but I need to make sure the core loop is fun before adding more.
Feedback at this stage is greatly welcomed and appreciated, as going forward the communication between myself as the developer and you as the audience is what will ensure that Pulp Action Shotgun doesn't miss the mark.
There is a QR in the playtest for any feedback or bugs that arise while playing.
I hope you have fun :)
-Tom