Earl Edmond Steinrot Welcomes You to Grau Hill Mansion
Victor and Alissa, a young noble couple, are lured to Grau Hill with the promise of a cure for Alissa’s wasting disease but sometimes, the cure is worse than the affliction. Dripping with blood and bloated with monstrous entities, Grau Hill mansion reveals itself to be far from the center of healing they had envisaged and Victor will need to use every tool, wield every weapon and keep his wits to survive what awaits in the darkened halls. The decisions he makes and the actions he takes will also determine the course of future events and a happy ending isn’t always possible.
First of all we apologize for the delay in publishing a new dev-log.
During June we participated in the Steam Games Festival event, which has given us a lot of visibility and a lot of feedback on the Lamentum demo.
Now that the event is over, we are analyzing all that feedback and trying to improve the playable experience.
Save system:
We still have to balance more the number of places where can be saved in the game and the number of consumables to do it.
Surely we will expand some corridors shown in the demo to add more content and on the way add more save points.
About the sprint system:
We proposed this mechanic to guarantee a possibility of escape from enemies and make the combat system a little more dynamic (always within the premise that Lamentum is a Survival-Horror and not an action game).
We are testing to balance the time the character can run without getting tired and the impact it will have in combat.
Visual changes and improvements:
Visual improvements to the stairs in the hall of the Grau Hill Mansion, to make it more apparent that the stairs go up to the first floor of the mansion.
Improvements in the map system:
In the current demo the map is not fully functional, even so we decided to show it and see how it was integrated into the game. We will finish this mechanic in the last phases of the game development, in which we have all the game map implemented and functional.
We will indicate by icons on the map the closed doors with some symbol, points of interest and the position of the player. The visual style will be similar, since it seems that you like it a lot.
Add the demo to other possible digital platforms:
Although the Steam Games Festival event has ended, our demo is still available and we are looking for other places like Itch.io to upload it (we have had problems uploading it here, but hope to fix it soon).
We continue to work hard at Lamentum but the global situation is delicate. Thank you very much for all the messages of encouragement and feedback.
For anything we are available on social networks, discord, email and of course here :)
Join our Discord channel (https://discord.gg/pef3ujs) as part of the Steam Summer Game Festival and answer all your questions about Lamentum, the prologue demo and our team.
We take this opportunity to remember that if you share a screenshot of any of the three available endings you will get an exclusive weapon in the final version!
Rules:
Share your ending picture in your social networks and follow us on Facebook, Twitter or Instagram.
Contact us by private message so that we can give you your reward when the game is ready.
This month we have advanced a lot in development! :D We have completed some of the most important and complex tasks we had pending and that motivates us a lot ;)
Today we bring you the September devlog loaded with news!
Level Design
During this month we worked on shaping the design of the levels.
Lamentum is composed of different defined areas (interior and exterior) that will be connected as we move forward in the main plot of our history.
In this level design map we have marked all the points of interest (keys, puzzles, enemies) and the most relevant places in the plot. It also helps us balance the difficulty of each zone and choose where to place the save points and where we should connect zones through shortcuts.
This map helps us to shape the game before start to create the definitive maps and allows us to have a global vision of the game.
One of our fears when creating the Lamentum map was to make it too linear and boring. To avoid this we have created a map that invites exploration with multiple secret areas and alternative paths.
Graphic improvements and new enemies
We are improving the visual aspect of some parts of the game that we created when we started with the development of Lamentum.
It is important to maintain the visual quality of the set and that the old graphic material has the same quality as the new material.
This improvement work includes both enemies and characters as decorative objects and puzzles.
In turn we are also creating new enemies and making some of them more terrifying than before.
Save system
One of the parts that was pending to be developed in the main engine of Lamentum was the storage system and finally we have finished it: D
In Lamentum there will be special rooms in which the player will find desks where he can save his progress. For this, it will be necessary to use a consumable object: the ink.
We have chosen this system, as opposed to automatic saving, because we think that it is the player who has to have control of when and where to save his progress and also, the inclusion of limited consumable object adds an additional stress factor.
Final notes.
Soon we will get in touch with everyone who has chosen a reward that includes being part of the game design.
We keep uploading new material and our progress on our Twitter account almost every day: @obscuretales
Remember to add us to your steam wishlist! It helps us a lot!
This is the first blog we publish since we successfully achieved the funding of Kickstarter.
We want to be as transparent as possible and periodically publish our progress. That is why we will be publishing more information and updates through our social networks, our website and Kickstarter updates.
During the last weeks we have been working on advancing the main development of Lamentum, the main course of the plot and fixing bugs.
We have focused on fixing the bugs that you have sent us through the feedback of the demo. Thank you so much for all the comments and opinions!
With all these bugs fixed we have updated the demo and it is now available on IndieDB.
Fixing these bugs is very important and helps make Lamentum a better game.
We are also preparing a future blog post where we will narrate our experience with the Kickstarter campaign. It was a very intense month and we learned a lot of things that we think could be interesting to share.
Thank you all for helping us!
If you find any bug or have any suggestions, do not hesitate to contact us, it helps us a lot.
List of all the bugs we have fixed:
Fixed interface button selection system.
Fixed bug related to teleport (I could leave you in an empty area if you leave and quickly enter a site).
Fixed sounds of teleports, when fixing the previous point some sounds stopped being heard properly and cut sharply as when opening a door.
Fixed bug with open inventory allowed collect items.
Fixed bug with open inventory allowed talk to NPCs.
Fixed bug when killing enemy in basement, when leaving and entering, enemy appeared but did not move.
Fixed a bug when killing the enemy in the kitchen. (cause an error with the audio).
Fixed bug when using the shovel. Clicking twice repeat the animation.
Fixed bug when spawning enemy in kitchen. Enemy stop when leaving the ground.
Improve enemy movement in the kitchen. Related to pathfinding and navmesh.
Fixed bug that allowed to pick up mannequin hand without pushing furniture.
Fixed bugs related to sounds in animations.
Fixed bug related to the keys, some were not removed from the inventory when opening a door.
Fixed some decoration layers.
Added sound when key appears on the floor.
Fixed bug in teleport when falling on the ground, allowed you to move and caused new bugs such as skipping dialogs.
Anyone who completes the demo and shares the end that has been obtained in our social networks will have as a gift the access to an exclusive weapon when the game is launched!