I just wanted to get in touch with you after the period of demoing ASYLUM. Last week was pretty intense and exciting, the biggest week yet in the entire development! We got so much feedback and suggestions that we're still filtering your impressions and reports. It's been hugely fun to share the first glimpse of the game with you.
The balance of the demo is overwhelmingly positive: exceptional performance in general, very few bug reports, and many happy players. Of the platforms we're currently supporting, Linux clearly needs the most work and rest assured we'll get to it. Everybody will be able to enjoy ASYLUM without issues. Most importantly, you really seem to have like the game so far! Which is a relief as it looks like we didn't throw 10 years of our lives down the drain š
No, seriously, I must confess that I wasn't expecting such an outstanding reaction ā after all, ASYLUM is old school, it can be a bit of an acquired taste, and shouldn't be the kind of game that has mass appeal. But it did! Thousands of people played the demo and it was extensively featured on YouTube, even by prominent streamers. And I swear, the reactions have been nearly unanimously positive! This is clearly the game you wanted to play and the one we wanted to make, so it's a match made in heaven (well, or hell, given the subject matter).
Two aspects stood out: first, we all agree about the kind of game this should be. From the moody intro to a prevailing sense of strangeness, as well as a few occasional jokes, nobody said "I wasn't expecting this". Or "I thought it was going to be survival horror". Even though the demo is brief and not much happens story-wise, we got to test the mechanics, dialogue system, atmosphere, puzzle design, etc. and it all works. No major changes are needed and this is very good news. All your requests are queued now, crucially the skipping subtitles behavior which isn't consistent when you're exploring vs. dialogues, so that's a priority. But the takeout is: the game works.
The second aspect is how much the game reminded you of Scratches. And that's a very good thing because we've been touting it as its spiritual successor. Scratches became a beloved title so we have much to live up to, and so far so good. Whether they where playing the demo or watching it on YouTube, people said that ASYLUM nails the "Scratches feel". It's going to be 15 years since it was released, so I'm very glad that we managed to reproduce that feeling š
One final bit of good news is that we reached 40.000 wishlists on Steam. Which is quite a lot, especially for a point-and-click adventure. Based on the metrics from the Steam Game Festival, this is easily one of the most anticipated horror games right now, which is both exhilarating and intimidating š¬
In short: the ASYLUM demo was a trial by fire and we passed the test with flying colors. The whole Senscape team wants to thank you very, very much for your enthusiasm and support šš¼ We're back to work to finish the game as soon as we can, knowing it's something you'll want to play. I can't stress this enough: the demo was a mere introduction. No matter what you expect or think you may have figured out about the plot, we will surprise you. The story, the atmosphere, the puzzles, the horror, everything that comes next is better in every regard. And we can't wait to share it with you!
So from the darkest bottoms of our cold and twisted hearts, thanks again. I'll be sure to keep you posted of our little odyssey, and yes, try and decide on a launch timeframe soon. Stay safe!
ASYLUM is a first-person adventure developed by a small and dedicated team with a style reminiscent of early 80s grindhouse videos. It draws inspiration from H. P. Lovecraft's atmospheric stories, the memorable Hammer Films gothic series, as well as twisted Euro Horror from the likes of Lucio Fulci. As players traverse the halls of the massive, decaying Hanwell Mental Institute, they will unravel a mind-bending story and solve puzzles taxing their wits and intuition rather than quick reflexes. Over 10 years in the making and featuring 15 hours of gameplay, ASYLUM is an epic love letter to the point-and-click genre and the spiritual successor to beloved cult classic Scratches.
Join our ever-growing Discord community to chat with the entire team behind ASYLUM. Ask us anything you want about the game, its development, our favorite adventure game, horror movie, preferred murder weapon, you name it!
The Senscape server has become the place to discuss adventures on Discord, but if you don't want to join, we'll take questions right here in our Steam forums as well.
Join us as we play the brand new ASYLUM demo and share insightful details about the development of the project, where we are standing, and what to expect next.
You'll be able to ask questions, give us feedback, praise us, insult us, and summon your Elder God of choice (success not guaranteed).
The live stream will happen right here on Steam, at our store page on Wed, June 17, 12:00 PM PDT:
Given the circumstances, the Steam Games Festival has been postponed until June 16. Our ASYLUM demo won't be launching next Tuesday as expected, out of respect for the ongoing social movement affecting the world. We commend Valve for taking this difficult decision and Senscape stands by it 100%.
Even though this is happening in the USA, the issue of racism and inequality affects all of us. There are instances of racism everywhere āsometimes involuntary, sometimes deeply hatefulā which are strongly tied to the brutal inequality currently plaguing the world, both economic and social. You often hear that āthings can't go back to normalā after the pandemic, and this is true: we must strive (all of us, all together) to achieve a more equal and just society, where everybody has the same opportunities and rights.
Don't be fooled by the fallacy of āthey think differentlyā ā racism isnāt a matter of opinion. Itās fundamentally wrong and goes against our human nature, so we have a moral imperative to decry it.
No tolerance for the intolerant. Always.
We know many of you needed a refuge space now. You've waited for so long and we are sad to do this, but it's the right thing to do. We'll be back soon with the promised news. In the meantime, we unreservedly extend our support to this movement and demand justice for victims of racism.
Yes, it had to happen someday. It's true: you will be able to start playing ASYLUM as soon as next month. For free. Around 2 hours of polished gameplay. Right here on Steam.
So mark your calendars: from June 9th-14th, this time-limited demo will be part of the Steam Games Festival. Yeah, it's the Summer Edition and the game is kinda more suited to cold winter nights, but it will do. We'll make sure to send rain and thunderstorm your way.
This is the culmination of many weeks of hard work and we're beyond excited to finally let you play the game as we envisioned it. We're also a bit terrified š¬
But seriously, I'm genuinely comfortable with how the game looks and feels, and the demo is representative of what to look for in ASYLUM: lots of mystery, some fun parts, and of course the scary parts. It's Scratches-like through and through, but different at the same time. We sincerely can't wait to hear what you think of it!
Stay tuned as we're readying several activities during this period, including a livestream and live interviews. As always, thank you for your patience and your support while we finish this thing šš¼
Whew! Itās been barely over a month since our previous update, but it feels like entire years passed by. At least it looks as if the entire world has changed (and indeed, it may be a very different world after this pandemic). Yet here we are, safe at home for the time being and enjoying good health. The team is accustomed to work from home, so we certainly canāt complain ourselves ā others, however, are having a very rough moment these days.
Thatās the first thing before we proceed with the quick report: if you need to talk, connect with other people, or any sort of assistance, feel free to ping us. Anytime. Weāre ready to help in any way we can. We should all understand that people are coping with this pandemic in different ways, and being alone at home for an extended period of time can be distressing.
One particular measure we took, after we consulted with the community, is to set up a #covid-19-discussion channel in our Discord server. At first we couldnāt tell if it was a good idea or not, but turns out lots of folks wanted to talk about the situation, and the result was a lively channel with responsible information and contention.
As always, adventure game group plays are being constantly organized in the server and weāre preparing other interesting activities during this quarantine. We're also giving away Steam keys for Scratches during this period if you've never played the game or want to replay it.
Itās hard to tell how long the quarantine will last, and it will greatly depend on where you live, but the top recommendation right now is to stay at home as much as you can. If we can stick together virtually, it will be easier to endure.
AND NOW... THE LARCH. SORRY, THE STATUS REPORT.
As for us and the project, everything is more or less proceeding according to plan. I wonāt lie to you, things are exceedingly more complicated now ā two of us are locked up with children (even multiple children) and some of our days are truly, unbelievably chaotic. The streak of productivity we were having beginning this year has taken a noticeable hit.
That said, weāre luckily at a time when the project is solidly under control and we have a comfortable budget thanks to the Epic MegaGrant we received last year. Weāre getting ready to wrap up a series of demos (for Kickstarter backers and journalists), and over one third of the game is playable in one go and in the bag!
All things considered, weāre very much working on the game even in this situation and still eyeing a release late this year. As I explained last time, the first 1/3 of the game was by far the most intricate and busiest moment of the game in terms of assets and design. But thatās done and itās all progressing faster now. Currently, weāre putting the finishing touches to just a few rooms that needed work and more items: the Laboratory, featuring the mysterious Dr. Miller, and the Museum. Iāll be showing you more of the Museum next time, which had some outdated graphics and is enduring a decisive facelift ā weāre including some truly sinister stuff in that place š¬
MORE INMATES IN THE ASYLUM!
And last but by no means least, weād like to welcome RocĆo to the Senscape team! She happens to be Taisā sister š
Hi, you two! šš¼
RocĆo is a terrific artist who specializes in 3D modelling and texturing. Itās her first foray in the game industry, and talk about a complicated project to begin with! Her first task was to design disturbing medical instruments and severed hands, among other repulsive things. Iām so sorry, RocĆo š
Itās funny: after a strange turn of events, serendipity has brought two sisters working together on the game while quarantining during an unprecedented pandemic. What a weird year! So thank you RocĆo for joining us and help us put finishing touches to this cyclopean beast of an adventure game šš¼
That will be all for now, but Iāll be sure to keep you posted. Itās a difficult year to be sure, but know that weāre determined to make you happier in a few ways before itās done. Lots of cool ideas are on the plate, as well as a game thatās getting closer to completion. Stay tuned!
Hola hola, my lovelies! Yes, we had a longer gap than usual since our previous update. Between the end of the year, some much needed vacations, and work as usual, I couldnāt get back to you earlier. But, Iām happy to report that everything has been progressing according to plan, and we have so much to tell you! ASYLUM is finally (yes, finally!) coming together and itās becoming the game of our dreams. We have prepared a lengthy post filled with loads of new stuff to see.
But first of all, last time I told you that Epic gave us money via a MegaGrant and, as expected, in spite of my reassurances, there was a bit of discomfort. It was our most disliked update ever, even though it was the best news in a while. Look: the Epic grant comes with no strings attached. Itās an ongoing program that gives financial support to developers using Unreal Engine. They donāt ask anything else in return, except that we complete the game. And we all want that, right? š¬
So let me stress this again: ASYLUM is still coming to Steam and GOG on launch date. I donāt like exclusives. I wonāt betray the trust of fans who have been supporting us for years no matter the amount of cash involved. Weāre not in this for the money ā only the power and glory.
Now that we cleared away the confusionā¦
THE CLOCK IS TICKING
ASYLUM is storming into the new decade with equal doses of hope and despair! The team has been keeping up with a strict schedule and meeting our goals. As you may know, the entire ASYLUM experience is roughly divided into hours or āchaptersā. The first hour took a huge deal of work worth several months, as it involved lots of set up, many locations, events introducing the narrative, conversations with a character, etc. The second hour āwhich features a rather intricate puzzleā still took a lot of time, but relatively much less than the first hour. The third hour, though, was nearly a breeze in comparison. And now it looks like the fourth and upcoming hours will take even less.
As expected, the latter stages of development are proportionally taking us far less time. This is a rather common thing in adventure games, and especially true in the case of ASYLUM: the story is designed in a way that you get to meet several characters at first along with a slew of key plot elements, which requires a big development effort. You could say that we now have the entire structure of the game in place, both in terms of game logic and engine framework. In fact, weāre barely doing changes to the framework at this point!
This is good, folks. This is all good.
What this basically means is that we have around one third of the game in a playable and fairly polished state. Thereās always going to be one final pass of bug fixing and tweaks before we can happily say āitās all overā and cry tears of joy and resume our lives, but what we have now is already rock solid. This is because weāre being methodical and careful while implementing gameplay and, luckily, the amount of bugs weāre overlooking seems small. Backers who decided to try the game can attest to this. Moreover, we have feature parity āboth in terms of performance and stabilityā across all announced platforms: Windows, macOS and Linux. If you knew all the stuff we must do to support Linux⦠For example, converting all our videos to sequences of JPG images. Ouch š¤¦š¼āāļø
How about we all go back to MS-DOS for our next game? You know, it was way easier back then. Would you play an ASCII adventure? Look, we could release 3 or 4 ASYLUMs per year if we do them in ASCII. I swear.
ATMOSPHERE WITH A CAPITAL 'A'
Thereās not much I can tell you about the new sections of the game weāre working on as itās delicate, spoiler-ridden territory. This might even complicate future updates too, as I must strike a balance between informing you without showing much. For now, letās say the story and puzzles are coming together as we expected. Weāre eager to hear feedback from backers to see if some game mechanics need adjustment, or for example tell us if a puzzle blatantly sucks. I donāt think so ā I would love these puzzles as a fan of adventures, and theyāre decidedly less obscure than what you found in Scratches. Theyāre challenging without being unfair, demanding wit and observation rather than logical thinking. Thereās a few surprising environmental puzzles too. Iām sure youāll love all of them!
What I can show you are the little touches weāve been adding here and there, such as completely reworked and custom sky. Itās small things like this that can add so much to the ambiance of the game! Remember: these sorts of details are more tricky to add because weāre not working with full 3D. All the locations are pre-rendered š
Itās a fantastic and fun phase of development when you know the underlying mechanics are working and you can now focus on the atmosphere and soundscapes of the game. We have a lengthy list of details weād like to add (and weāll see how far we can get) but rest assured this is an environment you wonāt ever forget.
A big upgrade worth mentioning is a higher quality format weāre using for our textures. The difference is very noticeable in-game, especially in darker areas, and thereās no trace of pixelated regions now. Iām testing ASYLUM on a Retina display and, let me tell you, it looks stunning:
Finally, I prepared a short video showing you how the in-game menu works and a nifty feature: near instant resume of gameplay. Itās so quick and sudden that weāll be adding some sort of pop-up, indication, something to let you know that, yes, this all normal, you can just keep playing:
LOOKING FORWARD
We believe weāre still on track to wrap up the game later this year. You know the drill: I honestly canāt confirm this and Iād like to be extra careful when announcing a solid launch date. Given the size of the project āas well of our teamā and its unruly, atypical nature, itās incredibly hard to assess the pending volume of work. But, every passing day is less work, and a firm date gets closer to reality. When the official date is announced, it will be set in stone. For now, weāre eyeing late September. But remember: itās an estimation.
Among our plans is welcoming a new team member soon (thanks to the Epic grant) to assist us with pending assets. We now have all programming aspects covered but are noticing a potential bottleneck in our assets workflow (it was the other way about a year ago). This will give us another big boost šŖš¼
Throughout March, we expect to have 50% of the game completed. We hope to be distributing three builds of the game soon with varying degrees of content: all backers (3000+ people) will have access to the near-final version of the 8:00 PM chapter, the most polished and releasable content (which may become a public demo eventually). VIP backers (~100) will be able to play from 8:00 PM to 10:00 PM. Weāre also producing a special version for the press featuring from 8:00 PM to 9:00 PM as we feel it presents a more interesting cliffhanger for previewing purposes and less chances of leaked spoilers. Remember that those game hours have no correlation with real life hours: the VIP build is already worth 5-6 hours of gameplay. Thatās as much as many finished games!
It will be really exciting exciting from now on as youāll be hearing about ASYLUM from many more sources. Weāll let everyone post captures of the game up the 9:00 PM chapter mark. ASYLUM everywhere! š
Speaking of which, weāve been doing great in the hype department. We now have 7000+ followers on Steam and close to 38.000 wishlists. I canāt stress how positive this is! It would be amazing to reach 50.000 wishlists by the time the game gets released, so if you havenāt spread the horror--I mean, word, weād be delighted if you do so!
Itās been a long time, yes, we know. I want to assure you that weāre working hard on the game, making solid progress, and our vision is coming to life as we expected. The playable content feels great and youāll be both entertained and creeped out for a long time once itās ready. I want to thank all of you again for your patience, kindness, and support. We couldnāt be creating such an ambitious project without you š
I promise to keep you apprised of further developments soon. Until next time,āØāØ āAgustĆn
PS: I collected all the snippets from this update in a higher quality video with full frame rate. Talk about service!
In this short and sweet update, the last one before the end of the year, I'm sharing exciting news with you:
ASYLUM HAS BEEN AWARDED AN EPIC MEGAGRANT!
But wait, because whenever you hear 'Epic' around these parts, there's immediately talk about exclusives, and screaming, and riots, but calm down: this has nothing to do with exclusives! Please put down your pitchforks š
The grant is money with no strings attached and is happening at the best possible time for us. We're going to use this cash on booze and drugs because we really need them to complete the project, but maybe better salaries for the team too, as well as upgrading hardware, a new member for extra polish and meeting our remaining deadlines, as well as other things, such as better chainsaws and sharper axes.
It's truly fantastic news for the end of the year and an important acknowledgment for the team. While the game was progressing great, finances were tight and we were running on fumes. This will allow us to complete the game with less stress and more happiness, and extra happiness is always good. I think this is really good news for the adventure genre too because Asylum may be the first true point-and-click game to be recognized with an Epic grant.
So, we're ending this year on a high note as I'm wrapping up a polished and feature-complete demo for our Kickstarter backers, including settings, saving/loading, and all the stuff you've come to expect in a finished game, for every platform we promised: Windows, macOS and Linux. Our schedule looks good and we're looking to complete this monster in the coming months. Still lots of pending details and testing, but we're eyeing a release around Q3 2020. I'm truly sorry that it can't happen earlier, but we want to give you a lovingly crafted experience without a single bug (well, except disgusting insects you'll find inside the asylum).
Exciting times ahead. Thank you so much for sticking around while we conclude this epic horror adventure šš¼ We won't disappoint you!
This is a brief update to show you our new gameplay video. A collection of greatly improved, familiar locations and new ones, focusing on interactions and things to do ā including speaking with the mysterious denizens of the asylum! Take a look:
https://youtu.be/2-YgD6FhsmI The game is working remarkably well. In fact, any stuttering you may notice in the video was our recording software behaving erratically š
But, what you see here is 100% in-game stuff, no processing, no tricks. Asylum is running with a stable 60fps in fullscreen High quality on a 3-year old computer. It's even perfectly playable on Very High quality with extra sharp graphics!
So this is how the game looks and feels, and we hope you like it š Just a tiny glimpse of many more locations you'll have to explore!
LIVESTREAM (CONFIRMED)
I'm really sorry about this one. I should've posted more updates here. The promised livestream was postponed due to an incredibly nasty acute bronchitis I got a few weeks ago. It was sheer Hell 𤢠And all because I didn't get a flu shot š
Thankfully, I'm back in action and the livestream is totally happening this Friday 22 at 8:00 PM (UTC) on Twitch: https://www.twitch.tv/senscape
If you can't make it, don't worry, I'll record everything. It would be great to see you there! I'll be happy to answer all your questions.
And that's it for today, but hopefully see you soon!