SOMA - heidi
How do you handle travel time in games, and how do you keep the players intrigued and content during these periods. How do make going from one place to another fun? And what's the difference in our expectations depending on the type of game we choose to play?

Read our new blog post, where Thomas shares his thoughts on the subject. And let us know what you think in the comments!

http://frictionalgames.blogspot.se/2017/03/traversal-and-problem-with-walking.html

SOMA - heidi
How do you handle travel time in games, and how do you keep the players intrigued and content during these periods. How do make going from one place to another fun? And what's the difference in our expectations depending on the type of game we choose to play?

Read our new blog post, where Thomas shares his thoughts on the subject. And let us know what you think in the comments!

http://frictionalgames.blogspot.se/2017/03/traversal-and-problem-with-walking.html

SOMA - heidi
Time to get to know our executive producer, Fredrik, a little bit better. He shares some thoughts on our future projects, and let you get an insight on how Frictional Games is transforming into a two-project studio.
http://frictionalgames.blogspot.se/2017/02/people-of-frictional-meet-fredrik-our.html
SOMA - heidi
Time to get to know our executive producer, Fredrik, a little bit better. He shares some thoughts on our future projects, and let you get an insight on how Frictional Games is transforming into a two-project studio.
http://frictionalgames.blogspot.se/2017/02/people-of-frictional-meet-fredrik-our.html
SOMA - contact@rockpapershotgun.com (Brendan Caldwell)

Lots of spaceships happening today, isn t there? Here s something that looks both calmer than the murder aliens for engine parts shtick, but also more unsettling. Tether [official site] will be a sci-fi horror about having children but then leaving those children so you can work in a spaceship and subsequently being caught up in some kind of psychologically distressing situation that means you ll probably not be seeing those children ever again. Whoops. … [visit site to read more]

Jun 17, 2016
SOMA - contact@rockpapershotgun.com (Steven Messner)

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>

Horror-fest SOMA [official site] is a game full of tricks and I’m still a little bitter about it. It’s not that those tricks were cheap by any means, just that they so effectively managed to surprise me again and again.

… [visit site to read more]

Mar 31, 2016
SOMA - Gnoffah!
Game:
- Fixed a rare bug which caused the Omnitool not to activate near door panels

Modding:
- Added more script documentation to the helper scripts
- Fixed bug that prevented editor dialogs from being opened more than once
- Fixed the cMatrixf constuctor using the wrong arguments
Mar 31, 2016
SOMA - Gnoffah!
Game:
- Fixed a rare bug which caused the Omnitool not to activate near door panels

Modding:
- Added more script documentation to the helper scripts
- Fixed bug that prevented editor dialogs from being opened more than once
- Fixed the cMatrixf constuctor using the wrong arguments
SOMA - contact@rockpapershotgun.com (Adam Smith)

What if you could talk to the monsters? The Wuss Mode: Monsters Won’t Attack mod for SOMA [official site] doesn’t quite allow you to hold conversations with the denizens of Frictional’s latest creation but it does prevent them from chasing you around the place until you die. I’m excited to try this because it might just improve the game significantly, simply by focusing on the fact that fear does not need to be followed by violence and death. Vague spoilers ahead for those who haven’t played.

… [visit site to read more]

SOMA - Gnoffah!
Version 1.10 Changes:
- Support for mod dependencies in game: a mod can be built on top of other mods without the need of messing around with resources now.
- Support for mod dependencies in tools: this means tools will resolve dependencies and all added assets will become available to the user (and no more tweaking of resources.cfg file needed!)
- Fixed long startup times in LevelEditor, also reduced memory footprint when using a mesh object creator (static objects, entities, detailmeshes edit modes).
- Brought back random scale and rotation controls in LevelEditor.
- Added some nice icons to the tools and minor bugfixes.

And last but not least: thanks to the awesome work by Patrik, we now have an Amnesia asset pack! This is published on Steam Workshop and can be used as dependency to create your own Amnesia-esque custom story for SOMA:
http://steamcommunity.com/sharedfiles/filedetails/?id=570600440
And here a sample mod using the asset pack:
http://steamcommunity.com/sharedfiles/filedetails/?id=570668616
...