We are back with a new devlog! Since the music and sound devlog we wrote for The Past Within was one of our most popular devlog to date, we are very excited to share more about this interesting process for Underground Blossom as well. From the start, we knew that Underground Blossom’s gameplay experience would depend heavily on its soundtrack and that we needed something beautiful (and different) to accompany you through Laura Vanderboom’s journey. Luckily we have a great team around us that was (and is) ready to help elevate the audio of our upcoming project to new heights.
Music
It was back in May this year (2023) when Victor Butzelaar invited us to a studio session at one of Amsterdam's most iconic music places (Muziekgebouw aan ‘t IJ). After composing the main theme song on the piano a few months before, Victor was now eager to record the complete soundtrack for Underground Blossom in an official studio - a first in the Rusty Lake series. He was accompanied by Sebastiaan van Halsema, a very experienced cello player, and Arjan van Asselt, who helped record all the input in the best quality possible. It was a magnificent experience for us to hear the piano and cello working together. It felt like we were attending our own Rusty Lake concert!
That day Victor and his team recorded dozens of tracks for Underground Blossom and we couldn't wait to try them in-game. As expected, the recorded music fit the atmosphere of the game perfectly, so much so that almost all tracks ended up in the actual game. The combination of the piano and cello worked so well to enhance the (emotional) journey of Laura. Each station has its own vibe and feeling, all thanks to the diverse tracks created by Victor.
Fun note: the way the in-game music works is a bit different than our previous games (except for The Past Within), here some music is only triggered in the case of a (special) event. Only then a piano/cello theme will start to play.
Sound
After our first successful sound design collaboration for The Past Within, we couldn’t wait to work again with our amazing sound designers Jorick and Giliam from Driftwood Audio. The sound effects in our first co-op game truly elevated the experience and for Underground Blossom, we wanted to reach at least the same level of quality. This mixed in with the right (background) sound effects would be necessary to achieve the right atmosphere for a game that takes place mostly on metro station platforms. After months of hard work, we are happy to share that they delivered once again, and how! The game is filled with more than 240 unique sound effects and we are sure you will have fun with quite a few of them.
Voiceover and extra effects
There are many characters to meet in Underground Blossom, some familiar faces, but also quite a few new ones. Bob Rafferty, our favourite man of many voices, is back! He even whispers this time. Iris Muller, whom you might remember from The White Door, is returning to voice Laura again. Andreea Bosgan, our very own community manager, takes the role of Young Laura to profess her need for candy. And we have some special guests like Hugo Bonaparte and Mike Wijdenbosch for some new characters. Next to all these voices, we have Remco Mikkers who adds his trumpet solos to the choir - yet another amazing addition to the overall sounds of Underground Blossom.
At the moment of writing this we are still fine-tuning the audio of the game: adding/adjusting some final sound effects and voiceovers. It is always the final steps that make the game feel and sound perfect. We hope you enjoyed getting some insights on the music, sound and voiceovers that you can expect to experience very soon in the game. The release date is very close now.. we have to go… we hear a metro arriving...
Ps. Don’t forget to share your questions below for next week's Q&A session!
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Hi there y'all, Wabbaboy here, figured I'd start using this hub to post updates and whatnot. First of all, thanks for all the love you guys have been giving to the game, I left my job as a 3D artist in last November and been ever since working full time and then some more in Sorceress. It's really humbling to see people wishlisting and interacting with the posts and goofs on twitter and whatnot, you guys give me more than enough motivation to keep going pedal to the metal and I can only hope I don't disappoint.
So, if you'll indulge me, I want to take a few minutes to stop and write a little diary entry as things are going to heat up quite considerably through October, which is 10 short days away.
But first of all, have you guys seen that brand new trailer?
This trailer is a little gameplay showcase of what we have going on in the game so far, I hope it gets you hyped for what's to come, speaking of...
There will be some early bird limited rewards so I'd advice clicking that Notify Me button and be there day one (it's a Sunday after all). This campaign is a pivotal moment in the development of Sorceress, its success will mean that I can dedicate myself full time to the project for the following few years and finish it for all of you to enjoy. Also, if we meet enough stretch goals I will even be able to bring more people to the project so that it gets done sooner, sounds like a win-win scenario doesn't it.
What's up with that demo then?
So, the demo will contain the introductory level and a proper full fledged fully-featured level, which will be a showcase of what you can expect from the game in its finished state. It'll have it all: a couple of magical weapons, a dozen or so disposable weapons, many enemies roaming around, optional areas, upgrades for your character... and even a miniboss! I think it's going to be about 45+ minutes long so it's a hefty amount of content all things considered.
We are pleased to announce that the Stellar Wanderer DX demo* has returned to STEAM. Starting today, you can also play the demo in Japanese**.
If you're in Tokyo, you can also head to the Leoful booth (Hall 10, Indie Game Area, 10-E16) at TOKYO GAME SHOW 2023 (TGS 2023) to play Stellar Wanderer DX and receive an exclusive postcard!
Please note the demo available at TGS 2023 is playable only in Japanese. More information can be found on the Leoful @ TOKYO GAME SHOW 2023 website.
* The demo will be available to play as long as you like. ** As the demo is based on a version of the game that is currently in development, there may be bugs or certain parts of the game that are unavailable. Please let us know if you encounter any issues in the discussion forum here. The demo is playable in English and Japanese.
Currently, we're having an AMA on r/PS5! Feel free to hop in and ask us anything, even when they're not PlayStation related ;)
Gameplay Trailer
In case you've missed, check out our gameplay trailer! Maybe this is the extra confincing your friend needed to take the ultimate friendship test. Dont forget to claim the game before October 13 and it will stay yours forever!
On this month's devlog, I'm covering a large part of the game- the dream sequences! The Dream Sequences occur after every major dungeon- There are 12 in total, with 4 being in the upcoming Act 1 Demo. They're quite a departure from the rest of the game in a number of ways, chief among them being the fact that there are no battles inside. More importantly, it's where the dark and surreal atmosphere is cranked up to eleven. Most of the creepiest sights will be here, in this dream realm! But whose dream is it? Well, you'll have to figure that out!
When all of them starts, you'll be put into a hub with a bunch of doors- only one of them will be open each time you enter. As you progress, they'll get weirder and more nightmarish! You'll never have the full party in most of them, either. So the characters will usually have to confront these nightmares in isolation...
Admittedly, it's difficult to talk about this kind of thing: so why don't I can just show you? Take a look at this video! https://youtu.be/VceioHro9aU
It contains the first dream sequence. Those of you who played the first demo may remember this, but it's been siginificantly beefed up from then presentation-wise. The stock ambient tracks were replaced with original compositions, as well. This is the only one I'll reveal in full, but this is the best way to give you guys a sense of what you can expect from them in the future! The other three in the demo are in various stages of completion, but they'll need more polish to really shine. (Not that I plan on showing much of them outside of short teasers, of course.) Next month, I'll be touching on the dungeon design, so stay tuned!
Welcome back to our "Meet the Builders" series, where we delve into the creative minds behind some of the most remarkable room designers in Escape Simulator. Last time we talked with Zesty and now it's Cico's turn!
Today we are putting the spotlight on Cico, who's known for some of the spookiest rooms ever to be created in our in-game Room Editor. Cico is one of the veteran builders from our community, who made the Little Emily series, The Motel II, Grandma's Kitty and many other excellent rooms! Now without further ado, it's time to meet the builder!
Can you tell us a little bit about yourself and how you got into playing Escape Simulator?
Hi, my virtual name is Cico, my real name is Anton, I'm French and I've been playing Escape Simulator since October 2021. Escape rooms have become a passion of mine since my first one in 2015. I've been working in a French escape game for two years now.
For some time I've been looking for a game that would allow me to create my own rooms and share them with other players. Escape Simulator became an obvious choice when I saw all the possibilities it could offer. And it has to be said that in a video game, there's no need to reset the room and tidy up after the players have gone through ahah. 😄
What inspired you to start designing rooms in the game?
After creating games and scenarios in real life, I needed a place where I could realise my greatest follies in a simple and inexpensive way, to take my ideas and scenarios from paper to virtual in a simple and intuitive way. When I discovered all the possibilities offered by the game and the constant support of the developers, I was immediately won over. I think it's the steam purchase I've hesitated least to make in the last five years.
You are known to make some very spooky rooms and the name ‘Emily’ even sends shivers down the spines of many Escape Simulator players. How do you manage to effectively scare people every time? 👻
First of all, I'd like to apologise to all the Emily's who must hate me by now. 😅 I think the most important thing is to focus on the story and the atmosphere. The fear doesn't just come when you're walking down a corridor and something pops up in front of you, but also when you have to open a heavy wooden door, it opens slowly and you have no idea what might be waiting behind it, hiding in the shadows and seemingly watching you for a long time. Playing on phobias, giving "the fear of being afraid" are important elements that give the player a feeling of never really being safe.
That name still sends shivers down our spines...
Out of all the people you managed to scare with your rooms, which one are you most proud of and why? 👀
I've been lucky enough to see several steamer or youtube videos on my rooms, and the DisguisedToast and Valkyrae videos are still hilarious moments for me. But I think the people I'm most proud of having scared or impressed are my close friends who test my rooms first and I love seeing their reactions. They know me and they're hard to surprise, so it's always a source of pride for me to impress them.
Can you walk us through your process of creating a room? (you sketch on paper, what tools, how you start)
I usually start by putting my first ideas down on paper. First I think about the theme, the setting and above all the story. Once my ideas are clear, I think about the puzzles that might fit the story and the complexity I want the play to have. It's after these steps that I finally launch the game for some long and exciting hours of construction. I often change everything in the middle of construction, give up and start again from scratch, but I always get the same joy out of writing and designing a room. There's also a whole creation process that takes place on the side, with the images, clues and textures being put in place using photoshop and other software for the sound.
You'll just need to take care of grandma's kitty. What could possibly go wrong?
Even though you are known for your spooky rooms, you also created a bunch of rooms that were more light-hearted in tone like Grandma’s Kitty. In which ways does your process for these rooms differ from your scary rooms?
In reality, it's not so different from the horror rooms. The difference is mainly in the design of the atmosphere. Of course, seeing blood running down the walls of a little grandmother who just wants to feed her cat would be strange…
I like to put little references to my past and future rooms in each adventure. For me, rooms that don't have a horror theme are always more complicated to design. It's harder to convey emotions, but I like to put a little moment of suspense in all my rooms. Players who have played Grandma's Kitty may remember a little mouse that startled them.
What are some of your favorite rooms you've created so far, and what makes them unique?
It's hard for me to choose but I'd have to say Grandma's Kitty and The Motel II are my favourites. I loved working on Grandma's Kitty with a colleague and friend to design the story and puzzles, it was rewarding to share ideas and design a fun room. For The Motel II it was a pleasure to rework an old room that had appeared in 2021, to revise the atmosphere, improve the puzzles and add the game's new technology. This room also allowed me to try out a new way of telling a story and to work more on the narration.
The Motel II turns a spooky classic into an even spookier place than before!
How do you come up with the themes and puzzles for your rooms?
I find them in my dreams in the morning, by watching films, reading commentaries or talking to players at work. I'm also lucky enough to have a colleague at work who's full of crazy ideas.
What do you think are the key elements to creating a challenging yet enjoyable escape room?
The most important thing is the story, the puzzles and the atmosphere. You have to be able to bring these three elements together for the whole thing to work. You don't want it to be too complicated, but you want to keep it fun and find ways to surprise players. It's also very important to follow players' opinions when publishing the room. Fix bugs (because there are always bugs that you wouldn't have thought of).
What are some tips and tricks you can share with players who want to try their hand at designing rooms in Escape Simulator?
I'd say the most important thing is to take your time and make sure everything is as elaborate as you imagine it to be. Don't rush to get a piece out quickly, but apply yourself, as mentioned above, to the story, the puzzle and setting the atmosphere.
What are some lessons you’ve learned the hard way as a creator for Escape Simulator?
I've learned that most players don't like rooms that are too complicated or too long. In my "Alton Manor" room, I wanted to create a multi-story adventure, but I realized that it was too easy to lose players in the space. I wanted a "difficult" room, and I think I've made the puzzles a little harder than I'd intended. It's a room that will appeal to players who like challenges and long rooms, but will confound players who want a fast-paced adventure.
Can you share any memorable experiences or funny stories that have happened while you were designing or playing your escape rooms?
I'll call this story "the sprinkler sprinkled". After a month-long break from designing a horror room, I'd totally forgotten where I'd put half the screamers in the game. Thinking I'd deactivated them, I launched the simulation on the editor and screamed every time a little girl called Emily appeared. I ended up removing the sound and elements from the game for the day, so that I could continue working on the room.
What are some of the nicest reactions or interactions you’ve had with people who played one of your rooms?
I love watching streams of the game and I'd say that any time I can interact live with players in the room is a fun interaction. I also love to see my friends testing my rooms live on discord, it gives me immense joy and pride to listen to their reactions. Their laughter, their comments or their shrill cries (I'm sure they'll recognize themselves reading this)
What do you feel has been your greatest ‘Escape Simulator accomplishment’ so far?
I don't know... maybe I'll say this interview and all the comments I can read on steam and discord. It's always a pleasure to know that we've been able to bring emotion to players, that we've made them laugh, that we've scared them, that we've made them think for a long time about an enigma or that we've allowed them to have a good time with friends.
Are there any features you would like to see added to the room editor in future updates?
There are three features that interest me more than anything else. The first, for me, a fan of horrific rooms, would be a controllable flashlight that would make it possible to create truly dark rooms where only the player could light up, and give us, the sadistic room designers, the possibility of turning it off or making it blink in the worst (or best) moments of the adventure. The second, more open, would be the possibility of adding short videos, and the last, which is close to my heart, would be to add a translation tool that, depending on the version the player has chosen in the settings, would display a different, translated texture or sound, as with the clues, for example (as I am currently trying to do in my rooms but in a way that is more accessible to everyone).
Are there any other room designers in the game whose work you admire or draw inspiration from?
I confess that I don't play much in the workshop room, but rather enjoy designing them. In the few rooms I've been able to play alone or with friends, I've enjoyed Robin's Immortal Canvas, Zesty's The Devilish Diorama and namo_krub's Karakuri Castle. This game is full of talent and people with overflowing imagination to create more and more surprising rooms.
What are your future plans for designing rooms in Escape Simulator? Do you have any big projects in the works? ;)
I've got a LOT of projects on the go, room redesigns, rooms already teased on the network (Pirate, Magic...) and I'm gradually making progress on the rooms I'm happy with. But I'm happy to announce that I'm working on an even crazier Grandma's Kitty sequel, and an even more disturbing The Motel room continuity. I'm also working on a "tutorial" room with assets for new players wishing to start creating rooms.
Among all these rooms, I'm planning to release a big project that's particularly close to my heart, a room that's got nothing to do with what I'm used to releasing until now. It will be not only a room, but also an immersive experience that will play on a range of emotions such as fear, joy and sadness, and where narrative will be the main focus. It's still too early to say more about this adventure, but I can't wait to tell you all about it.
Thank you for giving me the opportunity to answer these questions in your "Meet the Builders". I look forward to seeing the evolution of this game and all its talented creators. I also thank you for giving us a game and a space for unlimited imagination, and for giving us the opportunity to share that imagination with player.
Thank you for taking the time to tell us all about your process, Cico. We are looking forward to all of the exciting new projects you've got in store for us!
Want to talk to some of the room builders from our community yourself? Or maybe you've been thinking about becoming a room builder yourself, but you don't know where to start? Well, if that's the case, be sure to join our official Discord server or come talk to us on our subreddit. We hope to see you there!
Added: - Added 34 Steam Achievements to the main game (not available in the demo or playtest versions) - Added stat definitions when the rewards are shown
Changes: - Moved the Pause keybind from Space to Escape - Improved the wording on the tutorial popups. - Shared Tree now unlock with the Centaur Class - Stat Power Up Shop now unlocks with the Knight Class - Later Dares now unlock with later Worlds. - Game pauses when openning any window in DIY mode - Attributes will be hidden when it Stat Power Up equivalent is level 0 - General Performance improvements
We Were Here Expeditions: The FriendShip - Major Raquel ~ヾ(・ω・)
Explorers! The team @ Total Mayhem Games is still working very hard to bring you the best experience. We have noticed that some of you have experienced some issues, and we are trying to help you out! We have just released a new patch, already containing the following changes:
Fixed
Multiple ‘close’ buttons in pop-up.
Unsupported input devices should be ignored. Supported Devices are:
Keyboard & Mouse
PlayStation 4 Controller
PlayStation 5 Controller
Xbox One Controller
Xbox Series Controller
Icons in the public room list are now masked correctly.
Stuttering during gameplay has been drastically reduced.
A typo in the credits has been rectified.
Score during trust challenge now displayed correctly.
A crash/blackscreen when attempting to load the intro video.
Improvements
Update: Added some text underneath the QR code for the shareable video.
Update: We will now attempt to connect you to the closest data center properly.
Things we're currently looking into ...
Sometimes when completing the game with a perfect score a score of 0 / 0 / 0 is displayed.
Missing subtitles at some points in the boat ride.
The end screen story is sometimes only based on just the first challenge.
Posters are not fully legible on some settings.
Text is being cut-off in the EULA screen.
Lighting in the teamwork challenge does not turn back on after a retry.
Random crash after x amount of time.
Player can get stuck between pillars in the teamwork challenge.