Trials of Kokoro - Tyler Durden
Hello everyone! I made a survey for Trials of Kokoro. If you have time, please take it, and voice your thoughts on the game. Your responses will go into making my next games better, as a result. I greatly appreciate your support and time.

https://forms.gle/Dk9f78LDX2xatc6QA
Divine Dawn - Cryswar
Hey guys, happy new year! I know it's long passed for some and yet to come for others, but such is the reality of timezones.

It's been a helluva year for me, and by extension DD. From getting two different severe respiratory illnesses early in the year to the Steam release and the culmination of the Deepwood plot in a finale I'm still proud of, there have been no shortages of ups and downs. I kept at it though, and we're making pretty good progress with both the main plot and finally paying off on character romance arcs. Aspasia finally earned hers, Sarah starting to get her stuff together, Sam building up to her first time... and maybe most importantly, your first truly major choice at the Deepwoods finale, deciding the fate of a race.

I definitely needed that holiday break week, but I'm excited to get working on DD again. It seemed like people liked that last 2 week update, so I'm gonna give it a shot again for the next update. Gonna focus on Ina and then see what else I can fit in. After that, might try for a larger valentines update? We'll see how that goes.

Thanks for sticking around through 2023 fellas, here's to making 2024 a year to remember as well!
Dec 31, 2023
ASYLUM - AgustinCordes
Hello there! I come from the darkest depths of a dilapidated mental institute bearing news: for the past couple of months, we’ve been circulating a completable build of ASYLUM to our group of community mods, and it’s been an extraordinary success. This is was the first time people outside the Senscape team played the game all the way through, with barely any input from us.



Takeaways and general comments are as follows:
  • Actual quotes: “it’s an instant classic”, “the writing is engaging, music is amazing, environments are creepy, love the small nods to Scratches and just like it, Asylum has that beautifully eerie exploration feel”, “mood and atmosphere is unmatched”. Also: “This will be the game everyone remember and use as an example of classic exploration horror point & click adventure game”. Wow!
  • No show-stopping bugs! Yes, of course we received bucketloads of feedback –that was the whole idea– and we have our own to-do list as well, but the fact that folks without any prior knowledge of the game were able to complete it without handholding nor dead ends is good reason to celebrate.
  • Our length estimation is spot on! Our mod team overall spent 12-15 hours on average playing, with only someone doing it faster on purpose. And yet, someone else claims to have spent at least 30-35 hours in the game (!!). Considering that we haven’t implemented all achievements nor readable documents, it will be up to you how much you’ll want to squeeze out of ASYLUM. But it’s an engrossing and lengthy experience, that’s for sure.


Oh, and Steam users will be delighted to hear that we have full controller support implemented already, with Steam Deck compatibility coming up, so you can lose your mind on the go.



Next steps

We have more work to do. This first round of fresh feedback we received has been invaluable, but so far it presents a crucial milestone: the biggest worry for me has been the game might be too intricate, obtuse, or difficult to digest. Yet what I’m hearing is that, while further tweaks are required, ASYLUM is fun to play, the story is engaging, and keeps your interest until the end. Good exploration is hard to pull off: there’s a fine balance between giving the audience plenty of freedom and things to investigate while retaining a sense of direction and goals, to ensure the experience does not become frustrating. And it feels like we’re on the right track when one of the primary compliments I hear is that the Hanwell Mental Institute is a joy to explore. This is an accomplishment on a personal level, as the ability to explore at leisure has been the #1 thing I enjoy in games since I played King’s Quest for the first time many, many, many years ago.



I wanted to be careful before we claimed beta. We’ve said this a number of times in the past: it’s a large game, and it’s no secret it’s been a challenge to develop over the years. But, the preliminary feedback we received from dedicated fans of the genre has alleviated any pending concerns. So, we’re ready to deliver the final blow. There’s six people actively working on ASYLUM besides myself, and one or two more folks may join the team during January. The big areas of focus will be tightening the storytelling and of course fixing bugs. The plan is to roll out this beta build after a first round of polish to VIP backers (around 100 people) soon to gather more feedback and impressions. As we get closer to launch, we will share another build with the rest of our Kickstarter backers.



In other news

2023 has been quite an exciting year for Senscape. It’s hard to believe all that took place! We’re about 40 people now remotely working across Latin America as well as a bunch from Spain.



One of the big developments was our involvement in the Virtual Production department for the horror movie When Evil Lurks, from acclaimed Argentinian director Demián Rugna. You might have caught Terrified in Netflix, a great entry in the genre, but When Evil Lurks blows it out of the water. Great story, sublime production and cinematography, and outstanding gore effects that rival the very best from Lucio Fulci. Have a watch if you enjoy horror, and pay attention to a number of interior shots of trucks in the road – the environments were designed by us in Unreal Engine to match real life locations.


Last, but not least, our involvement creating cinematic content in the interactive horror series Silent Hill: Ascension from Genvid was disclosed earlier this year. The series demands hours and hours of footage spawning over the course of several months. It’s like a community-driven Bandersnatch or TellTale Game (in fact, we get to work with wonderful ex-TellTale folks!). Here’s one of my favorite scenes so far – I’m very pleased with its mood and choreography: https://twitter.com/SHAscension/status/1720148103234572544


The show is currently in the mid-season break and set to resume in early 2024.

And that’s all, folks. As always, thank you for patience and sticking around. I think this year was only the beginning of a new era for Senscape, and we have a very exciting 2024 awaiting us.



Until next time, and Happy New Year!

–Agustín
Dec 31, 2023
Wizard's Wheel 2 - windingclock
* Challenge update for the New Year!
~ Try promo code "Another New Year!" for a little holiday gift!
Dec 31, 2023
Into The Flames - BluRR
same notes as 1032 but the actual update this time
Age of Survival - SilkySullivan
Age of Survival is being rebuilt in the Unreal engine from the bottom up, with a focus on multiplayer from an authoritive server setup.

Complete re working with the original ideas in mind, and everything the game was supposed to be in the first place.

Stay tuned.
Crimson Veil - MKRU
We’ve reached the end of another year. This year has been one I have fully dedicated to working on the vampire route and not much will be changing in 2024, at least as far as the game is concerned. I’ve begun putting in place some of the early cutscenes for the new update. This includes the reveal of the latest threat, Sigrun Hellige.



Sigrun is an Estelle. They are an elf-like race from Edrestenn, with a natural affinity to light magic and an innate immunity to vampiric infection. Though the Estelle have been a secluded race for some time, they have resurfaced to create an alliance with Fallholt. Sigrun is not only a capable ranger with vast years of combat experience, she is also the Estellian ambassador of Edrestenn.



Sigrun herself is calm and enigmatic. She hides her true intentions behind a veil of calculated professionalism, making her a challenge to strike a simple conversation with. Perhaps she’s just introverted? Or could there be more to her?

I’ve completed her character portraits, so all of my $5+ patrons can get a better look behind the curtains of her personality. I still have more to draw of her, but this preview should give you an idea of what to expect with her.

https://www.patreon.com/MKRUdesign[/url] With that being said, I wish you all the best in the new year! Let it be a year of progress and prosperity for all! Until next week everyone. Happy New Year!

With that being said, I wish you all the best in the new year! Let it be a year of progress and prosperity for all!

Until next week everyone. Happy New Year!
SPELLRAIN - Waro.
Here it is, the last update of the year!

Bug fixes
  • Fix first camp song not looping
  • Fix incorrect collisions in spell shop
  • Fix some sprites in spell shop being in front of the player when they should be behind
  • Fix slime enemy animation issue
See you in 2024!
Dec 31, 2023
Jump'n'Brawl - Casual Garage Coder
Happy new year dear players !

I can't share my wishes in all the languages i'd want, but thanks to the wonderful job from Warlocs, the game is now also available in German, French, Spanish, Russian, Japanese and Simplified Chinese (It has also been proof read in English, 'cause, you know ...)

Working with the translators of Warlocs has been a very satisfying and insightful journey. I've learned a lot and seen that no machine translators can match with the skills of a human being.

Many other things has been done :
- Mouse support for menu navigation. It might be obvious for a PC game but it wasn't the case.
- Menu UI/UX has been enhanced to ease the navigation and prevent being lost in some sub-menus.
- Navigation keys have been remapped. Not only can you use the arrow keys, but also the classic "WASD" function dear to keyboard purists.
- Controls are now correctly shown using approriate visual cues.
- And as always, many small bugs, seen and unseen, have been fixed.

So ! What's next ?

I've got big plans for the future, essentially consisting in adding playing modes :
- Online Multiplayer : Everybody wants it. So you'll get it !
- Team Mode : For each mode (Regular, Instakill, Bump and Battle royale), you'll be able to team up. 1vs2, 2vs2, 1vs3 (not fair !), your choice !
- And a surprise ... a mode that no one expect ...

Plus, of course, new content :
- New characters
- One special character, El Blobo's Deadly Foe : Nemesio !
- New arenas and especially aerial ones.

Stay tuned ! And Join me on my Discord server to share some fun and ideas (and bug reports ...).
IN HEAT: Lustful Nights - Janniqz
Happy New Year! 🎉

We've just published a new update for the demo containing various bug fixes, performance improvements, and other stuff.
Here are some highlights:
- Map now always visible in the bottom right corner (in CCTV)
- Maddie now blocks interactions
- Japanese Localization
- Subtitles

-----------------------------------------------------------------

Features
Localization
  • Added Japanese Localization
Subtitles
  • Can be enabled/disabled in the Audio Settings
  • Added for any time a Character says something
Improvements (Security Room)
General
  • Various Performance Improvements
  • Updated Male Model
  • Various Performance Improvements
  • Updated Player Lighting
    • Now works better for various Animations
Ari
  • Added Breathing Animation when standing in a doorway
Adjustments (Security Room)
Button Hints
  • Swapped Horizontal / Vertical Keyboard Icons
    • White buttons are now correct, not the greyed-out ones
CCTV
  • Map will now always be visible in the bottom right corner
  • Map now shows the currently active room
  • Closing out of a Subcamera will now always return to the main camera
Maddie
  • When blocking a Camera, Interactables and pickups will now be unavailable
Nile
  • Doesn't get charmed / break cameras anymore whilst at a window
    • Previously forced Player to keep the door closed until she eventually wandered off
Fixes
Title Screen
  • Fixed Menus sometimes not being displayed when returning from a Level
  • Fixed Tape Removal SFX playing multiple times if trying to exit multiple times
  • Fixed Button Hints not being reset when closing the Settings Menu
  • Fixed Quit Screen Button Hints being inverted
    • Horizontal instead of Vertical
Security Room
  • Fixed Player Camera trying to center itself when it shouldn't
  • Fixed Plushie Bomb sometimes failing to spawn
  • Fixed Squeeze Toy sometimes disappearing out of the Player's hands and becoming unavailable
CCTV
  • Fixed "Repair" not being usable on Gamepad as it was using the same Button as closing out of CCTV
  • Fixed Assist Button Background not being completely transparent
...