HomeGamesUpdatesPricingMethodology
Steam News26 February 20197y ago

Why is ASYLUM taking so long?!

Greetings from a dimension of ineffable cosmic hideousness! It’s about time I made this post as some of you keep asking this question, not to mention lighting torches and raising pitchforks.

Full notes

Full ASYLUM update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition4 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
changedTHE OBVIOUSWe’re a very small indie team —essentially three people— operating on a shoestring budget. We tried going with publishers several times but either we found they didn’t share our vision, demanded too much or gave too little. There’s definitely good people out there, but we could never find the right partner for the project. Moreover, the conditions in Argentina, where we live, aren’t always the best. We’re fortunate to have struck a balance between our personal lives and work, but often it’s not that easy. Thanks to the generosity of Kickstarter backers, we were able to finance 50% of the project, the other half being self-funded from our own pocket. It’s very, very hard to finance a large game project, especially one as atypical as ASYLUM .
changedTHE OBVIOUSSo we did what we humanly could throughout all these years, responding to industry changes and juggling with the circumstances. Of course we did mistakes, too. We truly regret the game has taken this long to develop, but one thing has never changed…
addedTHE VISIONASYLUM was born out of sheer love of adventure games and horror, as well as the experience with my first project Scratches . It was always meant to be a more ambitious take on the ideas introduced in that game, which miraculously took only three years to develop. ASYLUM is at its heart a classic point-and-click adventure, but feels different. Its ultimate goal is to be a modern and updated take on the traditional adventure game.
changedLOCATIONAnother goal was to give players the chance to explore virtual asylum that felt like the real deal. And yes, we went overboard:
changedGAMEPLAYIt’s no secret the game is a love letter to adventure games, with a twist. We iterated over the interface several times until we found the right approach and balance. At its core, ASYLUM works essentially like Scratches : it’s node-based with discrete

ASYLUM changes

changedWe’re a very small indie team —essentially three people— operating on a shoestring budget. We tried going with publishers several times but either we found they didn’t share our vision, demanded too much or gave too little. There’s definitely good people out there, but we could never find the right partner for the project. Moreover, the conditions in Argentina, where we live, aren’t always the best. We’re fortunate to have struck a balance between our personal lives and work, but often it’s not that easy. Thanks to the generosity of Kickstarter backers, we were able to finance 50% of the project, the other half being self-funded from our own pocket. It’s very, very hard to finance a large game project, especially one as atypical as ASYLUM .
changedSo we did what we humanly could throughout all these years, responding to industry changes and juggling with the circumstances. Of course we did mistakes, too. We truly regret the game has taken this long to develop, but one thing has never changed…
addedASYLUM was born out of sheer love of adventure games and horror, as well as the experience with my first project Scratches . It was always meant to be a more ambitious take on the ideas introduced in that game, which miraculously took only three years to develop. ASYLUM is at its heart a classic point-and-click adventure, but feels different. Its ultimate goal is to be a modern and updated take on the traditional adventure game.
changedAnother goal was to give players the chance to explore virtual asylum that felt like the real deal. And yes, we went overboard:
changedIt’s no secret the game is a love letter to adventure games, with a twist. We iterated over the interface several times until we found the right approach and balance. At its core, ASYLUM works essentially like Scratches : it’s node-based with discrete

Greetings from a dimension of ineffable cosmic hideousness! It’s about time I made this post as some of you keep asking this question, not to mention lighting torches and raising pitchforks. I’ll try to resume as best as possible our vision for ASYLUM, what we’re trying to achieve with the game, and why the darned thing is taking so long. This is a long post, so grab a cup of coffee or beer and enjoy.

THE OBVIOUS

We’re a very small indie team —essentially three people— operating on a shoestring budget. We tried going with publishers several times but either we found they didn’t share our vision, demanded too much or gave too little. There’s definitely good people out there, but we could never find the right partner for the project. Moreover, the conditions in Argentina, where we live, aren’t always the best. We’re fortunate to have struck a balance between our personal lives and work, but often it’s not that easy. Thanks to the generosity of Kickstarter backers, we were able to finance 50% of the project, the other half being self-funded from our own pocket. It’s very, very hard to finance a large game project, especially one as atypical as ASYLUM.

So we did what we humanly could throughout all these years, responding to industry changes and juggling with the circumstances. Of course we did mistakes, too. We truly regret the game has taken this long to develop, but one thing has never changed…

THE VISION

ASYLUM was born out of sheer love of adventure games and horror, as well as the experience with my first project Scratches. It was always meant to be a more ambitious take on the ideas introduced in that game, which miraculously took only three years to develop. ASYLUM is at its heart a classic point-and-click adventure, but feels different. Its ultimate goal is to be a modern and updated take on the traditional adventure game.

I’m even tempted to say Interactive Fiction. It recently became obvious to me how much companies like Infocom have influenced ASYLUM (and Scratches). The layout of locations and emphasis on exploration is very similar to your average Infocom game — in fact, the entirety of ASYLUM could be rewritten as an IF game and still work well. So exploration is a key aspect we kept in mind when designing the…

LOCATION

Another goal was to give players the chance to explore virtual asylum that felt like the real deal. And yes, we went overboard:

Turns out asylums are rather big places:

Yeah. They have many floors too:

AND basements, but enough of these blueprints. Keep in mind that each one of those rooms have a distinct look and feel, as well as tons of little details to discover and cherish, as we don’t want to bore you to death. The whole location has been painstakingly designed and eventually you’ll have full liberty to explore it as you want. It’s huge, intricate, filled with spooky secrets, and we estimate you’ll spend several hours just exploring the whole place.

GAMEPLAY

It’s no secret the game is a love letter to adventure games, with a twist. We iterated over the interface several times until we found the right approach and balance. At its core, ASYLUM works essentially like Scratches: it’s node-based with discrete

Source

Steam News / 26 February 2019

Open original post

Changelog.gg summarizes and formats this update. How we read updates.