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Full ASYLUM update
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What changed
- Gameplay
- Performance
ASYLUM changes
Grrrrreetings from a nefarious place where unholy creatures dwell in the shadows! I'll make it short and quick today because I have quite a lot to tell you. Horror month is here and, while Asylum isn't quite ready yet (sorry, sorry, I know), we did prepare a whole lot of fun things for you.
Let's start with a progress report...
WHAT KIND OF SORCERY IS THIS?!
You may have seen this already as it went viral a few days ago. It's a feature that's been on our wishlist for years — in fact, one the earliest things we discussed for the game. We knew it could be done in theory, but never thought the resulting effect would be so uncanny. Have a look for yourself:
It looks even better in the game itself! Like a seriously detailed 3D scene with dynamic lighting and all the bells and whistles, except it's just a bunch of flat images. It's the cherry on top of our quest to bring you the most immersive adventure ever made 💪
Even better, this works just the same on older computers. It's hard to believe when you see it in the game itself. Look how the ceiling behaves:
Wooooooooooooooo 🤯
Of course, we won't include exaggerated lighting effects such as this in the game, but imaging malfunctioning lights, a throbbing ambiance, and all kinds of gorgeous moody effects. It will be an atmosphere to die for.
AT LAST: LIVESTREAM!
Yes! This one has been a long time coming, but I'm ready to do a big livestream for the game. We did have some short, casual livestreams before, but nothing like playing the actual game and answering your questions live! Take note:
WHEN: TUESDAY, OCTOBER 29 — 6 PM (UTC) / 11 AM (PST) / 2 PM (EST)
WHERE: http://twitch.tv/senscape
Don't miss it! I'll take the opportunity to discuss the status of the project and potential release date in greater detail 😬
EXPANDING THE FAMILY
Please give a warm welcome to Tais! She joined the team just recently. A brilliant student of Unreal Engine who's just getting started in the industry, her class project after just a few months of learning the engine blew me away. Far better and more entertaining than many games you see on Steam.
Tais will be mostly focusing on the addition of new hotspots, including videos, interactive items, general polishing, and lighting effects. We're thrilled to have her talent and attention to detail in the project 😄
POTPOURRI OF PROGRESS UPDATE
And here's when I start rambling. Let's see, in addition to implementing the usual stuff in an adventure game (puzzles, hotspots, secret details, etc.), we achieved some important milestones:
macOS & Linux are in the bag! Yeeeeeey. While the game was running on macOS pretty well, we had some lingering bugs that hampered the experience. Luckily, we've been able to squash them all and the game now runs as smoothly and polished as Windows. Linux was another story: technically, the game was running, but none of the videos would load (which in turn crashes the whole game, usually a bad thing). Following an inordinate amount of testing and experimenting, we managed to come up with a usable alternative for the videos. I'm happy to report that now everything is working as expected on Linux as well. We're even supporting Windows 32-bit for those of you who can't upgrade 😊
We can now save and load! Yeah, so we figured
Source
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