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Steam News5 March 20206y ago

Attention, Beloved Inmates. It's Time for Your Treatment. Today: SHOCK THERAPY!

Hola hola, my lovelies! Yes, we had a longer gap than usual since our previous update. Between the end of the year, some much needed vacations, and work as usual, I couldn’t get back to you earlier.

Full notes

Full ASYLUM update

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

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Events
  • Maps
  • Compatibility
addedHola hola, my lovelies! Yes, we had a longer gap than usual since our previous update. Between the end of the year, some much needed vacations, and work as usual, I couldn’t get back to you earlier. But, I’m happy to report that everything has been progressing according to plan, and we have so much to tell you! ASYLUM is finally (yes, finally!) coming together and it’s becoming the game of our dreams. We have prepared a lengthy post filled with loads of new stuff to see.
addedTHE CLOCK IS TICKINGASYLUM is storming into the new decade with equal doses of hope and despair! The team has been keeping up with a strict schedule and meeting our goals. As you may know, the entire ASYLUM experience is roughly divided into hours or “chapters”. The first hour took a huge deal of work worth several months, as it involved lots of set up, many locations, events introducing the narrative, conversations with a character, etc. The second hour —which features a rather intricate puzzle— still took a lot of time, but relatively much less than the first hour. The third hour, though, was nearly a breeze in comparison. And now it looks like the fourth and upcoming hours will take even less.
addedTHE CLOCK IS TICKINGAs expected, the latter stages of development are proportionally taking us far less time. This is a rather common thing in adventure games, and especially true in the case of ASYLUM : the story is designed in a way that you get to meet several characters at first along with a slew of key plot elements, which requires a big development effort. You could say that we now have the entire structure of the game in place, both in terms of game logic and engine framework. In fact, we’re barely doing changes to the framework at this point!
changedTHE CLOCK IS TICKINGWhat this basically means is that we have around one third of the game in a playable and fairly polished state. There’s always going to be one final pass of bug fixing and tweaks before we can happily say “it’s all over” and cry tears of joy and resume our lives, but what we have now is already rock solid. This is because we’re being methodical and careful while implementing gameplay and, luckily, the amount of bugs we’re overlooking seems small. Backers who decided to try the game can attest to this. Moreover, we have feature parity —both in terms of performance and stability— across all announced platforms: Windows, macOS and Linux. If you knew all the stuff we

ASYLUM changes

addedHola hola, my lovelies! Yes, we had a longer gap than usual since our previous update. Between the end of the year, some much needed vacations, and work as usual, I couldn’t get back to you earlier. But, I’m happy to report that everything has been progressing according to plan, and we have so much to tell you! ASYLUM is finally (yes, finally!) coming together and it’s becoming the game of our dreams. We have prepared a lengthy post filled with loads of new stuff to see.
addedASYLUM is storming into the new decade with equal doses of hope and despair! The team has been keeping up with a strict schedule and meeting our goals. As you may know, the entire ASYLUM experience is roughly divided into hours or “chapters”. The first hour took a huge deal of work worth several months, as it involved lots of set up, many locations, events introducing the narrative, conversations with a character, etc. The second hour —which features a rather intricate puzzle— still took a lot of time, but relatively much less than the first hour. The third hour, though, was nearly a breeze in comparison. And now it looks like the fourth and upcoming hours will take even less.
addedAs expected, the latter stages of development are proportionally taking us far less time. This is a rather common thing in adventure games, and especially true in the case of ASYLUM : the story is designed in a way that you get to meet several characters at first along with a slew of key plot elements, which requires a big development effort. You could say that we now have the entire structure of the game in place, both in terms of game logic and engine framework. In fact, we’re barely doing changes to the framework at this point!
changedWhat this basically means is that we have around one third of the game in a playable and fairly polished state. There’s always going to be one final pass of bug fixing and tweaks before we can happily say “it’s all over” and cry tears of joy and resume our lives, but what we have now is already rock solid. This is because we’re being methodical and careful while implementing gameplay and, luckily, the amount of bugs we’re overlooking seems small. Backers who decided to try the game can attest to this. Moreover, we have feature parity —both in terms of performance and stability— across all announced platforms: Windows, macOS and Linux. If you knew all the stuff we

Hola hola, my lovelies! Yes, we had a longer gap than usual since our previous update. Between the end of the year, some much needed vacations, and work as usual, I couldn’t get back to you earlier. But, I’m happy to report that everything has been progressing according to plan, and we have so much to tell you! ASYLUM is finally (yes, finally!) coming together and it’s becoming the game of our dreams. We have prepared a lengthy post filled with loads of new stuff to see.

But first of all, last time I told you that Epic gave us money via a MegaGrant and, as expected, in spite of my reassurances, there was a bit of discomfort. It was our most disliked update ever, even though it was the best news in a while. Look: the Epic grant comes with no strings attached. It’s an ongoing program that gives financial support to developers using Unreal Engine. They don’t ask anything else in return, except that we complete the game. And we all want that, right? 😬

So let me stress this again: ASYLUM is still coming to Steam and GOG on launch date. I don’t like exclusives. I won’t betray the trust of fans who have been supporting us for years no matter the amount of cash involved. We’re not in this for the money — only the power and glory.

Now that we cleared away the confusion…

THE CLOCK IS TICKING

ASYLUM is storming into the new decade with equal doses of hope and despair! The team has been keeping up with a strict schedule and meeting our goals. As you may know, the entire ASYLUM experience is roughly divided into hours or “chapters”. The first hour took a huge deal of work worth several months, as it involved lots of set up, many locations, events introducing the narrative, conversations with a character, etc. The second hour —which features a rather intricate puzzle— still took a lot of time, but relatively much less than the first hour. The third hour, though, was nearly a breeze in comparison. And now it looks like the fourth and upcoming hours will take even less.

As expected, the latter stages of development are proportionally taking us far less time. This is a rather common thing in adventure games, and especially true in the case of ASYLUM: the story is designed in a way that you get to meet several characters at first along with a slew of key plot elements, which requires a big development effort. You could say that we now have the entire structure of the game in place, both in terms of game logic and engine framework. In fact, we’re barely doing changes to the framework at this point!

This is good, folks. This is all good.

What this basically means is that we have around one third of the game in a playable and fairly polished state. There’s always going to be one final pass of bug fixing and tweaks before we can happily say “it’s all over” and cry tears of joy and resume our lives, but what we have now is already rock solid. This is because we’re being methodical and careful while implementing gameplay and, luckily, the amount of bugs we’re overlooking seems small. Backers who decided to try the game can attest to this. Moreover, we have feature parity —both in terms of performance and stability— across all announced platforms: Windows, macOS and Linux. If you knew all the stuff we

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Steam News / 5 March 2020

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