The last remaining memories fade away into darkness. Your mind is a mess and only a feeling of being hunted remains. You must escape.
Amnesia: The Dark Descent, a first person survival horror. A game about immersion, discovery and living through a nightmare. An experience that will chill you to the core. You stumble through the narrow corridors as the distant cry is heard. It is getting closer.
Amnesia: The Dark Descent puts you in the shoes of Daniel as he wakes up in a desolate castle, barely remembering anything about his past. Exploring the eerie pathways, you must also take part of Daniel's troubled memories. The horror does not only come from the outside, but from the inside as well. A disturbing odyssey into the dark corners of the human mind awaits. A sound of dragging feet? Or is your mind playing tricks on you?
By using a fully physically simulated world, cutting edge 3D graphics and a dynamic sound system, the game pulls no punches when trying to immerse you. Once the game starts, you will be in control from the beginning to the end. There are no cut-scenes or time-jumps, whatever happens will happen to you first hand. Something emerges out of the darkness. It's approaching. Fast.
Amnesia: The Dark Descent throws you headfirst into a dangerous world where danger can lurk behind every corner. Your only means of defense are hiding, running or using your wits. Do you have what it takes to survive?
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First, and foremost, my divided attention between projects and life events, and being a solo developer working on the demo, ended up not being able to wrap up a public release during the summer period. While that is indeed unfortunate, as no one would be happier than me if this project was any closer to the finish line, there are varioius perspective changes at work here.
Initial discussion with participants about the demo led me down a path that involved creating brand new puzzles and even storyline for it, on my own, to keep the final product without major spoilers. Well, that is still happening!
But as you can see, it's taking a while..
The first realization as summer was nearing its end, is that the concept of Cardia as I showed in the trailer, and the events and story I have crafted for it, was way beyond such a deadline that I set for a single person, being myself.
With the TDD workshop getting updates, I was certain I want the mod to be featured there, and Cardia requires a custom exe with 64 bit features, outside of the scope of current Steam workshop functionality. So it was to time to break down my own ambition, and produce something managable in a reasonable time window.
So as it can be seen on the screenshot above, let me introduce the final demo concept: Esophagus! A custom story-esque showcase from parts of the initial 8 levels that will be made available for everyone in 2023 Q4, at which point the project enters early access.
So there, that's what you can expect of this mod for the rest of the year. While I realize delays are disappointing, it really weighs me down to carry this whole project on my back most of the time. Which leads us to the next point!
If you read the excerpt above, you realized my initial idea for the project was breaking down, and ambition was set aside. This means, I am now officially asking for help, and putting together a support team, that will help me realize the final concept. While my participants were immense help in making the project, and the levels reality, most of them even left the Amnesia scene already, and has no further interest in taking part of the mod's other aspects.
I overhauled my ported HPL3 assets, ported some from the Bunker game additionally, and set up proper github repositories and links, so the project doesn't cause aneurysm on the first look :D
So if you are experienced with HPL2 , and has time to spare, I'm looking for people with the following skillsets (one is enough, more is even better):
- Level design details
- Coding more events and new mechanics
- Literary English grammar check and proofreading (having read works of H.P. Lovecraft is an advantage)
- Photoshop and Blender/Maya skills to fix some broken assets and reexport others
- Experience with entity creation (handling custom monsters is an advantage)
- Creating sound effects
Feel free to contact me anywhere, in a moddb message, on discord, etc. and we will discuss your role in the future of the project. I will put together a discord group after Esophagus reaches the finish line.
This has been planned for a while, but once the year ends, so do my plans for this game. I am willing to carry only Pandemia into next year, and some overhauls on old projects to catch up with the workshop functionality expansion.
But don't worry! My work on the game might end, but I've already started working on HPL3 as part of the current Frictional Modding Jam, and I'll be moving back to Unity game making too mid-2024 or so.
Thanks for reading this if you did, hope to see you soon at the estimated release date!
Hey folks! Since the workshop landed, I went around my older mods to see which ones can/should be released as custom stories there. Here are the results.
Quartz and Cordite demo releases with update and 64 bit support, full release remains in the future as TBD.
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This Patch will simply allow you to play the Amadeus Full Conversion Mod from the the main game as supported by Amnesia's 1.5 Update.
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