Escape and survive in an ever-changing asylum, where every run will always differ. Use strategy and items to survive the patients. Escape by solving puzzles, but the hardest one is how to survive.
Hello to all Insane Escape players and aspiring ones, and welcome to this new devlog. Over the past few weeks, our weekly behind-the-scenes updates on game development have ceased, but not because we haven’t been working. It’s just that the day we usually publish the devlog often coincided or was too close to a new update or patch, which made the devlog somewhat redundant.
In any case, it’s been a while since the last update, so it’s definitely time to share our current progress with you. We are officially working on the first major update for Insane Escape. Unfortunately, we can't reveal too many details about it yet, as development is still ongoing, but we can tell you that it involves a complete overhaul of the game’s patients.
As we previously mentioned, we didn’t quite meet our own expectations for their behavior, and during development, we noticed significant differences in how effectively they contributed to the gameplay. For this reason, we started thinking about how we could modify them to make them more interesting and dangerous, and also make them work better together.
As I said, this is still a work in progress, so we can’t go into specifics yet, but we hope to share more details soon. For now, however, I can give you a small sneak peek of the changes we’re working on.
[h2]Revised Gunther[/h2]
One of the features we, unfortunately, weren’t able to include in the final version of the game was the ability for Gunther to move around the rooms. Those who played the demo might remember that Gunther was the first threat introduced in the game, and since we programmed him for the Steam Next Fest several months ago, his AI hasn’t been modified. Now, however, Gunther finally behaves exactly as we envisioned!
Specifically, he can move inside the rooms and even [b]chase the player[/b]. When Gunther enters a room, it will no longer be an automatic game-over. The patient will start chasing the doctor, who will still have a chance to escape, as shown in the gif below. But even with this opportunity, will you manage to survive him?
[img]{STEAM_CLAN_IMAGE}/43836985/a26db1c3512d7f0379fb7ad8bbefcf806ef7219c.gif[/img]
[h2]Microphone Input[/h2]
We've also decided to introduce a new optional mechanic to increase the risk factor of hiding and ensure players aren’t entirely safe even when huddled inside a locker [strike]crying[/strike]. In the next update, it will be possible to enable and configure microphone audio input in the game settings. This input won’t always be active but will trigger in specific situations. For instance, when you’re hiding. Some threats will thus be able to hear [b]your actual voice[/b].
[i]Be careful not to scream too loud![/i]
[img]{STEAM_CLAN_IMAGE}/43836985/0de2d129c366ae22e1121e86c1b55baf43841cd6.gif[/img]
[h2]Localization[/h2]
With this significant update, we also wanted to help those who might want to play Insane Escape but don’t know enough English to enjoy it fully. For this reason, the next update will include localization support for 4 additional languages! Of course, we plan to continue expanding the list of supported languages.
[h2]Conclusion[/h2]
These are just some of the changes we’ve decided to make to enhance the [i]horror factor[/i] in the upcoming game version, which we hope to show you very soon.
Of course, I want to remind you that if these updates have piqued your interest and you’d like to try them as soon as they’re released, and you still haven’t grabbed a copy of Insane Escape, you might want to take advantage of the current 40% discount on the game during Steam's Halloween event!
In any case, we’ll see you soon with another devlog or, who knows, maybe directly with the next update!
– The Development Team