Hey, it’s been about let’s see… 2 months since the last post, and I'm sure some of you have been wondering how the game has been doing. Now I do wanna address something and that being the enigma this game has been to most of the people that have seen it. The “Where Have We Been” video we released discussing it, I felt needed more clarification. First off i wanna make it very clear, this is NOT a demo, spin-off or snip-it of the full game, this is a FULL FLEDGED EXPERIENCE, with a brand new story. The core game design pillars of this game go as it follows: Exploration, Stealth and Chases. I will be going over each one as I also talk about what we’ve been up to, so let’s get right to it.
Music:
Starting off with something that might seem simple and, something that’s generally ignored by quite a lot of people, but I believe holds a lot of weight. I believe music is one of the most important aspects in horror games and just games in general, it’s essentially the emotional core of a game, and with this project having a more personal story, this was something that needed to be nailed, and Hunter Allen did not disappoint. It was a challenging process which took over multiple months, but he managed to cook up 15 Different Tracks conveying a lot of different emotions than just fear, we already released one of the tracks giving a bit of taste as to what to expect, but we can’t wait for you guys to hear the whole soundtrack.
Environments:
The Sewers themselves. We managed to finish all the environments for the game, and this was also another challenging task but a very satisfying one. The Sewers needed to look very dark and gritty and convey a story as well. Aside from that they also need to look appealing and interesting to explore as the main setting of the game, and we were aware of the reputation Sewers in video games have garnered so this was a difficult point of contention but in the end i believe we managed to come up with something very interesting for these.
Traversing this map will not be an easy task, as it’s slowly falling apart at its seams, doing everything in its path to make Warren’s life a living nightmare, but you can take advantage of it, especially when you have to contend with the big bad Fox.
The Big Bad:
The Mangle or Prototype Foxy, has been the most challenging aspect of this game BUT, she is done. All the AI, Model work and Animations, all of it is finished and ready to go. She will be the main point of contention players will need to be wary of, as you never know what her next move might be or where she might appear from. Rely on your wits, and use the environments around you to your advantage whether it’d be in slow tense filled stealth moments or heart pounding chases, this unhinged Fox will not leave you alone.
Insert “When release date!?” comment:
Now for all of you who have been waiting, if there are even any of you who are waiting lol. When is it actually coming out? Well we still want to release it by this year and the project at this moment is pretty close to being finished, we recently hit our first Milestone so huge chunks of the work that took a lot of time is done, and the following one is pretty much just wrapping up loose ends, and then after that…INTENSIVE PLAYTESTING. Soo we’re happy to say that our next post will be the release date trailer so look out for that.
With all that said, hope everyone has a good Halloween, and appreciate those people who have patiently been waiting for this game. We hope that it’s gonna be worth the wait, yes i’m Gabe Newell.
-Sparky, Achebe, Danilo and the rest of the team















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