Game
Simulacrum - Chapter One


5 years ago

The end of the year is approaching, to round it off we've got a little sneak peak of what we've been working on for Simulacrum – Chapter Two.

Expand for more on what we've been doing!


This is just a small part of one of the environments you'll get to explore in our more ambitious second chapter.

We've also been improving one of our systems to support the larger environments we have planned. In Chapter One, the entire game level was loaded, and we just made those rooms invisible and inactive until they were needed. This new system lets us chop up the game level into little chunks called scenes and load them as you enter rooms and other areas. This way, we don't waste computer resources (like RAM) on the areas you are not in.

It also has some added benefits for us as we develop, speeding up the light-mapping process and letting us tailor those lighting settings per room. A much neater way of working with large levels. All around a win-win!



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Last month we showed a little of Abigail's apartment environment along with one of the enemies found there. Here's a further look at the apartment you'll be exploring in Chapter Two.

Following on from the puzzle preview from last month, we are giving a look at another new puzzle you'll encounter in Chapter Two. This is going to be our last update for a while.

Here's a peek at another area you'll find in Simulacrum: Chapter Two.

We took a break last month, but we are back in time for Halloween to share with you a first look at one of the new puzzles in Chapter Two.

Closed beta is now live!

Version 1.1.0 is now available! With an improved texture for Abigail, an overhauled French translation, difficulty changes, and more (expand to see patch notes).

Version 1.2.1 of Simulacrum: Chapter One is out, adding new languages: Japanese, Ukrainian and Russian. Spanish and French have also been improved!

We thank our translators for all their hard work. We didn't expect to support so many languages!

From today we're starting to show off isolated models without the context of a full scene to keep you updated (and teased) without spoiling too much of the mystery, starting with this rusty oven. Read more below.

Gloomiebloomie Shader!

Runestones: from concept to in-game model🗿