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Edge of Sanity

Development update #02 - Halloween Scream Fest & Meet our writer

Hello darkness and insanity lovers,

In this month's development update we are going to focus on plot, celebrate Steam Scream Fest and tell us a few words about the recent event we attended.

[img align]https://clan.akamai.steamstatic.com/images/42848898/9ad41ff0d2fdb73a15858c91f5a95bb7ce17449c.png

Joanna might be a bit too cautious to do anything even remotely daring or dangerous herself, so she writes about daring adventures and dangerous magic instead. Yet, she found enough courage to abandon her life in Poland and move to Ireland, and then some years later, she abandoned her life in Ireland to move over to the US. She’s determined to settle there, once she finally chooses which state to reside in.

When she’s not writing or thinking about writing, she plays video games or makes amateur art. She lives the happy life of a recluse, surrounded by her husband, a stuffed red monkey, and a small collection of books she insisted on hauling across two continents.

Joanna Maciejewska is writer for Edge of Sanity, so we spent some time to talk about what you can expect throughout your madness trip to Alaska.

Hello Joanna! Could you tell us a little bit about yourself? How did you become a writer?


Hello Robert! I’m a fantasy and science fiction author and freelance translator based in the United States, but I’m originally from Poland.

As for becoming a writer… one usually becomes a writer by writing. (laughs) My story is likely similar to many writers out there. We don’t wake up one day knowing that we are or will become a writer. In my case, it was the love for stories that made me an avid reader which combined with the need to create my own stories.

That creativity first found its outlet in tabletop RPGs, and ultimately in writing short stories and novels.

Do you have any sources of inspiration in your daily work? Books, comics, video games, weird dreams?


Last week we had a chance to visit Barcelona and showcase Edge of Sanity during Game BCN Demo Day! Hundreds of participants could check our pre-alpha footage and leave valuable feedback that will help us create a better game!

In general, I read books, play video games, watch movies, and talk to my husband to feed my creativity, and really anything can inspire a story: I wrote stories based on a single sentence, random thought, a piece of lyrics, or an interesting image that sparked an idea...

Once, I played a song in a loop for two days straight when I was brainstorming a story inspired by the song.



You now have experience in a book series called Pacts Arcane and Otherwise - was that helpful when writing a story for Edge of Sanity?


Almost everything that is writing is going to help with writing. Well, maybe excluding shopping lists. (laughs) Pacts Arcane and Otherwise is just a fraction of my experience. Before this series was published, I had already finished about half a dozen other novels, wrote and published short stories, run a few tabletop RPGs and small-scale LARPS, and each of them was an experience that left me with something valuable that helped me write the story for Edge of Sanity. And similarly, Edge of Sanity is an experience that will contribute to the projects that will come after it.

Is there any known universe/movie/book/comic/video game that inspired you most when creating a story for Edge of Sanity?


There isn’t anything specific, but when I learned what ideas the team had for Edge of Sanity, I tried to immerse myself in similar settings and atmosphere. Karol, the Art Director, recommended some titles, including The Thing. I’m very picky about horror movies I watch, but I thoroughly enjoyed this one, and its setting of an unforgiving wintery land, so similar to what the team had in mind for Edge of Sanity, had definitely sparked some ideas.



Could you tell us what happened before the start of the game?


I suppose it depends on how much you want the story spoiled… Discovering what happened in the past and how our character had found himself in his current predicament is part of the game’s story. Let’s just say that it all started shortly after the 1964’s earthquake in Alaska.

A hardworking and smart contractor had found a mysterious stone in the debris. He realized that it had the potential to change the world, so he combined his resources with an elusive millionaire, and thus Prism Organization was founded. What they intended to do and what happened next… Well, you’ll have to play the game to find out as my lips are sealed.



You had a chance to write not only dialogues but also shape the game missions. How different was it compared to writing a story for your books?


At the core, writing a story for the book and a story for a video game are similar, but as they say, the devil is in the details. As a novel writer, I can control the information much more precisely: at any point of the story, I know exactly which information the readers already have and what is concealed which makes it easy to control where the twists and reveals come.

Readers rarely skip chapters or read out of order. In a video game, players have much more freedom and can explore the story in their chosen sequence. Of course, some missions only become available after certain conditions are met, but in other cases, the player is the one to choose which mission or part of the story to explore next, so when writing missions and dialogues, I can’t always assume they have specific bits of knowledge: they might not have gotten to that part yet.

There’s also the matter of brevity. In a book, I can take much longer to unveil a plot or story, play with style or narrative tools, while in video games, information has to be more condensed as reading onscreen isn’t always optimal. As a gamer, I can relate since I’m definitely guilty of sometimes skimming through quest descriptions or dialogues.



Could you offer a few words about one of the characters we meet along the way?


Out of the colorful bunch of the characters players will get to meet, Scot probably stands out the most. He used to be a scientist, but then madness claimed him, and he embraced it with a surprising eagerness, so instead of being a crazed madman performing shady experiments in his evil laboratory, he is mostly himself.

That is, if you don’t mind that communicating with him is somewhat broken as his madness offers him unique perspectives. I think his character will bring a little bit of absurd-lined levity and everyone seeking a moment of respite from the horrors and the darker side of madness will enjoy interacting with him.



Do you see any similarities in game acts vs. book chapters? Is having them making your job easier or the other way around?


To me, book chapters are nothing but a way of organizing a story. I write in scenes, sometimes even out of order, until I’m satisfied that I told the story the way I wanted it to be told. At that stage, I might be moving scenes and events around for better flow or story impact, or rewriting and removing various pieces of the story.

Therefore, in my workflow, chapters come when I have an overview of the events and know how they fit together. I do not plan initially how many chapters I will have or what will go in each chapter, but I know of writers who work this way. At the same time, game acts seem to echo the 3-Act Structure that many writers use to plot out their books, and that has been with us pretty much since ancient times. I don’t have a need to rely on it heavily in my own writing, but I’m familiar with it, so game acts don’t come as something foreign or difficult. It’s just another way of dividing a story into structural pieces.



What’s your favorite element of the game setting?


Why, tentacles of course! (laughs) To me they have the appeal of otherness and eeriness, especially when paired with other horror elements. But in general, what I’m drawn to in settings is how various pieces are connected rather than being drawn to single elements.

Once you’ve consumed enough books, movies, and video games, it sometimes feels like “you’ve seen it all”: elves, robots, zombie goats, and whatnot, so it’s more about how those seemingly seasoned pieces are combined into a unique and fresh setting or story that has the most appeal.

In Hyperion, one of my favorite novels of all time, Dan Simmons managed to combine such unlikely-fitting elements like religion, posthumanism, time travel, AI, and poet John Keats among others into a cohesive, heart-wrenching, and suspenseful story in which all those pieces make perfect sense. Similarly, Edge of Sanity combines survival in an unforgiving environment with madness, corporate conspiracy, and tentacles of course, and that’s the main appeal to me.



Showcasing the game in Barcelona


Last week we had a chance to visit Barcelona and showcase Edge of Sanity during Game BCN Demo Day! Couple of hundreds of participants had a chance to check our pre-alpha footage and leave valuable feedback that will help us create a better game!



Steam Scream Fest





Starting from October 25th, 7:00 PM CEST / 10 AM PT until November 1st, Steam celebrates horror games and Edge of Sanity is part of the event!

If you haven't already, wishlist Edge of Sanity on Steam - it helps with our development a lot!

https://store.steampowered.com/app/1897110/Edge_of_Sanity/

So that’s it! We are very approachable, so if you wish to share all kinds of feedback or question, art style related or not, please consider leaving follow here and/or joining our Discord:

We are grateful for all kinds of support! <3



Talk to you soon!


Development update #01 - Defining the art style

Hello darkness and insanity lovers,

It’s been exactly a month since we have shown Edge of Sanity for the first. We are deeply grateful for all the feedback we’ve gathered since, especially during Gamescom and Tokyo Games Show, and your great reception of the reveal trailer and the games' art style.

Before you book your trip to Alaska, we’ve promised to provide you with a monthly development updates. So, today, Karol, our Art Director and Game Designer, together with Robert, PR & Marketing Manager will talk you through the unique art style of Edge of Sanity.



Early days




Robert: Darkness, disturbance, vulnerability - judging from those early concepts, it looks like this was plan from the beginning?

Karol: The initial plan was to create a game set in Antarctica, even before Frostpunk! (laughing). I was thinking about more of an adventure game with some action gameplay. It could have some horror vibes, but not to the current extent.

Robert: So… Why not pursuing it?

Karol: Well, while this setting looks great on concepts, technically there is not much happening there, right? For a small, 1–2-hour story, it could have worked out, but Alaska has more potential, especially for survival horror. And it still is a winter setting, that seems to suit Lovecraft-inspired stories.

We want to showcase how raw the Alaskan tundra is, that it was a magical, hard to reach place (especially during 80s), so the darkness of Mignola’s inspired art style puts an emphasis of this uncertainty and Lovecraftian riddle.



Robert: The mysterious stone coming from space was there since the beginning. Have you dreamed about it or what?

Karol Well, I’ve read The Colour Out of Space, a story in which a stone similar to ours ends up in a well. You should check this classic if you still haven’t.



Robert: Will do! One more question about the old days. Where is the winter cap of the main character???!

Karol: When, Vikings in the movies often don’t have helms so you can see their face better and feel more attached, righted? (laughing) BTW, do you know that usually the average height of a human is 7-8 times of head’s length? Currently we are more within 3-4, that also enhanced the comic look.

Robert: Well… but then it became more… contrasty? Contour-heavy? You know, this slight Darkest Dungeon vibe that everyone is talking about.

Karol: In fact, this vibe was there in a beginning, but the old concept had a smaller number of dark assets. It all changed when we decided to make a survival horror. In Hellboy, you have a lot of very dimmed backgrounds, but in Edge of Sanity it would create a problem - when everything starts blending together. We’ve toned it down (from Darkest Dungeon aesthetic too) to avoid it.



Robert: Well, it looks like you have so much of hand-drawing of backgrounds ahead of you?

Karol: Yes and no. Yes, because the locations important for the story are in fact manually placed graphically, and well, we have over 20 of story important missions at the moment. But on the other hand, other locations are combined of individual assets - varying in size, of course.



Robert: Oh yeah, and the reveal trailer. We’ve spent some time on that, huh? Was it helpful for finilizing the art style or not?

Karol: Of course, it would be better to work on the game for the full time if marketing was not taking us from it. (laughing) Well, the art-style was there, some elements were more or less ready. But assets from the trailer will make it to the final game, they might be mixed together in a slightly varied way, though.



Robert: And those individual assets. Do you event count them?

Karol: No, why should I? :>



Well, we have 189 of different wooden planks, 97 stones, 247 sets of trees, so you can imagine… When we are finalizing the look of the levels, I am improving them, and the new variant is created. So, there will definitely be more of them.



Robert: Wow, looks like it is not easy to make them all visually aligned?

Karol: It depends. This is a very specific art-style. At the first glance it looks like it is easy to achieve, but very often we end up need polish them, because you can see something is off. We need to find the balance between comic style with a touch of realism. And being on the edge is tough (NO PUN INTENDED). It’s hard to choose when to scale down the level of details.



Robert: Less light, more light, less light, more light - I know we are going through some iterations here and there. What’s the plan now?

Karol: Well, tweaks will keep coming, I guess. I can say we literally started from the level of no light sources at all, even from our character. You literally couldn’t see a thing without a lamp.



Robert: And the parallax effect, I kept asking you guys when we are going to see it, remember?

Karol: Yeah, you kept asking about it… We wanted it since the beginning so we always knew those early builds you have seen will look better, like GTA VI will probably too (laughing). I can say we will try to spend some time on animating backgrounds and making them more alive too.



So that’s it! We are very approachable, so if you wish to share all kinds of feedback or question, art style related or not, please consider leaving follow here and/or joining our Discord:

We are grateful for all kinds of support! <3



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!

Edge of Sanity - revealed at Future Games Show!

Hi there,

We are thrilled to finally be able to share our newest and biggest title yet, just revealed during Future Games Show powered by Mana. Edge of Sanity is s a Lovecraftian survival horror game with unique 2D art, a disturbing story, and complex base management.



During story-rich expeditions, you will encounter local cultists and monsters hiding in dark corners around a remote mountain valley. Use anything you find to stand a chance against powerful enemies, uncover secrets of the mysterious Thurul Stone, and unveil a tragic story of missing scientists.

Our small team puts a lot of heart into the game that hopefully will trigger all kinds of emotions. We invite you on that journey with us, from the game reveal to a launch and beyond. We plan to post development updates, in-depth info about the game mechanics, and answer the most common questions.

We are very approachable, so if you wish to share all kinds of feedback or question, please consider leaving follow here and/or joining our Discord:

We are grateful for all kinds of support! <3



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!