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Genre: Platform, Puzzle, Adventure, Indie

Inmost

INMOST Third Anniversary Story Deepdive 👻 *Spoilers Inside* 👻

*This text has been translated from Russian to English to celebrate the INMOST Anniversary*

It's been three years since the game's release on PC. Wow!
Thank you so much for all the support and love we have received from you!
The anniversary of INMOST’s release is approaching and I thought it would be a good time to share some of the game's secrets. I'll cover development details, interesting facts, and details you may have missed, or that you've been asking us about all these years…
If you haven't completed INMOST yet, I recommend you finish it before reading this post, as it contains a huge amount of spoilers that will tarnish your experience. Consider this a fair warning! ☠️

Fireplace Chimney
You probably remember the moment towards the end of the game when Lizzie meets the raccoon in the attic. She discovers that there is nothing unusual in the locked room; just some dusty, old junk.
She gets upset, but after a brief moment, Rabbit notices the fireplace chimney. However, there is no fireplace downstairs in the house!



I've seen many playthroughs of INMOST, and usually this moment works perfectly and players are hooked by the thought. They are surprised. They become curious.

The thing is, when I was developing the game, I got a kick out of that moment myself. There is a flue pipe, but no fireplace. So then where does it go?

Some of the art was created before the story was complete. However, the basic skeleton was written, the emotions that should be caused at this or that moment, but there were none of the finer details.
I had created the shadow animation in the attic for the announcement trailer, which came out two years before the game was completed.

I had added the chimney because I felt the roof seemed a bit barren. At the time, it had no meaning other than decorative.
Lizzie was supposed to get into the basement, but it wasn't spelled out exactly how. When I was initially planning the story, I had written a vague note that she was supposed to find a secret passage or something.
And then, as I was drawing more details in the house, the pieces seemed to come together.
My thought process went something like… The flue pipe! Why is it here? It probably leads to the basement! Why don't we allow Lizzie to break it? Yeah, the little girl moves the huge floor clock first (it used to be even bigger, by the way. I shrunk it down to make moving it a little less weird) and then she uses a crowbar to smash the wall..... BUT! It's a beautiful “Chekhov’s gun!” (narrative principle that states that every element in a story must be necessary, and irrelevant elements should be removed.) The flue pipe was in plain sight the whole game!

And that's how this scene came together.
It's funny how when you look at a finished work - it seems like it was originally clearly planned out, carved in stone, and brought to life unchanged.
It reminds me of some sage words my fellow game dev friend likes to say "Video game development is when you drive a steam train and continuously throw tracks in front of it to keep going"

Jumpers
Little, long-eared cuties that live in a cave and bounce around squeaking like rubber toys.



The first version of INMOST, which came out on Apple Arcade, didn't have them. These locations, as well as the location to the left of the house with a scythe inside (where the puzzle with bells), were added during the Steam release.
But the jumpers have been mentioned before. The Storyteller talks about them:



All texts and all their variants in all languages from INMOST are stored within a Google Sheet. When something needs to be changed - they are exported to an XML file and imported into the game with one button. Very convenient.

The jumpers are the children. Ann's classmates.
The Storyteller tells the player that the pain wasn’t their fault. People I know have told me that this line is outrageous, but I really feel that way. Children are the product of the experiences that they have had with their parents and the people around them, and I truly believe it's not their fault.

However, there is an Achievement in the game for killing them all (which, by the way, is not that easy - these poor furry creatures scatter and hide after one of them dies). But, unlike the players who think of getting this Achievement, they are not heartless bastards. Therefore, after a few seconds, they gather at the body of the fallen comrade to mourn them. That's where you catch them and kick them in the head with your foot!
The Achievement is aptly named "Pain for Pain", and it was unlocked by 7.2% of players. Admit it, did you crush the poor jumpers?

Adam's brother
In development, you often have to juggle ideas and try to implement the best ones.
Unfortunately, this sometimes can mean that entire locations, scenes, and story arcs have to be abandoned.
However, some things (albeit partially) can remain in the final game (albeit having lost some of their relevance).

Adam’s first location was the basis for the demo, with which we won the Best Indie Game award at DevGAMM, and later helped us in our search for a publisher. This location ended with Hunter's chase scene. It's that black stuff over there that can kill a kitty.

I wanted to show that the world of the game isn't empty. That it had characters with their own stories.



At the time, the overall story and themes were still coming together. The world and the game's lore were still being born in a way. Whilst the general artistic direction was similar to the INMOST we know and love today, in many ways, it was still in its infancy and hadn’t quite found its true voice.
It was clear that the world of the Castle was a reflection of Adam (who at the time was still called Murray), and that all the characters were essentially all in his head. But what kind of characters are they? They have to be quite vibrant, with bright, distinct personalities. So my idea was to make the characters extensions of Adam’s complex thoughts, feelings and ideas about life.

The strange looking character in the house with the scythe is Adam's childhood fear and insecurity, and the character who gives him the Black Heart is his anger.
I had planned to populate the world with even more personified emotions, but the already-large amount of text slowed down the already-slow game, so this idea remained essentially unexplored.

But what about the brother of the strange character in the cabin - as you’ve likely guessed, it's a black goop monster to the left of the house which you lure out with bells later in the game. It was necessary to hang another Chekhov's Gun on the wall at the very beginning and to show the player that the world here is strange and dark, and existed before the player interacted with it. He tells Adam that he "helped his brother to hide" and asks not to look for him. This kind of wording sounds suspicious and creates a hook that hooks the player's interest and encourages them to explore the game's world.

Initially, I had a few notes that this character was supposed to be Adam's real brother who died as a child. I did not develop this plotline, so as not to introduce additional characters that do not affect the main story of the game.

And again about the fireplace!
The fall of objects, under the conditions of our planet, is independent of the mass of the object, as I hope you know. Which means that from the time it took for the object to fall we can calculate the height from which the object fell.

It takes about 3 seconds for Lizzie to fall down through the fireplace, which is A LOT.
This, of course, was done for dramatic effect. If it had been faster, it wouldn't have been as epic. But a 3-second fall is how many meters?



With our planet's gravity of 9.80665 g, a 3-second fall means that at the end of the fall, poor Lizzie had a velocity of 29.42 meters per second, which in turn means that she overcame a height of 44 meters. Which is comparable to the height of a twelve-story building.

So, first of all, it turns out that people went to a lot of trouble to dig up that basement… and secondly, that Lizzie is damn invincible!

Which also means the answer to the question "How they both survived the fall from the balcony at the end of the game" is very simple. Grandpa fell on the girl.
Let's give him a round of applause for his ingenuity. Even though he didn't know Lizzie was invincible.
Well, it raises some questions about his behaviour.

Knight, Keeper and prehistoric ferns
I’d also like to talk about Zack’s (the real world counterpart to The Knight) profession, who the Keeper is and why The Knight served him.

So, who is the Keeper?

Throughout the game, players will have been collecting shards of pain. Adam collects them humanely. He finds them hidden in the world, within the grass, underneath rocks, and inside boxes. Afterall, the Storyteller tells us that pain is hidden everywhere. That's the way it is in the world of INMOST.
In the real world, however, as someone who has read tons of fiction consistently throughout my life, I've always been interested in a rather unusual question. If you take a random pebble on a mountainside - how many things has it seen?
Rationally speaking, it probably didn't see much. It was sitting underground. Sitting. Sitting. And then boom, the slope collapsed and it crawled out. People were walking past it, and then I came and started asking, "What did you see, O wise stone?"

But there are different kinds of stones. I was born in a mining town which was surrounded by stone dumps called ‘slag heaps’. Slag is waste material that is created during the refining process, separated using heat, causing it to rise to the surface, creating huge mountains up to 30-50 meters high.
These dumps can continuously burn and smoulder for a long time after they’ve been dumped - because the temperature and pressure heaps sometimes look like small volcanoes.



Coal contains the energy stored by plants that lived hundreds of millions of years ago in swampy forests - prehistoric! Layers of dirt and rock covered the plants over millions of years. The resulting pressure and heat turned the plants into the substance we call coal. It is very easily broken by hand into very flat slates a few millimetres thick. Once I realized that, I was blown away. Every second stone has prehistoric prints on it. Literally, as in the photo below.



IN EVERY SECOND ONE.
This is the ancient world at your fingertips. Plants and even insects that lived in an ancient forest hundreds of millions of years ago. Can you imagine such a thing? It blew my childish mind. Right there in your hands, not in a glass case inside a museum. These are rocks that REMEMBER.
I guess sometimes they remember the pain, too…. but I'm getting distracted.
Well, here it is. Unlike Adam, who collects pain from knowing the world and the stones, Zach, the Knight, collects pain from people and delivers it to the Keeper.



I always thought the game explained the nature of the Keeper pretty well. In fact, I attempted to do so directly in the text at the ending.
The Keeper is life itself. The game explicitly says you don't have to fight it. Life doesn't feed off your pain. It's just there.
But the Knight's world is actually Lizzie's story. Knight is her perception of her adoptive father, in moments when she did not know it was a story about love, not pain. She only saw Knight's sacrifices as personal, self-interest, not concern for her. Therefore, she envisions the very life the Knight serves as being a horrible and unforgiving monster. And Life was indeed like that in the world she lived in as a child. The world as she saw it.
A Knight in this world harvests pain from other people.
Sometimes, the colours of the world around us are dimmed by our problems and there seems to be nothing we can do about it. The whole game is about that.
But I believe there's always a way out.



Zach has an extensive library in his office. On the walls hang framed awards he's forgotten about since he started taking care of Lizzie.
There was a detail in the early versions of the game that I regret we didn't realize to the end. Furniture began to gradually disappear while Lizzie's room became more tidy and filled with toys and children’s things.
After Astrid, Zach's wife, left, he was unable to continue his work, focusing only on taking care of Lizzie. He was in dire need of money, and so he started selling off furniture so that Lizzie would want for nothing.
Zach was a lawyer. He met people's pain directly and sometimes, unfortunately, was an asshole in situations where he wished he had behaved differently.
Zach was giving all of his pain to Life. He was trying to survive in this world of pain that surrounded him on all sides. But he was saving some of his pain for Lizzie to try and buy her happiness with it.
Knight was giving bits and pieces of the pain he stole from Life, to give to Flower to break down Flower's barrier that it had erected around itself. The Knight saw that by giving away the pain, the Flower's barrier responded, if only for a second. He then decided it was the only way.



But it wasn't what the Flower needed. Other people's pain, even in the form of gifts and care, is not always what loved ones need.

That's why, in the final of the game, Knight doesn't give away the pain. Flower never needed it.
He decides to take HER pain. The pain she already has. Pain that was already too much.
And that alone breaks Flower's barrier.
Zach accepts Lizzie's pain as his own.

Even at the very beginning of development, when I didn't even know the full plot of the game myself, I had the main idea. I wanted to leave a bittersweet feeling and maybe some melancholy after the credits. I wanted the player to think not only about themselves and their pain, but also about their loved ones and the pain they are trying to take away from us. To take away, trying to make our world a better place.
Around this thought, the whole plot of INMOST was born.



Astute players will have noticed that the Knight's Cave is an interpretation of Zach, Astrid and Annie's home. On the right, you can see a leaning refrigerator, and behind the Flower is the kitchen window. This is where Knight was returning to all along.

INMOST’s Biggest Mystery
When we were approaching the end of the game, after the main plot had already been developed and after over a million frames of cutscenes were drawn, there was one plot thread that a lot of people had not noticed.
INMOST is a game where the imagery is stronger than the real world.
Similar to when cartoons, movies, games, show the bars of a prison, through which it is quite obvious that the character can pass without problems and escape. However, they remain in prison.
And you know why?
Because if the creator adds realistic, multiple bars - the audience will not be able to see the character very well. With "movie" bars, audiences realize the prisoner in prison. They realize that the bars are very sparse and the prisoner can probably squeeze through them. Yet they suspend their disbelief and accept that as part of the action playing out in front of them.

I am immensely glad that you are reading this article and are curious about the development. It means that you have accepted the bars that have been laid out in INMOST.
But there is a thing that remains behind the scenes. For all the understatements that exist in the game.
It's pretty straightforward. It's always been in plain sight. But it was hidden beneath the emotions in the moment that cleverly covered it up. I think a lot of people wondered about it, but took the plot for granted. For which I am grateful.
Okay
So what is it?
I want to talk about why on earth Zach rescued Lizzie from the burning house.

Why was he there? Why did he run to the top apartment specifically? He wasn't a firefighter (and that version existed at some point in the script), nor was he a superhero throwing himself into the fire.
Why did he break into the house?
The answer lies a little ways away. And that answer is provided by one of the game's few comic characters.
You've seen him. You've almost certainly thought about who the character represents.
I'm talking, of course, about the Cartographer.



No, it's not a turkey. It's a sock on a hand.



During development, I used to play with a sock puppet with my three-year-old daughter.
The Cartographer is one of the first “mindfuck” characters that players meet. He said that he loves his teapot and tea, but he used to make tea from a straw. In the next scene playing as Lizzie, we meet the teapot with its straw. And maybe a caterpillar crawled in there, as Lizzie said. (It crawled out later. Don't worry.)
The Cartographer was important to connect Adam's world and Lizzie's world. It was necessary for the player to question where reality is, where fiction is, and how they relate to each other.
It even has its own unique soundtrack, which I believe consists of four notes with huge pauses in between.
Boop. Boop. Boop. Boop.
To me, this adds a separate humorous dimension to the character. But he is important, and he draws maps.



Most players don’t realize, but this is a real map that can be used in-game.
I was trying to confuse players. I drew some spruces on the map. I drew the lighthouse. But I also drew a skeleton. And in the middle, it is a little heart. Do you see it? It's a black heart item used to open doors.
Below, in the vertical tunnel, there is a wall that can be knocked down using the pickaxe and behind it is the last collectable. The last memory, which answers the question as to why Zack broke into the burning house.

Here it is:



Lizzie is still very young in this picture. She's in her mother's arms. Ann is much older than Lizzie. This photo was taken many years ago.
Lizzie's father was Zach's closest friend. That's why he was under the burning house. That's why he ran to the only apartment on the top floor. He found Lizzie's parents, and his friends, dead. They had suffocated in the fire. But he saved their daughter.
He stole her from them.
He stole her from death.
We try to live as if death doesn't exist. Sometimes we remember and we know it can happen. Of course it can. But it happens to others, doesn't it? It's not us. There's always the next minute, the next hour, the next week.
Several of my childhood friends died thinking they had forever ahead of them. They left their wives and children behind. Some of them left abruptly. Some knew the end was inevitable.
Even before we started making the game I had a very vivid thought. A thought I wanted to convey without saying directly. A thought that is still important to me.
We hardly see the pain that surrounds us. Sometimes we know almost nothing about the people who live ONLY for us. We have no idea what they did for the sake of seeing us smile. And they'll be gone. Just like everyone else. Just like you and me.
The whole game was about one thing.
LITERALLY ONE THING.

I wanted you to call someone close to you and tell them you love them.

2 Years of INMOST 👻 Discounts, Giveaways, Merch & a Surprise!



Hey everyone!

Here in London that cosy jumper weather is upon us and the longer nights are finally settling in, which can only mean one thing… The INMOST spooky season is upon us! 🎃 October 11th marks INMOST’s 2nd anniversary since it’s very first launch on Apple Arcade. As such we've got plenty of suitably seasonal things lined up for you...

Steam Daily Deal



To celebrate we’re doing a Steam Daily Deal from 10am PT on Monday 11th October - 10am PT on Wednesday 13th October, where you can grab the game for 30% off.

This is our biggest ever discount for INMOST, so if you haven't dived in yet or wanted to earn extra friend-points by gifting a copy to a member of your skeleton crew, there's no better time!

https://store.steampowered.com/app/938560/INMOST/



INMOST X The Yetee!


To coincide with the game’s anniversary we’re also super excited to announce that we’ve teamed up with our good friends at The Yetee on an official INMOST merchandise range, featuring a ‘Knight of Darkness’ T-Shirt (designed by 1000 Dead Draculas) and a ‘Cute Rabbit’ pin (designed by Paperbeatsscissors), both available now via The Yetee website!

Is Lizzie’s Rabbit choosing violence, or just preparing for a delightful tea party? We’ll leave the answer up to you...



WIN a Physical Copy of INMOST



We’ve had an awesome year, with the announcement of our beautiful limited edition Nintendo Switch physical editions with Super Rare Games (complete with a sweet Steelbook Edition) back in May. If you picked one up, please do tweet a picture and tag @ChucklefishLTD and @HLGteam - we love seeing them in the wild!

For those of you who missed out, we’re also running a competition to give you the chance to win your very own physical copy of INMOST on Nintendo Switch and an INMOST T-Shirt and Rabbit pin from The Yetee! Entries start today (October 11th, 2021) and all you need to do is enter via Gleam, using the Secret Code found on this Tweet! There’s extra entries on the Gleam once the secret code has been entered.

The competition is open worldwide, and the Nintendo Switch physical copy is region-free. The giveaway ends at 4pm UK on November 1st, after which we will randomly draw the winner and notify them! You can find the full T&Cs on the Gleam giveaway page.



Pray For the Factory


Found yourself enraptured by the haunting atmosphere of INMOST and looking for ways to fill the void left in your soul after you completed it? You’re in luck. To continue the celebrations, we wanted to share a sneak peek of what the Hidden Layer Games team are cooking up next…

Keep an eye out on for more news on their super secret new project 👀👀

If you want to tell the artist how insanely incredible these pixels are, you can find Alexey here!

Fan Art


Lastly we wanted to turn the spotlight on some of the community’s wonderful fan art. We LOVE seeing your amazing creations, so thank you for sharing, and show them some love!



By @francis_ecto


By @keyrule48


By Shped


By @Tomat74955137


By @MARIO6400

Until next time!

Update 1.0.4 Available Now

Hello again everybody!

Hope you’re all well n’ good during this holiday season, and what better way to get in the mood than to play our hauntingly atmospheric and emotional rollercoaster of a game, INMOST! The folks at Hidden Layer Games have been steadily making tweaks and improving the performance overall, so now is as good a time as any to get stuck in if INMOST and get it out of your pile of shame.

* Performance improvements
* Fixed color correction during loading menu
* Fixed possible visual bug with gear mechanic
* Fixed Cartographer’s rope fix animation
* Fixed another few background decorations and particles disappearing in particular places
* Improved ballista shooting animation
* Enemy’s attack at start of third Knight scene can be avoided easier
* Fixed various minor UI glitches
* Improved Girl’s ladder climb animations
* Fixed fire animation bug on second Knight scene
* Fixed Knight’s hook animation on short distances
* Fixed Hero’s sprite shaking for few frames after defeating the Hunter first time
* Added attack sound to new common Knight’s attack
* Improved Girl’s animation in cookie scene
* Added protection from bird enemy being stuck and locking slime doors
* Fixed wrong camera behaviour after save loading in a few particular situations
* Interaction with hand lift now has higher behaviour than ringing bell

As always, we appreciate all of your comments and feedback - they’ve been immeasurably helpful to making INMOST the best game it can be.

Update 1.0.3 Available Now

Hello!

We've pushed an update to Steam for both Mac and PC with some fixes! Here are the details...

* Huge performance improvements
* Fixed sprites disappearing for one frame in some animations
* Fixed animations of ballista and cranes, they're no longer trembling
* Added new attacks for the Knight, including strong combo attack
* Revealing hidden locations is easier
* Improved visibility of gear mechanism in hunter chase scene
* Cartographer now paths to his house correctly
* Rabbit pickup dialogue now has an autoskip
* Entrance to the mines can no longer be opened until girl's cutscene ends
* Knight's hook behaviour is improved
* Hide-and-seek now can be activated by any key pressing
* Fixed bug when latest save screenshot shows the loading menu
* Fixed wrong room revealing when hide-and-seek scene starts
* Girl now autoclimbs up the stove
* Fixed lighting in the storage room after crowbar is picked up
* Fixed main hero’s landing animations and ability to flip after it

Vote for INMOST for the 'Outstanding Story Rich Game' Award

INMOST is a powerful story-driven experience - it was designed so as players advance through the game they'll uncover the stories of the characters and how they relate to the world and one another. Since the game's release one of the most meaningful parts of seeing new players experience the game has been the emotional reactions to the story and its characters.

If you've played and feel INMOST deserves to be called an 'Outstanding Story-Rich Game' please consider supporting by voting for this category. Thank you!

Update 1.0.2 Available Now

Hello!

We've pushed an update to steam which adds Mac support and some fixes! Here are the details...


  • Added Mac Support! The game is now playable on Steam for players on Mac computers.
  • General geometry and hitbox improvements
  • Fixed a bug where collected collectibles sometimes disappear from menu
  • Fixed a bug where the player would get stuck on the elevator when dropping down
  • Several small fixes in the knight's snow level cut-scene
  • Static enemy triggers have been tweaked and they now act more hostile towards the player
  • Moved fountain achievement trigger from before the cutscene starts, to after
  • Fixed ability to skip the treehouse scene
  • Floor is lava: fixed bug locking character in place while climbing on table
  • Boar no longer gets stuck if he falls on the platform below
  • Checkpoints are no longer triggered whilst the player is jumping/ falling/ dying/ breakdancing
  • Knight no longer takes damage during specific animations/mini-cutscenes (mainly affects achievements)
  • Knight no longer falls through the lift in his first scene
  • Fixed bug with hand elevator not working
  • Travelling through ventilation is now more simple
  • Added shortcut between Cartographer’s location and entrance to the mines
  • Improved Pain Crystal hitbox and behavior
  • Girl no longer teleports during the bunny chauffeur scene
  • Access to several locations have been tweaked to make travelling smoother

INMOST 1.0.1 is here!

Hey folks, first of all, thank you so much to everyone who's fed back with suggestions, comments and bugs - your help is much appreciated and really does mean the game becomes a better experience for the next player. You the real MVPs.

Anyhow, here's a change log for the most recent update!

General:

<*> General quality of life improvements
<*> Arrow puzzle nows work as intended
<*> Collectable notes now carry over from save to save
<*> Cave monster now considers the player edible
<*> Moving objects near the cave monster will no longer cause the player to become stuck in webs
<*> Ladders now have reinforced rungs and are easier to climb and dismount
<*> Bird monster no longer ignores game pause and respects the players intention to take a break
<*> Characters regained memories and missing dialogs have been restored
<*> Caged monster can now be more easily released
<*> Enemies can no longer penetrate slime barriers
<*> Enemies are now more aggressive towards the player
<*> Boar monster is slightly easier to matador
<*> Boar monster no longer trembles
<*> Slime barriers despawn correctly on Knight levels
<*> Main hero no longer stuck perpetually cartwheeling after dying in specific locations
<*> Decreased amount of enemies on some locations
<*> The game no longer locks cursor in windowed mode
<*> Hidden zones are now revealed after entering them
<*> Adjusted Knight's attack animations
<*> Dodge tutorial implemented for the Knight
<*> Achievements now unlock in the correct order
<*> Camera behaviour tweaked when enemies appear on screen
<*> Saves are now sorted correctly
<*> Fixed some objects being incompatible with saves made in previous versions of the game
<*> Improved controller scheme. E.g. some actions are no longer locked in specific situations

GOG achievements have also been implemented. Go get 'em!

Until next time!

INMOST is Out Now!

Today is the day!

INMOST is now available to play on PC (and Nintendo Switch)! You can grab it right now for £11.99 / $14.99 / 12.99€ and is fully playable in 14 languages! Woo hoo!

Take a look at INMOST’s launch trailer here, featuring the game’s beautiful new intro cinematic, and music from INMOST’s composer Alexey Nechaev:

[previewyoutube="oSX1StI7tBk;full"]

You can also grab the INMOST soundtrack here:
https://store.steampowered.com/app/1399420/INMOST_Soundtrack/

It’s no secret that INMOST’s Lead Game Designer and Artist, Alexey Testov, was partly inspired by Freebird Games’ beautiful story-driven game, To The Moon. So we’re super pleased to say that we’ve teamed up to offer 10% off INMOST to Steam players who already own To The Moon, for a limited time only.

This discount won’t be sent as an inventory coupon, and instead will automatically be applied at checkout if you fulfil the conditions. If you haven’t experienced Kan Gao’s fantastic, emotional story, we highly recommend it!

Lastly, don’t forget INMOST on PC also features a rather fancy CORSAIR iCUE lighting integration.
INMOST’s Technical Director and Programmer Andriy has been working with the CORSAIR team to dynamically match iCUE’s RGB lighting effects to in-game events. It’s especially terrifying when being chased by the Hunter..!

[previewyoutube="RlIMVzbaJXA;full"]

We want to say a big thank you to everyone for your patience. INMOST has come an incredibly long way since the two-man team at Hidden Layer Games gambled their studio’s funds and first showed the prototype in 2017 at DevGamm in Minsk.

INMOST is designed to be cinematic, and best experienced in one-sitting (coming in at around 3-5 hours depending on your play-style).

So grab yourself a warm drink, curl up in a cosy blanket and settle in with some mood lighting on a dark and rainy night, and experience INMOST’s emotional tale for yourself!

If you enjoy it, or have some feedback for us, consider leaving a Steam review or telling a friend, it really helps us get the word out :)

-Chucklefish

INMOST is out THIS WEEK on August 21st!

Hi everyone!

We’re thrilled to announce that INMOST is launching on PC this Friday August 21st - in just a few days time!

Set your alarm clocks, you’ll be able to download it from midnight PDT / 3am EDT / 9am CEST right here on Steam.

Check out our new release date trailer here:

[previewyoutube="EbhPtXP-LE4;full"]

It will be available for just £11.99 / $14.99 / 12.99€ and is fully playable in the following languages;

English (US, UK & AUS), French, Canadian French, Italian, German, Spanish, Simplified Chinese, Traditional Chinese, Japanese, Korean, Turkish, Arabic, Brazilian Portuguese, Dutch and Russian!

But that’s not all.

We’re excited to reveal that we’ve partnered up with CORSAIR to bring their iCUE lighting integration software to INMOST. iCUE essentially turns your entire PC setup into an extension of the game itself, as your RGB lighting dynamically reacts to in-game events.

As you know, INMOST is a super atmospheric game, so we’re really excited for players to get fully immersed into the mood of the game. Here’s a sneak preview of it in action:

[previewyoutube="RlIMVzbaJXA;full"]

Pretty cool, huh?

Don't forget to wishlist INMOST on Steam if you haven't already to get a notification as soon as the game drops. See you on launch day folks!

-Chucklefish

https://store.steampowered.com/app/938560/INMOST/

INMOST Publisher Update

Hey folks, we’re incredibly excited about INMOST coming to Steam, Humble, GOG and Nintendo Switch, and thought we'd share a quick development update!

Due to some super exciting secrets we can’t give you a release date, but rest assured INMOST is content complete and will be available this Summer!

Andriy and Alexey of Hidden Layer Games have been working really hard this year to polish the gameplay; adding beautiful new locations, puzzles and story, and bringing INMOST to PC and Nintendo Switch. We're also bringing all these updates to Apple Arcade, and hope all of the players who’ve enjoyed the game there will enjoy this enhanced experience!

2020 has been full of unexpected hurdles for everyone, and of course has also had a knock-on impact in development, QA and submissions, but we really hope you’ll enjoy the final game when it reaches you later this summer.

So, without further ado, let’s take a look at some of the improvements made by Alexey and Andriy!


  • New locations and puzzles which help to bring out the story
  • New NPCs with additional dialogue, quests and story
  • New and improved enemies
  • New intro sequence and in-game cutscenes
  • New music tracks and sound effects
  • New visual and sound weather effects depending on the state of the world
  • Hundreds of new lines of dialogue
  • Improved design of existing locations
  • Optimized in-game physics and improved overall performance
  • Improved localization
  • Additional animation effects for the knight's attacks
  • Improved gamepad support, especially in UI navigation. Added in-game hints for gamepad buttons
  • Improved touch control scheme for Apple Arcade
  • Fixed general small bugs and issues


The biggest and most important update yet... you can now pet the cat!

[previewyoutube="gKWtX_mYK90;full"]


Don’t forget to check out the Chucklefish Twitter and Hidden Layer Games Twitter where we share screenshots, development updates and all things INMOST! You can also wishlist the game now on Steam and find out more about INMOST over on their Website.

- The Chucklefish Team