InSomnia: The Ark cover
InSomnia: The Ark screenshot
Genre: Shooter, Real Time Strategy (RTS), Role-playing (RPG), Strategy, Adventure, Indie

InSomnia: The Ark

INSOMNIA’s first anniversary!


Hello everyone! Tomorrow marks exactly one year since the release of INSOMNIA: The Ark on Steam. So today we would like to discuss our progress so far and plans for the future.

Thanks to your non-stop involvement in bug hunting and general issue reporting, we were able to make INSOMNIA a better game for everyone. During the past year, our community has found over 520 bugs, 116 of which had high priority status, and all this time we’ve been working hard to address all of them. September turned out to be a very productive month with over 45 high priority issues being resolved.


Community achievements


Quite a few people showed interest to our title with 19,182 players following us on Steam. So far we have received 9309 likes and 8151 comments for 67 news posts that were trying to keep you entertained and informed on our progress at all times.

Our Community Hub hosts 3400 incredible screenshots that were made throughout this year and 1200 topics that were started by the players, while we did our best to be part of the discussions. We are also super thankful to each and everyone who participated in the creation of more than 100 videos and guides covering different aspects of the game.

Average INSOMNIA player


Steam dev tools provided us quite an interesting insight on what hardware is being used while playing the game.
  • 79% of our players like to play INSOMNIA on their desktops and use Windows Pro 64bit OS;
  • 85% of their gear is powered by Intel processors;
  • 83% are using NVIDIA GPUs;
  • 58% prefer 1920x1080 screen resolutions;
  • 56% of our players use English as their primary language.

However, this doesn’t mean we won’t continue improving the overall game performance for the rest of INSOMNIA’s players who prefer to use other gear, software, settings, and language.


ETA for v1.6


Our current tests show that even though quite a few bugs have been hunted down after v1.5 was out (125 to be more exact), there are still some lingering issues that we want to get rid of before releasing v1.6 to the general public. This means that you can expect to receive this update to your Steam library throughout October.

Thank you for all the feedback, help, support and patience you’ve demonstrated us during this year. This keeps our engines going and fuels our enthusiasm, which is very important when you work on something for many years in a row.

See you soon!

P.S. check out this nostalgic stream we did on launch:
https://www.youtube.com/watch?v=ACPcAPEos5k

INSOMNIA merch + v1.6 current progress


Hello everyone! One other thing we have been busy lately was fulfilling our Kickstarter commitments. KS backers have been an important factor in INSOMNIA actually getting made, so we wanted to set time aside and get the rewards out. This included sending out the surveys, collecting the data, printing shirts, posters, preparing the DRM-free CD-version of the game along with other pieces of INSOMNIA inspired merchandise. We will start shipping our first parcels as soon as everything is in place.


Since we’ve attracted a number of brand new insomniacs after the game has been released on Steam, we keep our doors open to the opportunity of introducing this Kickstarter-only memorabilia to a wider audience in the future, should there be a demand for it.

V1.6 update status



As we have mentioned in our previous update, the current release candidate has been tested by our QA department recently. And while we have a confirmation that the false SteamVR initiation bug is no longer a threat (we have used the actual VR set this time, whoa!), there are still a number of reported issues we would like to double-check before finally releasing v1.6 to the public. The next QA session is planned to start on August 26th which is the date when we expect to receive an updated build.


Other than that, we have lined up a list of 170 additional issues that are going to be addressed after v1.6 is released. These fixes should cover the remaining problems our community faced so far. Completing this version will be an important step towards Linux and Mac versions of the game along with any other possible additional content being released for INSOMNIA in the future.

Until next time!

Game guide contest results + v1.6 news


Hello everyone! August 1st is here, so it's time to announce the winners of our guide contest, where one lucky insomniac will get INSOMNIA’s DLCs and any one game published by HeroCraft on Steam as a gift. July 31st was the deadline for submissions and with this in mind, we are super thankful to the participants that invested time, creativity and effort in this activity.

Without further adieu, please welcome our winner:
https://steamcommunity.com/sharedfiles/filedetails/?id=1803624856
We also have one extra runner up who won our hearts and minds with proven effort and dedication. He will get a free copy of one of the INSOMNIA’s DLC as well:
https://steamcommunity.com/sharedfiles/filedetails/?id=1818483040
Our team representative will contact the winners shortly, so if you are one of them — please make sure your profile is public and you can accept friend requests. If you’ve missed this contest — don't give up, there will be more interesting competitions in the future.

V1.6 status update



We have received a new release candidate and plan to start our next QA session next week, which should give us a better idea of when v1.6 is going to be released. Currently, our focus is to address the main issues reported by the community so far. As always, we will keep you informed in our future updates. Thank you for your patience.

Until next time!

v1.6 update status + Space Exploration Sale


Hello everyone! Today, we’d like to share details about a few other improvements coming with the next patch. In addition to the list of bugs mentioned in our previous post, we’ve managed to narrow down and address a few more issues reported by the community including:

  • Character generation bug is fixed allowing you to get the desired look for your insomniac without extra hassle;
  • Somnic dogs can now be “deactivated” again;
  • The problem with the main menu buttons being inactive in full-screen mode on various 4K resolutions is no longer the issue;
  • NPCs don’t act weird anymore (previously, most of them were in standing position even when they were intended to be sited).

Please keep in mind that this list may still expand in the future since we are testing a number of additional fixes at the moment (including the false SteamVR initiation bug). We will keep you posted on our progress.

Space Exploration Sale



Steam has decided to celebrate the 50th anniversary of the Apollo 11 moon landing. In addition to commemorating the great event, those that missed the Summer Sale get a chance to nab cool space themed games at a discount. So here goes, insomniacs!

https://store.steampowered.com/app/783170/INSOMNIA_The_Ark/
https://store.steampowered.com/app/949900/INSOMNIA_The_Ark__Deluxe_Set/
https://store.steampowered.com/app/942170/INSOMNIA_The_Ark__Original_Soundtrack/

NOTE: the event will run until 10:00am PDT Monday July 22nd. Also, if you just happen to be a fan of the Warhammer universe, there might be something right up your alley provided by fellow devs.

P.S. a quick reminder: we are still running the game guide contest (which ends on July 31st), so don’t hesitate to submit your entries unless you want the author of our first guide to get all of the goodies, including a Steam key to two of INSOMNIA’s DLCs (Deluxe Set + OST) and any one game published by HeroCraft on Steam of his or her choosing.

Also, we just might give away a few free copies of one of the INSOMNIA’s DLC to a few lucky runner ups as well. Until next time!

Tips for v1.5 + game guide contest update


Hello everyone! Thanks to the Steam Summer Sale we are experiencing an increased interest for INSOMNIA. And while we are working on our next update for the game (it will add new free content and a bunch of fixes), we would like to pinpoint a workaround for a few issues that some of our players might have experienced with v1.5 so far:

  • Character generation bug: thanks to Nox, our loyal community member from the early days, we’ve got a handy tip that will help you avoid the above-mentioned issue if you ever happen to stumble upon it;

  • In-game font size issue: some insomniacs have reported that the font size on the incidental dialog became somewhat small and hard to read on bigger screens. So if this is something that happened to you as well, don’t hesitate to check out the following workaround suggested by Tolwrath and Ty Cobb;

  • The game renders extremely dark after loading a savegame: long story short — if you are having this bug, there just might be a solution for you (courtesy of Brimstone).


Also, there are a few more life hacks that might be useful to some of you as well:

  • Stereo 3D mode: if you know what this is or have no clue but want to try anyway, Bobisz has you covered!

  • Controller support: since this is one of the most popular questions we get now and then, here’s a link to the guide that will help you;

  • Freezes on AMD powered machines: this proved to be quite useful for v1.4 and below, however, in case any of you still find yourself in the situation mentioned above — you can always try this trick.

Game guide contest has been prolonged till the end of July



Since the Steam Summer Sale certainly kept most of our players busy, we’ve decided to give everyone some additional time to participate in the game guide contest we have announced previously.


The winner will get a Steam key to two of INSOMNIA’s DLCs (Deluxe Set + OST) and any one game published by HeroCraft on Steam of his or her choosing. Also, we just might give away a few free copies of one of the INSOMNIA’s DLC to a few lucky runner ups as well. So don’t hesitate to submit your entries!

For more details please address this news post. Submissions are accepted until July 31st. And let the best guide win!

The wait is over: patch #5 is out!


Hello everyone! Today marks the release of v1.5 for INSOMNIA: The Ark, something that we have all been waiting for so long. Previously, we’ve outlined a roadmap regarding the specific issues we’ve been working on (#1, #2, #3, #4). So let us go over some of the highlights below:

  • INSOMNIA is now running on Unreal Engine v4.21.2 (it used to run on v4.16.3). Since the difference between these two versions was huge, we couldn’t jump from the older version to the newest one in one go. We had to update the game step by step and fix many new issues that weren’t causing any trouble previously;

  • DirectX 12 support is introduced, so get ready for some dramatic changes to the appearance of in-game locations! The lighting effects have been improved drastically, making Object 6 look and feel more realistic and sinister than ever before. You can also expect DirectX 11 support, even though INSOMNIA worked only with DirectX 10 initially;

https://www.youtube.com/watch?v=FiuFGyhsLOg

  • The texture streaming feature was added to fix the missing textures issue that some of you have experienced before for specific in-game models. Localization-related glitches have also been addressed which was technically impossible without UE4 upgrade (along with missing textures bug);

  • Better optimization for AMD powered machines and overall improvement of game stability, along with fixing all known critical blockers, crashes and freezes that prevented some players to continue with the game at certain stages.

Below you can find an additional list of bugs that have been addressed in the latest patch:

Settings:



  • The game’s resolution is being set correctly in the Settings menu no matter what is the actual resolution of the screen at the moment;
  • The game is no longer being displayed in full-screen mode when setting to 1680x1050 windowed mode;
  • The quality of the textures is now being set to the maximum quality when appropriate option is picked in the Settings menu.



NPCs:



  • The look of your followers is now being changed in accordance with the current level of their equipment (armor, backpacks, and weapons);
  • The higher ranked commissars are now wearing red coats so the player will know whom to avoid (the lower level of Committee Archive);
  • Manner is no longer floating (Square of Glory);
  • The appearance of Dowel is now changed depending on whenever he wears a mask or not;


  • An NPC in Casino Amarkord doesn’t run into the truck anymore;
  • The militia no longer blocks the way during the “On the Verge of Despair” quest;
  • Fixed an issue with Dern not appearing in Thyper’s Shelter (this happened with some saves for older versions of the game).



Level:



  • The inability to leave the Wax Cell through the main exit point (this happened if you’ve entered this location through the lavatory area);
  • A container no longer sticks out from the railway carriage on Station D-96;
  • Added a proper name to the “no name monument” found on Square of Glory;
  • Converter Details can be no longer picked in Antique Shop (sorry, guys, you don’t need them);


  • Zone 88 no longer disappears from the global map after talking to Gennard and leaving the location;
  • Your character no longer falls through the floor of the elevator in Committee Archive;
  • A screw-nut no longer floats in Checkpoint B-10/2;
  • A doorstep no longer prevents the player from entering the code protected door in Checkpoint B-10/2;



  • A bad cover no longer floats in Crematory;
  • An issue with the security bots in Urb Perimeter not attacking the player in the Prologue is fixed;
  • Security personnel in Prologue no longer stays inside the door leading to the Reservation D-106 administrative building;
  • The player can no longer use the crawler remotely in Military Base;


  • The issue with fanatics not letting the player go in Residential Unit random encounter has been fixed;
  • The issue with the inability to enter one of the portals and finish the game has been fixed.



Interface & Graphics:



  • Urb Perimeter map is no longer represented with the yellow square;
  • Duplicated UI elements are removed from the Character menu;
  • The player no longer gets a notification regarding visiting the Antique Shop after previously discovering it;
  • Followers body model no longer replaces the players body model upon switching between the Team and Inventory menus.

Inventory:



  • The player can now use items without exiting the Inventory menu;
  • Turban can no longer be picked in Wild Grove (shouldn’t have been available for picking in the first place, oops!);
  • Fixed an issue with no icon items on random locations.

Misc:



  • The flameflower sound loop is fixed (an issue occurred while fighting the Tester in Wax Cell);
  • Fixed the lack of end game trailers after continuous playing session;
  • The player is now able to get a positive outcome for “On the Verge of Despair” quest;
  • The game no longer freezes on Alt+F4


  • The game no longer crashes on loading the Antique Shop location;
  • The issue with the character flickering and freezing after exiting the Tank Armor is fixed;
  • The end game trailers are now being launched after finishing the game as expected.

Plans for the nearest future




In our previous news update, we have already announced the additional free content. We plan to release it after getting your feedback regarding the v1.5 improvements, so we can add any additional fixes if necessary with the new stuff we’ve promised (shouldn’t take too long). Other than that we are also looking forward to addressing the following issues that might pop-up if you will continue to play the game using the older saves (v1.4, etc):

  • Redden doesn’t move after completing “Bane of Mills” and “At the Bottom” quests, and talking to him;
  • Quest log lacks the information regarding the quest related to Tel and the first time the player gets to the somnia;
  • No ability to exit the Beach.

Also, there are certain problems with the subtitles not being displayed in some of the trailers. Other than that, you are good to go and experience the world of INSOMNIA: The Ark as never before. Let us know what you think!

Additional (free!) content on its way!


Hello everyone! V1.5 is soon to be deployed and we felt that now is a perfect time for another fun announcement. After all of the support and patience that our community has shown during the past months, our team wants to give something back to express our appreciation to you guys.

After the v1.5 release, we will introduce a content update that will include:

  • 3 new special encounters on the global map: survive through yet another deadly Pyramid Mercenaries ambush, restore order in a distant camp infested by savage cannibals, and get ready to be punished by the righteous if you choose to take advantage of the weak;

  • 3 mini-bosses to challenge: try to outwit money thirsty leader of the Pyramid Mercenaries, confront the mind rotten Butcher the Cannibal and fight the owner of rusty Tank Armor who just might remind you of someone you’ve met before;

  • 1 secret location to find. Is it a bird? Is it a plane? More likely a room filled with peculiar corpses to loot and… shoot… if you want to, of course;

  • 5+ unique items to use: new armor, vest, shotgun, gasmask, axe, and other equipment.


The content update will be available for everyone who owns the game, free of charge. More details regarding the planned update will become available as soon as they are finalized.

See you next week, insomniacs!

INSOMNIA v1.5 release date and patch notes


Hello everyone! We are happy to announce that we are wrapping up QA/testing and the tentative release date for v1.5 is on June 19th. Сurrently, we are fiddling with save files from previous versions of the game to make sure they will be compatible with v1.5 (we will let everyone know of the results).

Also, there’s a little extra something we were working on to demonstrate our gratitude and appreciation for all of the patience and support you have shown us, so stay tuned! Meanwhile, here’s an additional list of bugs that are going to be addressed in the upcoming patch:

Levels:



  • Fixed the inability to exit Water Purification Plant (Sabra no longer ignores the player);
  • Wild Grove’s door now always functions as expected (“Lethal Retrospect” quest);
  • The elevator now matches the size of the shaft in Water Purification Plant;
  • Invisible wall in the Wax Cell is removed;


  • The sandbar model no longer disappears at the end of the game after entering the blue portal;
  • Character is no longer able to walk through the wall on the third floor after entering the somnia;
  • Fixed the inability to exit the Vulture’s Nest at the end of the game;
  • Bridge to the anomaly now acts as expected at the end of the game.



  • The elevator in the Military Base now always works as expected;
  • “Bad actor” indicator is no longer showing in older saves for Station D-96;
  • The elevator in Vulture’s Nest now always works as expected;
  • The elevator in Casino Amarkord now looks as expected;


  • The player can no longer enter the water in Abandoned Zone H27/55;
  • The player can no longer fall into the pit in Abandoned Zone H27/55;
  • Fixed the level objects loading speed upon loading the save file;
  • Security bots no longer stuck under the ceiling while fight with Derden during the “Bane of Mills” quest.

NPCs & Quests:



  • NPCs no longer ignore walls while showing the way to the player;
  • Corpses are no longer standing upon visiting specific locations;
  • Captain Riebel’s haircut and beard no longer change;
  • Fixed Genaro’s inability to transfer the player to the Coast more than once;



  • The player can no longer get more than one copy of Book of Taboro;
  • NPCs are no longer invisible after appearing from above in certain scenarios;
  • Fixed issues with inability to complete the “Bane of Mills” quest in certain scenarios;
  • The wrong story ending is no longer activated after entering the blue portal.

Interface & Graphics:



  • Game optimization improved thanks to transferring to the newest version of UE 4;
  • Fixed the duration of subtitles visibility in the Prologue intro movie;
  • Overload / hunger / thirst / low health indicators are no longer active for no reason;
  • Full screen 2560*1440 resolution mode functions as expected now.

Crashes & Freezes:



  • Fixed game crashing upon repairing Hierarchy Leggins and Commissioner's Cloak;
  • Game no longer freezes while trying to load a save file from the main menu;
  • Fixed game crash after finishing the “Enemy Behind the Walls” quest and exiting the Urb Perimeter;
  • Game no longer freezes in Prologue on entering the global map;
  • 5-10 minutes loading time on entering the global map is fixed.



Misc:



  • Fixed zoom animation during interactions with the objects;
  • Traveling between locations on the global map works as expected now;
  • Fixed the movement issue on the global map at the beginning of the game;
  • Fixed the inability to finish Prologue due to the lack of the outro movie in certain situations.

Please keep in mind that this list may still expand. Until next time, insomniacs!

Meet the team, part five + v1.5 news



Hello everyone! First, here are some new details regarding our current progress on v1.5. The current QA testing session confirmed the fixed status for more than 30 high priority bugs that have been reported by our community since v1.4 was released. These include a better optimization (particularly for AMD powered machines), various issues that prevented some players from completing certain quests (including the endgame), periodic crashes and freezes, localization and visual related glitches, global map problems, etc.

There are still around 10 reported issues we would like to double check before finally releasing v1.5 to the public. We plan to finish this process on May 28th and update you with the release date next week accordingly.

Meanwhile, welcome to our latest installment of the “Meet the team” series (links to previous parts: #1, #2, #3, #4). This piece is dedicated to a few more crucial members of Mono Studio who made INSOMNIA possible.

Evgeny Maloshenkov, artist




I found INSOMNIA while browsing Kickstarter for potential job opportunities. After getting in touch with the team, sending over my portfolio and completing the test assignment, I was invited to join Mono Studio. I’ve created at least a hundred of concept arts for characters since then. I loved the way the working process was organized — quite often I had no strict borders for what I can and cannot do. This is exactly the way quite a few peculiar NPCs and bosses were created. Understanding the setting is the key here.

Also, I would like to point out that it’s quite rare to see concept art to be used inside the game in its original form. Usually, it's used as a visual reference point for 3D artists. However, one of my works can be found in Object 6 in the form of a painting. It’s a central piece in the Morach Base:

Generally, I don’t need a specific source of inspiration. Being an artist for years now, I just start drawing and get inspired in the process. Of course, it never hurts to listen to some good music, watch a movie or two, play a game or browse creations from other artists.

Games, games, games… my relationship with them is quite complicated :). I don’t play a lot. Most of the games I stumble upon feel mundane and I lose interest quite fast. Dark Souls must be the only series I’ve completed in the past 10 years. However, I’m a vivid YouTube gamer though :). Also, I admire the following classics: Fallout, Gothic, Morrowind, HOMM3, Diablo.


Roman Prokhorov, Level Designer




I’ve started my game development life as a freelancer and worked on various environment elements and locations for 2D games. These tasks also required some additional artistic and 3D modeling input, since I had to create sprites based on 3D objects.

I joined Mono Studio back in 2015. At that point in time, there was just one level designer who was searching for new members to join his team. I’ve completed the test assignment and two weeks later, I was working on INSOMNIA.


I designed and tweaked some of the levels which included the placement of NPCs, enemies, stashes, and all kinds of interactions between them. You can see some of this work in the Morach Base and Casino locations. Naturally, I worked on other parts of the game as well. However, since there were multiple designers that were involved in the process, there’s hardly any location inside Object 6 that was built entirely by one person.

When it comes to inspiration, I play a lot of games and pay attention to the way their fictional worlds are built. Of course, there are other artistic mediums that can fuel my creative fire. For example, I really enjoyed searching for abandoned USSR era summer camps. Lots of interesting stuff can be found there. Unfortunately, these days they are either destroyed or rebuilt into modern resorts (at least when it comes to Samara district).


Wowa Savin, Lead Programmer




I was just a kid when I started creating my first games. This became possible with the help of my first Soviet computer “Krista”. I’ve learned Assembler and developed a few little projects based on “Jeux et casse-tête à programmer” written by Jacques Arsac. Many years later in 2010, I was invited to a meeting with people who were interested in my area of expertise. We were discussing a project that became known as INSOMNIA and this is basically how Mono Studio was created. When I first saw the concept art for the game, I instantly knew I want to help breathe life into this world.

I served as a software architect for INSOMNIA and was responsible for the implementation of all logic and interaction mechanics inside the game. However, the most obvious visual representation of my work can be demonstrated by… elevators and doors functionality. Since I have a friend who installs elevators for living, I was able to to get all of the required information from someone who actually knows this stuff. So I’ve done my best to make a virtual representation of those as real as possible.


My favorite source of inspiration is work itself. Game development is an industry where you have to solve all kinds of tasks and I love it. This project was no exception. In my free time, I usually don’t play games at all, since this is a very time-consuming process. However, sometimes I pay attention to some of them when I need to learn new technologies. In these cases, I prefer to watch YouTube letsplays though. Anyway, I always enjoyed NFS5, all Gothic games, Risen and Elex.

P.S. see you next week, insomniacs!

Community Hub news + v1.5 update status


Hello everyone! Today, we would like to summarize the latest Community Hub activity that might come in handy both for newcomers and veteran insomniacs. Also, we will give you an update on the current status of the v1.5 patch for INSOMNIA so you can get a better understanding of when to expect it.

Pen and Paper INSOMNIA RPG



As we have mentioned before, one of our community members started to work on a PnP version of the game. The author has already published an introduction to the system, a character sheet, and a mechanics summary. If this is something you might be interested in, you are welcome to participate and/or give feedback:


To give you some extra inspiration, here’s a complete list of lore bits we have posted in the news section so far:
And there’s also a lore video that was a part of a separate update:
https://www.youtube.com/watch?v=MVS6uP2IgYA If there’s anything else you’d want to know about INSOMNIA lore-wise — let us know!

Current progress on v1.5



Recent testing session of the latest release candidate for v1.5 showed that localization issues are fixed indeed. However, the general report from QA indicates that v1.5 patch still requires additional work.

We are expecting to get a new release candidate on May 17th and start our next QA session on May 20th, which should give us a better idea of when v1.5 is going to be released. As always, we will keep you informed in our future updates. Thank you for your patience.

Until next time!