We're proud of the art and visual style we achieved for Scorn, and it seems our players are too!
While the game is heavily inspired by the works of H.R Giger, the team has dedicated itself to create the unique surreal nightmarish universe in which Scorn is set.
It's always great to see how much you guys love our game and appreciate the art and visual style, and we would be humbled if you would nominate Scorn on the category Outstanding Visual Style.
And if you haven't played Scorn yet, now's your chance!
As always, thank you for all your enthusiasm for Scorn — we can't wait to hear about more of your adventures in its morbid world.
The Pulse Monthly - 10.0
Hey everyone!
It’s been an incredible journey from where we started to where we are now with Scorn having officially launched on the 14th of October. If you missed it, you can check out our launch trailer below. Scorn has been such a passion project for all of us here. Ebb Software had humble beginnings as a team of four with a very small budget. Led by our Creative Director, Ljubomir Peklar, the studio worked incredibly hard to realise a world he’d imagined as a game for years.
We emailed game keys out to backers a couple days before launch, so if you still haven’t seen a game key, first search for Ebb Software in your email, as it may have gone to spam or a social folder. If you still don’t see your key, please send us a Kickstarter DM, or an email to crowdfunding@ebbsoftware.com and we’ll be able to assist.
We’ve also received a nomination for the 2022 Golden Joystick Awards in the category of Best Xbox Game of the Year. Public voting is open until 16:00 PDT / 19:00 EDT / 23:00 GMT on Friday, November 4 2022.
Patch 1.1.8.0 is Now Live
In October, we pushed out a quality-of-life patch to address a number of issues reported by the community. The patch includes bug fixes, a "load last checkpoint" option, and updated checkpoint positions. If you’d like to learn more, you can read the full patch notes here.
If you end up experiencing technical issues, please ensure your graphics drivers and Windows OS is up-to-date (if you’re on PC), and that your system meets the minimum system requirements.
If the above doesn’t resolve the issue, please fill out this form with as much detail as possible. This will help the team with troubleshooting and give us the best chance of addressing these issues in an upcoming patch!
Backer Incentives Update
Physical items are still in production due to global supply chain issues, however, we are aiming to have production completed by mid-November and will be able to begin shipping after that! In the meantime, we will reach out to backers via Kickstarter to double-check the shipping information is up to date and avoid any rewards being lost in the process.
Questions from the Community
Where can I find the HD wallpaper pack?
The wallpaper pack was linked in the email we sent your game code, however, the link has since expired. We’ll be sending out a separate email to backers that will include a link to download these digital assets.
Please be sure to add our email address crowdfunding@ebbsoftware.com to your safe sender list to avoid this showing up in your spam folder!
Will there be a DLC, alternate endings, additional areas/acts?
At this time, with the game having just launched, our focus is on ensuring we address any bugs or quality-of-life improvements and working through the logistics of delivering on our backer rewards.
Development Update
The team continues to work through a number of things as our focus shifts to post-launch activities. From resolving bug reports to working through fulfilling backer rewards, there’s still much to do. We’ll be sending out another update in November once we have additional production details to share.
We hope you enjoy the experience of Scorn as much as we enjoyed bringing it to life. It’s been a long journey, but it wouldn’t have been possible without all of you. Thanks for sticking with us. Follow our Facebook or Twitter for additional updates!
Patch 1.1.8.0 is now out!
Hi everyone,
Scorn has now been live for a couple of weeks and we have been humbled by your feedback. We've put a lot of passion in to the game and it's been a pleasure seeing all of you venturing into the mesmerizing labyrinth of Scorn!
We have been compiling your comments on some of the issues you have encountered and we're happy to release today patch v 1.1.8.0 (Steam Build: 9813636) focusing mostly on quality of life improvements. You will find below the detailed list of fixes that the patch brings to the game.
Fixed Bugs
A player can get stuck in the hurt machine
A player can get stuck in the collision after performing a glory kill
After killing the Boss in Act V, players are unable to pick up the dropped item
A player might die by falling through the floor at certain positions
Fixed Issues
German localization issues
Spanish localization issues
FOV issues on ultrawide screens
Position of the ammo/heal container when a player uses heal
Capsule blockers on a bridge
Act V loading issue
Crash when exiting the game
Occasional NPC freezes
Various collisions causing issues
Updates and Additions
Removed the Continue option after a player finishes the game
Removed the Load and the Quit game options from the death screen
Added safety check for a corrupted save slot
Added Load last checkpoint option
Added Act III-II hard save
Updated checkpoint positions
Updated list of the Kickstarter backers
Updated Credits
Updated FSR 2.0 label in the Options menu
Updated positions of certain assets
Thanks again for your support and stay tuned next week for more Halloween updates!
The Pulse Monthly - 9.0
Hey everyone,
It’s been another exciting month for the team here at Ebb Software and the Scorn community at large! On the 21st of September we officially shared Scorn’s prologue with backers and press. The team has really enjoyed seeing all the playthroughs, comments, theories, and feedback shared from the community.
On September 22nd, we ran an AMA on Reddit, providing the community a chance to get answers to the questions they’ve been dying to ask. If you still have some questions, be sure to leave a comment here or reach out via our social channels and we’ll do our best to answer them.
In case you haven’t been keeping a close eye on our social posts, we also had another exciting announcement today.
You’ve waited long enough
From fine-tuning animations to wrapping up bug fixes and optimisations, the team has been extremely focused on finalising the game before launch.
So focused, in fact, that we’re going to be releasing Scorn on the 14th of October - an entire week early!
Additional Community FAQ
A number of questions have been raised since we released the prologue last week, so we wanted to address those here as well!
Will there be settings to disable motion blur, chromatic aberration, or any other settings?
Thank you for all the feedback around this. We’ve seen a number of requests come in around having an easy way to disable motion blur, and will be implementing this into the final version of the game for launch.
As a temporary workaround to disable motion blur for those of you with access to the prologue, navigate to:
Yes! There will be achievements to complete, and for those of you who like to be thorough, you’ll need to play through multiple times in order to 100% the game. As for what they are, you’ll have to wait and see.
Will Scorn work with Steam Deck?
While we have not designed Scorn to work with the Steam Deck or checked for compatibility, we have seen some users successfully run our game on it.
Development Update
The team has officially wrapped up production and continues to work through resolving a few outstanding bugs before launch. It’s hard to believe that in just a couple of weeks, Scorn will be unleashed upon the world for all to experience. As this will be our last official Pulse update before launch, we wanted to leave you with some thoughts on our journey so far directly from Ebb Software’s CEO and Scorn’s Creative Director, Ljubomir Peklar.
We’re really excited to have almost wrapped up our development of the game and now, with just a few weeks to go, the development team are busy adding final polish to get the game ready for launch. With the launch of the game finally upon us, all of us at Ebb Software team want to thank each and every one of you. We can’t wait for you to plunge into the grotesque experience of Scorn on 14 October.
As always, thank you for all your support, excitement, and encouragement over the years as we worked to bring our vision for Scorn to life. Be sure to follow our Facebook or Twitter for more content as we ramp up for launch and we’ll see you in October for our next update!
Scorn will now release a week early, on the 14th October
Hey everyone,
We're delighted to say that "You've waited long enough"!
Thanks to additional efforts allowing the team to fine tune animation, wrapping up bug fixes and optimisations, we're proud to say that we will be able to release Scorn an entire week early!
Scorn will now release on the 14th October, and we can't wait for you to delve into our bio-mechanical nightmare.
The Pulse Monthly - 8.0
Hey everyone,
It’s hard to believe, but we’re already less than two months from launch. Gamescom was an exciting opportunity for our team to share a glimpse into the tormented fever dream of Scorn.
With that being said, we’re pleased to announce that the prologue will become available for Tier 2 (and above) backers on September 21st! For the broader community, that also means we’ll have much more content to share in the coming weeks.
Bringing Grotesque to Gamescom
Last week, several members of the Ebb Software team descended on Cologne, Germany, to provide the press at Gamescom a first look at the prologue. Demo stations were set up within a dark and foggy room, illuminated only by a banner, some red lighting, and the grey glow of the screens.
It’s always reassuring to hear compliments after a playthrough, but perhaps the best compliment is seeing somebody squirm as they work their way through the experience in all its gory detail. Our team was honoured to receive a “Best of the Show” distinction from RoundTwo!
From left to right: Nikola Milicevic, [Ebb Software]; Mottura [RoundTwo]; Milos Hetlerovic [Ebb Software]; Fossa [RoundTwo]; Miroslav Micevic [Ebb Software].
And So The Story Begins
If you’ve been paying close attention, you may have seen some additional items make an appearance over the weekend. We’ll have more details to share with you shortly, but for now, feast your eyes on our limited edition backer’s statue and full-colour digital print t-shirt:
Development Update
Production has continued full-speed ahead over the past month as we continue fine-tuning scripted moments within the game and adding finishing touches. From preparing for Gamescom, working through the finer details of our Backer incentives, and preparing for release in October, it has been an exceptionally busy month!
Last month we mentioned submitting Scorn to our platform partners. The game has completed the certification process, so we’ve officially hit another fairly significant milestone! Some of you have also asked for an update regarding FOV settings in Scorn, and I’m pleased to say we will include a FOV option to make the game more accessible.
We can’t wait to share more of Scorn’s gruesome and twisted world with you next month. Thank you for all your questions and comments and for taking the time to read these updates. Perhaps most importantly, thank you for sticking with us. Follow our Facebook or Twitter for more behind-the-scenes sneak peeks and keep your eyes peeled for our next update!
The Pulse Monthly - 7.0
Hey everyone,
A lot happened last month, from debuting our new gameplay trailer to showcasing our narrated walkthrough featuring Doug Bradley. Perhaps most exciting, we officially announced that Scorn is launching on October 21st this year! This edition of The Pulse is a great opportunity to answer questions we’ve seen come up. We’ll also cover how development has progressed and what we’re currently working on.
Rated M for Macabre
With great attention to detail, we've focused on building a unique world smothered in a dreaded atmosphere of suffering and despair. After so much time and effort, seeing the community’s widespread excitement has meant a lot to the team.
One of my favourite things as the community manager is reading through all the incredibly nuanced fan theories about what’s happening within Scorn. Perhaps just as exciting are when we share clues just to see who catches the subtle hints.
We've always been intentionally cryptic when discussing the game, and that's because Scorn's atmospheric horror adventure has been crafted with self-reflection and exploration at its core. We can't wait for players to share their understanding and interpretation of the story woven throughout the world.
Questions from the Community
We’ve received some recurring questions over the last few weeks, so while this FAQ is not exhaustive, we hope it at least clears up a few things.
Can you provide more details on the digital art book and OST? As mentioned in June, both the original soundtrack and the digital art book will be available separately across Steam and the Epic Games Store. The OST contains ~2 hours of Scorn’s mesmerising soundscape, with tracks composed by both Aethek and Lustmord. To give you a small taste of what’s to come, we’ve included one of the tracks for you to listen to here:
The 192-page digital art book peels back the layers of the beautifully grotesque universe of Scorn by showcasing concepts, designs, weapons, creatures, and more. Feast your eyes on some of the pages from the art book below:
I backed the game. When can I expect to receive my incentives? Once we have confirmation on things such as shipping dates, we’ll let the community know through an announcement here. We’ll honour all backer incentives, but most of these will be closer to launch. I anticipate access to the full game directly on launch (October 21st), but we’ll update you with the specifics as soon as possible. Be sure to keep an eye on the email address you used when backing the game.
Will a hardcover version of the art book be available to purchase? Yes! The hardcover version contains all the same content found within the 192-page digital book, just in physical form. It’s available for pre-order on Amazon and will begin shipping this December.
Is there any updated information on the OST vinyl? For those who backed the game, we’re currently working on manufacturing the vinyl with a partner. As mentioned in January, we’re investigating options for distributing the vinyl outside of the Kickstarter incentives and will have more information closer to launch.
How long will a full playthrough take? The world spans a variety of different environments across various levels. Play times, of course, can vary depending on how long it takes someone to progress through the puzzles, but we estimate it’ll take 6 to 8 hours to complete the game.
What specs are required to run the game at 4K 60FPS? Please bear in mind this depends on the parameters/settings that you select, but here are our recommended specs:
OS: Windows 10/11
Processor: AMD Ryzen 5 3600/Intel Core i7-8700
Memory: 16 GB RAM
Graphics: NVIDIA GeForce RTX 2070 (8 GB)
DirectX: Version 12
Storage: 50 GB available space
Additional Notes: SSD (Solid State Drive)
Keep an eye on our Steam store page closer to launch for any updates to the recommended specs!
Will there be a photo mode built into the game? No, however, our focus is on maximising the immersion players will experience, so our UI design is relatively minimal.
I love the original concepts and designs from the 2014 alpha. Were they completely scrapped, or are they still somewhere in the game? These original concepts and designs certainly helped form the core pillars of Scorn. Since then, they have been revamped, upgraded, and improved to better reflect the kind of quality we envision for the game’s release in October.
Would you say Scorn is a AAA game? Not at all; it’s an independent production and a passion project! Although we started with just 4 people and a very small budget, we’ve since grown into what you could consider a AA project.
Development Update
These past few weeks have been exceptionally busy, from completing our most recent milestones to announcing our official launch date. Even so, the team continues to work hard to ensure we stay on track for bringing our vision for Scorn to life. For some more insight into what’s been completed and what we’re focused on next, here’s our latest development update from Ebb Software’s CEO and Creative Director, Ljubomir Peklar:
We’re reaching the final phases of making the game, which also means submitting it to our platform partners to ensure everything is going smoothly across all platforms before release. The team is also focusing more on fleshing out the finer details of the game, including several scenes and scripted moments. As we continue to wrap these up, we’ll have more exciting content to share after Gamescom and leading up to the launch.
This October, we hope to share an unforgettable experience that will speak to horror fans worldwide through stunning visuals, engaging gameplay, and immersive sound design. As always, thank you for reading, and follow our Facebook or Twitter for additional updates and behind-the-scenes content.
The Pulse Monthly - 6.0
Hey everyone,
Over the past few months, there have been several questions from the community regarding weapons, so we wanted to dive into this much-requested topic. In this update, we'll highlight some of the intricacies of taking these weapons from concept to completion, discuss some underlying themes within Scorn and explain what role weapons play in the game. We also have an update on our development progress and priorities as we prepare for launch this October!
A Useful Tool, Indeed
Weapons often play a critical role in survival horror, but one that is drastically different from that of a shooter. The feelings of security and confidence from wielding a weapon can be shattered instantly when ammo runs out or something jams unexpectedly. Scarcity of ammunition or restrictive inventory space can significantly impact short-term decisions regarding fight or flight. These interactions change the way you, as a player, feel about your environment and can help to invoke feelings of tension or discomfort.
Although there is shooting within the game, Scorn is by no means a shooter. The weapons provide more player agency, adding an extra layer through which you can engage with the world around you.
Spill Your Guts
To learn more about the weapons of Scorn, we're going straight to the source with our Creative Director and CEO, Ljubomir Peklar. From concept to completion, Ljubomir oversees every step of the process, ensuring weapons are incorporated in a way that is consistent with the overall vision of Scorn.
Can you tell us about the process for designing the weapons?
As with all our in-game elements, the design process begins with a concept. We consider how technology functions in Scorn and how that can be applied to weapons. After discussing what I want to accomplish with our Concept Artist, we’ll settle on a drawing that visually represents this.
Once the concept is finalised, our 3D team creates a basic model to see how it looks from a first-person perspective with some basic animation rigging. From here, we make adjustments until it accurately reflects our initial concept. The next and most detailed part of the process is the high-poly modelling. Once completed, the model is passed on to the animation and VFX teams to bring the asset's final version to life.
After reviewing the final design with them, one of the first things we do is test it out in our in-game environments against the different enemies. Testing here is critical to ensure everything works the way we intend. We often will have a lot of back and forth at this stage to make sure it's right.
What kind of weapons are there and what role do they play in the game?
The weapons found in Scorn are mostly there as optional tools for progression. Humans have a strange relationship with their tools, especially weapons. How a player or character's behaviour changes when they obtain a weapon is an interesting underlying theme that I've kept in mind during development.
The weapons are relatively standard in terms of functionality, but this was an intentional element of their design. Adding recognisable gun types into the game, such as a pistol, shotgun, or grenade launcher (shown below), can influence how players perceive them and, ultimately, how they are used. It's always a delicate balancing act between the strange and familiar.
The first weapon players will encounter is perhaps the most important one. While it's the only melee weapon we have, it also doubles as a tool to interact with various mechanisms found throughout the game.
Was there anything particularly challenging about designing the weapons?
I would say the weapons' functional aspects were the most complex in terms of design and certainly more challenging than just coming up with the different shapes, forms, or ideas. I always knew how I wanted them to look, but their design was approached in a very practical way. For example, figuring out how much ammunition should it hold, how it functions and where it goes. Once we settled on the basics, we then had to mould it into something usable for the player in a way that makes sense to the flow of the game.
At some point, once you have a basic visual design, you just have to focus on making it practical enough to work inside the game. In movies, for example, you could perhaps go overboard in design and function because it doesn't have to work from point to point and with every interaction. With a game, when you add in a player's autonomy and their ability to decide when and where to use it, you have to design for an added layer of complexity.
Why is ammo a limited resource?
Like most things, it's all about finding a careful balance. Scorn is an experience with horror at its core, so limiting ammo is a simple way to ensure the player doesn't become overpowered. Too much ammo and the experience would feel more like an action game. Likewise, the experience becomes far more one-dimensional and less interesting with too little ammo or none at all.
Do you have a favourite weapon, and if so, why?
The initial tool you receive is definitely the most interesting for me because it has many elements to it. Although it can be used as an effective weapon, it must be done at close range. Use it for too long, and the tool can overheat.
From a development perspective, I also enjoyed the challenge of simply making it work. There was a lot of trial and error, with the initial design going through many iterations. I'm especially pleased with how it turned out, so it was definitely worth it.
Development Update
We've been asked a lot this month if we're still on track for our October launch, and we are! The teams are working hard to ensure we stay on track. Here is the latest progress update from Ljubomir:
Over the last month, our 3D team has finalised creating all of the remaining static meshes, so production is progressing well. They aim to have everything completed in June. Animation and VFX are currently our biggest focus, and the teams are busy ironing out bugs and finalising everything. We're full steam ahead for our release in October and excited to be able to show off more of the game soon.
Thank you for taking the time to read through these updates each month. We have a lot more planned to share over the coming months as we gear up for release, so keep your eyes peeled for more exciting news. Remember to follow us on our official social channels on Facebook or Twitter for additional updates and behind-the-scenes content.
The Pulse Monthly - 5.0
Hey everyone,
As we continue our countdown towards launch, we’re back with another monthly edition of The Pulse! For April, we’re peeling back the layers of the universe of Scorn, sharing some new behind-the-scenes content, and as usual, providing an update on our development progress. A Macabre Universe of Despair
Game development always comes with its own unique set of challenges, and that’s certainly no different for Scorn. Creating an entire universe to provide context and uniformity to the world in-game can be a daunting task, but this is especially true as things become more abstract from what we find in reality. Creating this unique world of macabre and dread has certainly been an ongoing learning experience.
The team has invested a tremendous amount of time and effort into bringing our vision for Scorn to life. A lot of trial and error, dedication, and passion have created an unsettling organic ecosystem in which players can fully immerse themselves.
This becomes more apparent when we look at the totality of manually created assets representing the building blocks of just the first couple of levels. Each piece is sculpted and textured with great attention to detail. As covered in February’s update, once all the completed assets are placed in a cohesive way, additional effort is spent adding all the finishing touches.
Spill Your Guts
For the Spill Your Guts segment this month, we spoke with our Art Director, Lazar Mesaros, about the team's process for building out the universe of Scorn.
Can you tell us a bit about your role within the team?
As the Art Director, I’ve been involved in almost every stage of the creation of Scorn. From exploring unique concepts to supervising production, I lead a team of incredibly creative 3D artists, animators, modellers, and other artistic staff to bring the universe of Scorn to life through the visuals found throughout.
It’s an immensely difficult task that combines game design, world-building, and people skills. Even more so when you consider the fact that there are limited real-world references for anything you might encounter in Scorn. The only field of reference might be found in your worst nightmares.
How would you describe the style presented in the world of Scorn?
It’s not an easy task to describe it precisely or to place it under a certain known category. The style embraces architecture, technology, arts, literature, and even biology. It is a coming together of the Gothic style and modern industrial elements, often impregnated with biological elements.
We believe that we managed to establish a style that is expressive and open to a player’s interpretation. It’s not so much about imposing meaning on it, but about the players, their experience and how they will understand the alienated world they’re exposed to.
What was the creative process like?
Hard. When you create a scene that takes place in the world around you, there are plenty of real-world references: trees, grass, animals, etc. You just need to add a creative element to already existing things and you’re on the right track. In our case, we did a lot of our own research through trial and error. Experimenting with weird combinations in order to ultimately produce a feeling of unease.
For the various structures throughout the game, we spent considerable time studying architecture from different cultures in order to truly understand the technicalities of their art, as well as expand our creative ideas for the final design.
Did you have a specific goal in mind while experimenting?
As everybody knows, we’re keeping information about the game’s core content minimal as such a major part of the experience will come from reflecting on the game and its meaning.
There is an obvious bridge between nature and architecture, there is intelligible logic of structures, and there are living (and not so living) creatures. There’s an entirely different element to be considered, however, and that’s the player. Their experiences, thoughts, and feelings are deeply involved in the unfolding of the Scorn adventure. When considering all that, who am I to blabber on about meaning?
Do you have a favourite location in Scorn? If so, what do you like about it?
I think my favourite area in the game is the Field of Decay. With its gigantic glooming buildings peering through the fog, its atmosphere always leaves me with a disturbing feeling of loneliness and death.
Development Update
To wrap up our 5th edition of The Pulse, here’s our latest development update from Ebb Software’s CEO and Creative Director, Ljubomir Peklar:
Not a whole lot of new things to report on this month, but development is progressing well. We are slowly but steadily getting things done and remain on track for hitting our next major milestone. Our VFX artists are currently in the spotlight, enhancing the overall visual experience and breathing life into the CG elements. Once they’ve completed adding the final touches, we’ll begin the fine-tuning for optimization.
Also happy to report our Kickstarter goodies are in production and we are so excited to share the results with you as soon as they come out.
As always, thank you all for taking the time to read through our monthly update. If you’re not already following us on Facebook or Twitter, be sure to check out our social channels for additional updates and behind-the-scenes content.
The Pulse Monthly - 4.0
Hey everyone,
Our March update is finally here, and this month, we're discussing one of the core mechanics found throughout the world of Scorn. For those of you who have been around for any length of time, you'll know we love being cryptic. The mystery of the unknown lends itself well to the horror genre, and it's also a powerful driving force behind the need to explore.
Pain, Puzzles, and Progression
As you struggle through the living labyrinth, isolated and lost, you discover how to interact with the world around you. Understanding how things are connected and learning about the ever-present symbiotic relationships equips you with tools to move forward. In a way, the game itself is one big puzzle waiting to be solved.
With atmospheric horror, it's so crucial that the puzzles are an integral part of the story, not simply added in as an afterthought. Puzzles must enrich the experience. The biomechanical elements can seem puzzle-like, especially as one stumbles through such an unfamiliar world.
Everything has a reason and a purpose. You just need to figure out what that is.
Spill Your Guts
To further explore the role puzzles play within Scorn, we spoke with Dusan Santovac, one of our Game Designers here at Ebb Software.
How does exploration of the unknown tie into Scorn’s core gameplay?
Overcoming discomfort is an innate motivational factor that Scorn injects into its players. Maze-like structures tell their own story, pushing the player to explore the unknown to better understand the grisly world around them. That is precisely what we aimed for when designing the levels.
If Scorn was just a walking simulator, the flow of architecture alone could drive that experience, but it's so much more. It is a world in which player agency is crucial to how one progresses through the game. Grotesque creatures, physical barriers, and an ever-present sense of dread need to be addressed as you explore the world.
Overcoming these challenges will require careful observation and logic, which can be hard to do while experiencing fear or anxiety.
[previewyoutube="5ZzFh_VjTRY;full"] Are there things you need to consider when creating puzzles for Scorn?
From a game design perspective, there are many things to consider when trying to include logical puzzles in such an atmospheric environment. For example, puzzles can ruin the atmosphere if they break up the game flow. Another common issue is that complexity can sometimes result in frustration for players trying to progress. Addressing those concerns is a matter of game design. Our job is figuring out how to seamlessly integrate puzzles into the game's natural flow, ultimately enhancing the overall experience.
[previewyoutube="aKfVVnXc0y4;full"] How do you address some of those challenges?
Scorn has a very distinct style woven into every piece of the game, so puzzles need to be a continuation of that experience. While solving puzzles, the player is still exposed to the same environment and risks, keeping them immersed in the world.
We also spend a lot of time carefully considering what logical steps are needed to advance. Special attention is given to where these puzzles are located, as they often control the pacing of the game and provide insight into how the world of Scorn functions. Sometimes this can even give players a chance to consolidate their thoughts while getting ready for the next area.
Development Update
Here's the latest on our development progress from our game director and Ebb Software's CEO, Ljubomir Peklar:
"I'm happy to report our development is still on track, and we're wrapping up the levels one by one. A lot of time and effort has gone into ensuring the finer details are just how we want them throughout the earlier levels. For these completed areas, optimisation is the next priority. We're still working through several significant elements for the final stages, but are progressing as planned.
We're also getting things ready for rigorous rounds of gameplay testing this summer. We want to ensure the game will run smoothly across all the devices we launch on."
And with that, another edition of The Pulse Monthly comes to a close. Thank you for taking the time to read these each month. Our community is filled with so many passionate fans seeking a truly unique experience, and we can't wait to deliver on that experience in October. Stay tuned over the coming months as we take a look at some of the creatures within the world, explore your arsenal of weapons, and provide more behind-the-scenes content.