It’s over two years since we released SOMA, so it’s time for another update on how things have been going.
It is now one year since we released SOMA which means it is time for an update on the current state of things.
It is now a bit over 6 months since SOMA was released, so it feels like it’s time for an update on how everything has gone so far.
SOMA has now been out in the wild for 10 day so it felt fitting to write a summary of how things have gone so far.
I recently stumbled upon some really old videos with gameplay tests in the HPL engine and decided they would be fun to show off. This was not our first foray into 3D first person horror (Unbirth was), but it was the first time the the HPL engine was used. All of these are gameplay videos are from a student project then know as “The Hatch” and later became the “Penumbra Tech Demo”.
The story of Amnesia: The Dark Descent starts just as we were hard at work with Penumbra: Black Plague, a project that had been close to doom only a few months before. After various financial problems, Paradox Interactive had stepped in to provide the funds needed to complete the game.
On Saturday morning, the 11th December, I came across a strange mail as I did my early inbox checking. The email in question was an invite from Valve, asking us to visit them on the 17th, merely 6 days away, for reasons that were quite obscure. The only thing we knew was that it had to do with Portal 2 and that it might involve other game developers. We were of course intrigued, but at the same time a bit reluctant as we had to travel, a not short journey, in only a few days. However, after a few minutes of deep introspection, we thought “what the heck” and decided to go.
Frictional Games have now officially existed for almost exactly four years (4 years and 7 days to be exact), Amnesia: The Dark Descent is our fourth game and it is now four month since we released it. Because of this we thought it was time for another round-up of sales and other stuff that has happened.
It has now been pretty much exactly a month since we launched Amnesia: The Dark Descent. And since the post on a week after release was quite popular, we have decided to do a new overview on where we stand now. This time we will mainly focus on the sales and give some more accurate figures on how things have turned out for us.
It has now been a week since we released Amnesia: The Dark Descent and I would like to go through some areas of interest. There is a a lot to say really, but I will try and be brief and only concentrate on the most important things.