In the Indie Game HQ’s most recent interview we had the privilege of speaking with Agustin Cordes of Senscape. Senscape is a newer company that aims to create unique adventure games utilizing their proprietary Dagon engine. Their first title Asylum is currently up for voting on Steam Greenlight.
Decay surrounds you, dread around every corner. You feel imprisoned while traversing the endless hallways… Asylum is a chilling journey through the intricate floors of the Hanwell Mental Institute, in which unimaginable atrocities have occurred in the past. This horror adventure aims to marry cutting edge visuals with thrilling storytelling to give you the ultimate experience in fear. (Senscape)
Indie Game HQ: Can you tell us a little bit about your company?
Agustin: Senscape is a young company based in Argentina. Our goal is to support the adventure game genre and create genuinely memorable titles.
Indie Game HQ: How long have you been working on Asylum?
Agustin: Four years by now, and we still have a long way to go. Not only [does] the game take place in a very large building, it’s brimming with all sorts of details bordering on the obsessive.
Indie Game HQ: Will the user be able to explore most of the Asylum or will areas be blocked off?
Agustin: You will be able to explore most of it, yes. We’re blocking off certain areas that would be repetitive on purpose. For example, cells; these asylums housed hundreds of patients, and there’s no point in including every cell in the game.
Indie Game HQ: How many floors will Asylum feature?
Agustin: There are four floors: the first is a mix of administrative areas and everyday rooms such as library, laundry, etc. The second has laboratories and medical rooms such as a morgue. The third provides more specific activities for the inmates such as workshops and a chapel. Finally, the last one has a terrace that you can visit. Besides these floors, there’s a large basement area, of course.
Indie Game HQ: Are there random events or is the campaign set?
Agustin: Our primary concern in Asylum is to tell a good horror story that remains strong and coherent, so you shouldn’t expect any random events. However, you will notice additional nuances and clues in subsequent playthroughs, as the story is multi-layered and offers many subtle details.
Indie Game HQ: Will Asylum have gamepad support?
Agustin: The ideal control method for Asylum is point-and-click or touch interface, but since we want to support consoles in the future we’re probably going to experiment with gamepad support.
Indie Game HQ: Has a release date and price been established for the game?
Agustin: We don’t have an accurate release date set but we’re hoping to get it done by late 2013. As for price, it would be around $20.
Indie Game HQ: Are you currently working on any other projects?
Agustin: You can count the Dagon engine (powering Asylum) as a project. We have another adventure planned for the future and have begun some work on one experiment in social gaming.
Indie Game HQ: How are those coming along?
Agustin: Development on Dagon won’t stop after Asylum is completed as we want to keep improving the engine as much as we can. For now we’re focusing on Asylum until it’s ready, so anything else is on hold.
Indie Game HQ: Thanks for your time. Is there anything you would like to add?
Agustin: Only that we can’t thank you enough for the support, and we also appreciate the patience while we continue to work on Asylum. We’re truly committed to bring you one of the scariest games you’ll have ever played.
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