New Steam page & publisher announcement
Posted by Studio MONO (Creator)
Hello everyone! Today we want to show you our new Steam page and finally reveal the name of game’s publisher. Let’s roll...
https://www.youtube.com/watch?v=vNbGbR_2IIQ
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First of all, we were legally able to keep “Insomnia” as the name for our project. To make this possible we had to add some additional elements to the title, thus the game will be distributed as “INSOMNIA: The Ark” on Steam and other platforms.
Everything just got serious
Check this Steam page out and bookmark it! The new page will be regularly updated with the latest info, screenshots and other media. If you’ve been subscribed to our old page – don’t worry, we will continue updating it for some time. Although, it is strongly recommended that you follow the new Steam page if you want to leave feedback and stay in touch with the development team.
Don't mess with the dragon
We are also happy to announce that Insomnia is going to be published by HeroCraft, a successful publishing company and a game industry veteran that has been around for the last 15 years. One of their latest titles is a game called Warhammer 40,000: Space Wolf, set in the iconic universe from Games Workshop. Being focused on indie developers, HeroCraft let us keep all of the intellectual property rights related to Insomnia which was a huge “yes” for us as well.
HeroCraft will give us an opportunity to continue improving the final product while they keep an eye on the following things:
- Negotiations with Steam. Most of you are probably aware that Valve had shut down Steam Greenlight some time ago, which means the rules of getting the game out to the world have changed. We still consider Steam as the starting point for INSOMNIA’s release and it’s very important for us to make this process as smooth as possible. This is where HeroCraft steps in with all of their experience and connections with Valve. Succeeding in this area means securing additional funds for the studio and keeping all of the developers working on the game.
- Localization assistance. Unfortunately localization turned out to be the weakest point of the project which resulted in our beta-test being postponed. Finally, thanks to HeroCraft, we are able to boost this process.
- QA and Technical support. Currently our team consists of 12 developers and each one of them is constantly occupied with improving Insomnia in every possible way. This means we will not be able to collect and process all of the feedback related to technical issues by ourselves. HeroCraft’s QA department will collect user feedback, carry out internal testing and report on these issues in a timely manner. This should allow us to fix as many bugs as humanly possible before launch.
Another long-overdue issue that HeroCraft will help solve is the game’s website, which is in dire need of getting a facelift.
- Press outreach. As a publisher HeroCraft will assist with proper media coverage for Insomnia and help drive more attention of the gaming community to the game. Which is always a good thing .
Stay tuned: next stop – beta test!
as long they don't dumb down the promising system from the demo too much
After years in development, Insomnia is due in 2018.
Mono Studio's Insomnia: The Ark is a story-driven RPG, set within a "colossal space metropolis" that's "brimming with the secrets of a long-gone civilization." As you may already know, it's been in development for several years—but now targets a 2018 launch, with the backing of publisher HeroCraft.
Filled with both hostile and friendly factions, a wealth of character customisation options, a thriving world packed with sidequests, and, as you'll see below, an ensemble of terrifying Big Daddy-esque baddies, Insomnia: The Ark isn't lacking ambition.
Hang on, is that dude's helmet made of human skulls? Yikes.
After waking up on retro-futuristic planet Object 6, players find themselves stricken with a rare psychological disease and must set off in search of a cure. En route, you'll craft equipment and items which aid survival—and a flexible perks system helps you sidestep unnecessary grind.
"Insomnia offers an intricate, non-linear storyline with ‘points of no return’. Navigate a system of thorny relations with characters and factions and make tough decisions that affect the game world," explains the game's Steam page blurb. "Each major problem can be solved using a variety of different (and sometimes unexpected) solutions.
"Experience the game’s rich lore through retro-futuristic noir visuals with elements of dieselpunk. Witness man-made apocalyptic landscapes imbued with a dark noir jazz soundtrack and echoes of a decaying civilization."
No hard launch date as yet, but Insomnia: The Ark is due at some stage in 2018.
Hey people! We are here to answer your questions. Thanks for keeping interest to our game during all these years . Come also visit our new Steam page sometimes :D.
Okay who are you and what have you done to Guyduk?Hey people! We are here to answer your questions. Thanks for keeping interest to our game during all these years . Come also visit our new Steam page sometimes :D.
So, I donated trough PayPal on your old site. Is there any baker portal coming our way anytime soon or what?Hey people! We are here to answer your questions. Thanks for keeping interest to our game during all these years . Come also visit our new Steam page sometimes :D.
Ok, you got it .Please consider posting your updates on the codex. I'm sick of checking facebook, twitter and other sources.
I'm the guy who manages all KS, FB and Twitter updates for INSOMNIA since 2015. Unfortunately Guyduk is too busy with developing the game.Okay who are you and what have you done to Guyduk?
We can always address donations through PayPal report services so don't worry about that. We would really want to launch a baker portal but it seems like we will have to handle everything in manual mode until that happens.So, I donated trough PayPal on your old site. Is there any baker portal coming our way anytime soon or what?
Okay, where were you posting updates more often? Because they seemed damned infrequent on the first KS.KS, FB and Twitter updates for INSOMNIA since 2015.
There was an update regarding this recently although currently the role-playing system is being reviewed and updated to be more effective and relevant.1. Are the skill system/ attribute and perk mechanics from the demo several years ago still in?
There's no separate "smooth talker" skill inside the game. Got that question addressed in an update I linked to above.2. Non combat checks, how viable are diplomat playtrough or asshole intimidating playtrough?
Yes, and it's not possible to do everything in one walkthrough. You do either this or that, get these people pissed and face the consequences etc. My favourite part is that there's usually no such thing as "good choice". So when you think that "this is probably a right thing to do in this circumstances", this will end up really bad haha.3. Are there exclusive factions to join or specific questlines with branching path exclusive to each other?
First of all we have cover system (some of those covers are destructible though), and all combat situations are designed in a way that you can hide from direct fire. This is helpful both for melee and ranged approach. If you choose to be a melee type of guy you would really want to use shields (which can also be combined with small guns which is really cool) that can effectively protect you from most types of ranged attacks at least for some time (shields get destroyed as well), quite enough though to get close to your target and punish it. And don't forget you can always use grenades to take out your enemies if everything looks too bad for you (and you have a grenade).4. How do you balance an action RPG with both gun combat and melee combat? Like most if not all action rpg with gun and melee have enemies stupidly charging into line of fire because thats the only way they hit you, which result usually in bloated HP so they survive the trip between their initial position to melee range.
Currently you discover locations when you get associated quests. After this happens you can visit them in any given order and pick all or any side quests associated with them. Which basically means you can totally miss some really nasty (in a good way) location just because you ignored talking to this or that NPC which makes it even more interesting when the time comes for second playthrough.5. The general design of object 6, is it gonna be a free roam locations with locked secrets and stuff akin to system shock / metroidvania, or it is a typical rpg progression where you go place to play, sometimes backtracking, but overall a linear adventure?
Technically this is possible. I loved the old UI as well, however I can't say the current UI is bad. It is simple, yes, however it makes sense and feels good when you play the game. I mean it doesn't distract you which is a good thing. We still have all those sexy item icons though and they really rock.What have you done to old, slick, mega awesome UI and which ex Ubisoft employee or simply person alergic to beauty you hired is responsible for it? Can old UI be resurrected for example via option in settings: UI/ Cool UI for men with refined tastes - on/off. Or simply UI - Inclined version/ Declined version.
okay so 4 main attributes, 5 non-combat skill, 5 melee skill, and 5 ranged skill that isn't bad. back to the topic of non-combat skillchecks. aside from the obvious hacking computers or lockpicking, will any of them be use if someone wants to solve a problem without plunging into murdering? this also ties with the level design, quest design and the general game design.There was an update regarding this recently although currently the role-playing system is being reviewed and updated to be more effective and relevant.
So let's say you've invested some of your skill points into Explosives. How exactly this can help you on your way through Object 6? Other than disarming landmines there are certain situations that can have a really dramatic outcome. One of the missions you will get while playing InSomnia is help with handling the revolt that was started by the group of most miserable and poor segments of Ark's population -- the Getters.
As a part of your task you are being sent into tunnels to search for any saboteurs who could possibly use the revolt to distract the attention of the Ordinate, the army-like fraction of Object 6. On your way through the tunnels you are being attacked by saboteurs indeed and next thing you know - they planned to blow up the local military checkpoint by setting up the massive amounts of explosives beneath.
If you happen to be handy enough you will be able to disarm those explosives... well, just in case. In the end you will face a young guy holding a detonator in his shaking hand. Disarming the bombs previously will prevent him from blowing up the checkpoint in case you won't be able to talk him out of this. Otherwise you will end up with your fellow soldiers get killed and basically fail your commander.
So disarming the bombs or persuading the young saboteur to get his fingers away from the detonator button seems like a perfect outcome for everyone (well the guy is going to jail obviously), but is it really it? And what happens to the revolting crowd? Live shows that sometimes there's no such thing as happy ending...
seems good, for the players. what about the enemy AI though? most RPG don't even bother programming AI that can use cover to their advantages and i admit it can be a hard thing to do. what about the enemy synergy? it would be so awesome if they actually work together, like a ranged fore shoot you providing covering fire while his giant ass fucking wielding hammer closes on you and rip you a new hole.First of all we have cover system (some of those covers are destructible though), and all combat situations are designed in a way that you can hide from direct fire. This is helpful both for melee and ranged approach. If you choose to be a melee type of guy you would really want to use shields (which can also be combined with small guns which is really cool) that can effectively protect you from most types of ranged attacks at least for some time (shields get destroyed as well), quite enough though to get close to your target and punish it. And don't forget you can always use grenades to take out your enemies if everything looks too bad for you (and you have a grenade).
Currently you discover locations when you get associated quests. After this happens you can visit them in any given order and pick all or any side quests associated with them. Which basically means you can totally miss some really nasty (in a good way) location just because you ignored talking to this or that NPC which makes it even more interesting when the time comes for second playthrough.
This game doesn't let you be a pacifist. You'll have to kill to survive. This is just how this world operates. However you can try avoid this process in certain situations or at least make this process less straightforward. So basically yes, you can pick a lock to get in a certain place to get out of sight of your enemies, or fix a generator that powers a door or some other device that will also have a direct impact on what's going on next.okay so 4 main attributes, 5 non-combat skill, 5 melee skill, and 5 ranged skill that isn't bad. back to the topic of non-combat skillchecks. aside from the obvious hacking computers or lockpicking, will any of them be use if someone wants to solve a problem without plunging into murdering? this also ties with the level design, quest design and the general game design
Our initial goal was to make other skills compensate the lack of direct speech skill. For example in one of my recent play tests I've invested a few skill points into lock picking which resulted in a additional dialogue line that helped me with the completing the quest. Also when you start the game you are picking a background (biography) for your character which also has an impact on how NPCs will treat you. In other words this will open some doors for you, while closing the others. Have we ever mentioned that 12 endings for the game are planned? No? Oops. Maybe that was a secret information? Who knows!i hope this design philosophy resonate into the whole game. the lack of speech skill can be easily circumvented with design that incorporate gameplay elements and player actions into the dialogue itself and choices/consequences. some would argue it is even better than your usual skillcheck
Enemies AI and combat mechanics is something we've been constantly working on. Foes do take covers and sometimes game is quite punishing - just in that way you've described. I was caught with this more than once as I usually prefer to use ranged weapons. Can't say AI is supernaturally good, however it does a good job at giving you hard times once in a while.seems good, for the players. what about the enemy AI though? most RPG don't even bother programming AI that can use cover to their advantages and i admit it can be a hard thing to do. what about the enemy synergy? it would be so awesome if they actually work together, like a ranged fore shoot you providing covering fire while his giant ass fucking wielding hammer closes on you and rip you a new hole.
this has been a problem with most action RPG, even for games that i think a masterpiece like gothic have problems with, the general mindlessness of the AI. while with turn based games, it is easier to program the bot into something that resemble some degree of intelligence and capable of tactics.
We get this suggestion now and then, and I really hope the team will have some time and resources to get it back there as an option at least.and yes, please bring back the old UI
From what I've seen so far perks usually give some unique abilities to your character like avoiding special encounters on global map etc. It's like a list of separate non-scalable skills. Currently the only downside of taking a perk is the fact you'll reduce the chance of getting all other ones, as the game is not super generous on giving experience points, at least now.1. also i am too lazy to sift trough several years worth of updates, but i do want some highlight of what the perks are there and what effect they will have. like will it be just put _% into some stats or have some interesting effects? recent game that have interesting effect is kingdom come: deliverance usually. some of the perks are mutually exclusive and each one you put drive you towards a certain build. like the scholar perk will increase your reading but decrease strength, or the perk that makes horse slower, but run longer or vice versa. i think the use of perks should have consequences and trade-ins to make builds more unique. lose some, gain some kinda thing.
I would really want an option to kill everyone in the game but this is not the case currently. Most of the civil places are combat free zones. You are just not allowed to use your weapons there. From story point of view it makes sense as you are a part of the Ordinate, a military force that has a duty to protect people and not massacre them (however you can do this anyway at certain circumstances).2. will all NPCs be killable and is it a viable way to finish the game (like newer bethesda game where there are immortal NPCs or morrowind where you just locked out of the story or like fallout / divinity original sin that allow even a genocidal maniac finish the game somehow?
As far as I know it's Guyduk who is responsible for the art direction of the game as he is an artist himself.3. give the art guy some salute, because i think even if the game turned out suck, it do has great art direction and atmosphere.
So what should we call you? INSOMNIA dude? Mr. INSOMNIA? Frank? What?