Next fest has come and gone, the feedback was read, the streams analyzed, and a short 2 weeks later we have our next version ready JUST in time for Steams Screamfest! That’s right! The demo returns TOMORROW on Steam! So what’s changed? First for Screamfest we bring you a test
Year: 2022
You may have noticed that this week’s blog post is hitting on Friday morning instead of Wednesday morning but that is because there’s a lot going on here at Tearcell. The biggest item first, of course: the demo is currently out and available via Steam! Thousands have downloaded it, and…
Tomorrow the demo for Somnipathy goes live on Steam – we hope you have your calendar marked. There is far more available in the demo than just the small bits we’ve shown off here in the blog and on our assorted social channels. We are excited to see what you
It seems like a million years ago now that the members of Tearcell Game Studio sat together in a Discord call and discussed moving forward with transforming Somnipathy from a limited-mode entry to Ludum Dare 50 into a full narrative experience for retail release. We quickly identified a list of
We’ve spent most of our time in this space discussing our upcoming game Somnipathy, and with good reason. It’s why most of you are here, and it’s what all of our collective efforts at the studio have been focused on. But with Labor Day this week and some major milestones
If you’ve been following along with this weekly series of blog posts, you’ve learned enough about Somnipathy to know our game has a lot of text. If you haven’t and this is the first blog post you’re reading – congratulations! Welcome! We’re glad you’re here, and we think you’ll really
We are back again, with more discussion from inside the development of Somnipathy! This week we want to pull back the hood on two very different systems involved with our work: one in-game, and one out-of-game. PickyBurrito49 is one of the programmers on our team, and he’s taken the lead
In Somnipathy the world can be very dark in many ways, but that doesn’t stop us from throwing all kinds of small details into the game in order to make it feel alive. Those small details are also one of the ways that our small team crosses boundaries between development
This week, we are thinking about storytelling. No. Wait. We are ALWAYS thinking about storytelling… this week we are thinking about… CUTSCENES.
After 3 months of work, we now have a trailer and a steam page! Check us out and wishlist Somnipathy to support your local Indie developers! Steam Store Page This is a huge milestone for us and the culmination of a lot of work by the team. We are now
