Somnipathy, the point-and-click adventure horror game of your nightmares, is going on sale as part of Steam Scream: The Revenge, from today through November 2nd! If you haven’t experienced the surreal and horrific world of Aggy yet, now is your perfect opportunity to do so BEFORE spooky season ends!

Since releasing the game last month, the team here at Tearcell Games has been furiously at work squishing bugs and exorcising ghosts from the game, to make sure that every single player has the best experience possible while navigating Aggy through the worst days of her life. 

We also just released an updated version of the free demo for Somnipathy, which takes you part way through the first level of story mode with the exact same experience as the full game. And here on Itch.io you can even play it from your browser! That’s right, we’re giving away over an hour and a half of gameplay in story mode for FREE, so that you get the opportunity to try before you buy… and bring your save file directly into the full game when you do!

The Short Launch Trailer

Almost seventeen months ago, a small group of friends gathered together to participate in a game jam, as they had done on several prior occasions. This time, for Ludum Dare 50, they decided to be even more ambitious than some of their prior efforts. They were ready. They had ideas, and a process to turn those ideas into a working and enjoyable gameplay loop. There were things they wanted to do… and they did them.

And at the end of the jam, after seeing public response to their effort, and becoming attached to some of the ideas and characters they had created, they decided they couldn’t abandon this particular idea.

An earlier version of Lamp Cat

And so the decision was made to move forward, and despite all of our own separate full-time avocations, found a game studio… and make Somnipathy a full game.

Today, Tuesday the 12th of September, 2023, marks the point where Somnipathy arrives at retail, via Steam, where anyone who likes can and should buy it. For some members of the team, this is an end point – attaining a lifelong dream of being a game developer and having a published game. For others, this is a starting point – knowing that there are more games to be made, and more stories to tell. For a few of us, it is both.

We also know that we’ll be hearing from you, over the days, weeks, and months to come. We want to know about your experiences with Somnipathy, both the good and the bad. We’ll still be developing and maintaining the game, even as we move on to the next thing, and the next thing after that. So let us know what you think!

And if you’re still undecided about making your own foray into the world of Somnipathy – this week we have a slate of Twitch streamers who will be taking their own adventures with Aggy, Lamp Cat, and the rest. Check them out, see a little bit of the game for yourself – and know that we’ll be hanging out in chat to answer questions during each stream.

Twitch Stream Schedule

Here’s to Somnipathy, and here’s to you all helping Aggy finally get a good night’s sleep!

-the Team at Tearcell Games

The level of excitement here at Tearcell is through the roof, and we are delighted to announce that Somnipathy will be releasing on Steam in just over a month from today! Many of you have downloaded and enjoyed our different demo versions over the past 11 months, and we hope you are also enjoying our current curated demo version for visual novel fest, which shows you a bit more of the world and character interactions to be found as you advance deeper into Somnipathy.

Our lead writer James Thomasos, recently one of the winners of Rusty Quill’s Rusty Fears 6 horror writing contest, shares this: “Somnipathy is a story we’ve all lived: a story of crushed dreams, broken promises, nightmarish realities, and facing tomorrow. Haven’t we all found a demon or two waiting inside the quiet parts of our minds?”

We’d also like to advise you that the full release of Somnipathy will contain some differences from the demo experiences many of you have had with the first level of Story Mode – we look forward to reading, hearing, and seeing your responses in September as you encounter more of the horrors contained within Somnipathy.

In the meantime, keep an eye on this spot as well as our social channels as our developers continue to preview some of the art, mechanics, and characters you’ll encounter soon.

Stay safe, and stay awake!

-The team at Tearcell

As we push through for our fall release, and finish up submission and content for the summer festival season, we have another update to share that affects our demo! Remember you can play our demo from steam or itch.io

0.6.0
Pax Rising 2 release

  • Capped FPS at 90 to avoid a runaway GPU bug on some systems
  • Hit Detection. Fixed hitboxes based on feedback from the community
    • Generally reduced and moved Aggys primary hit box
    • Corrected hit box size of ‘tail strike zone’ in Sleep Paralysis demon fight
    • Adjusted trap hit boxes
  • Added dialog to Sleep Paralysis Demons room if you try to use quest items too early
  • Some objects are now only revealed when a light exposes it
  • Added hint lines to east door of trap room 1-7a. Increased respawn time of mobs in this room as well
  • Improved the ‘hint lines’ for object relationships
  • New Loading system
    • Changed the system for loading and reloading rooms. Rooms you’ve been to are now cached, so it should be faster overall now. Cache is cleared on level change
    • Added a loading an animated ‘pulse’ icon while things load
    • Added a counter for objects being loaded
  • Increased run speed of bump in the dark enemy
  • Changed light in rooms 1-8
  • Adjusted light occluder on Creeper
  • Health Bar Changes.
    • Changed ‘Stress’ to ‘Resolve’ It is otherwise identical
    • Changed the color of Resolve from Blue to Red to match player expectations
    • Changed the color of Stamina from Red to Yellow to match player expectations
    • Changed HUD life bar elements, to better support growth upgrades
    • Added Stamina and Resolve upgrades to the first dungeon and some quests
  • Path finding
    • Replaced pathing system with a new system to support dynamic obstacles
    • Dynamic obstacles now exist. If Aggy is already moving, she will try to go around them automatically, but it will be much faster if you readjust her yourself
  • Fixed some broken animations
  • Added door opening animations
  • Added new ‘vignette’ effect during combat
  • Fixed many small graphical glitches in intro area

As always thanks for your support! Hopefully there won’t be too many other major updates that affect the demo level. Also be aware we will be putting up a completely new demo in August for Steams Visual Novel fest, to show off our social systems properly. The classic dungeon demo will NOT be available during that time! So if you want to try all of level 1, do so before August!

The team continues its work on Somnipathy, as we move into the 3rd nightmare, and with 2 full levels under our belt, it was time for a change of workflow for certain. While the intro was redone many times, the 1st nightmare didn’t ultimately take too much time to design. The ideas were fresh, and most time was spent building our Event, Interaction, and other core systems. But with the 2nd nightmare we drastically increased scope of things, and we ended up spending FAR more time than originally budgeted on it. 

While the reasons for the 2nd nightmares delays (6 months for the level 2 vs 4 months for intro + level 1) are extensive, and probably worth their own post, the tools we were using certainly played a part in it. While the level 3 tileset was being developed, our content makers started experimenting with outside too. So we circled back around to Tiled.

Tiled Copy-Pasta

The ability to copy and paste arbitrary sizes is priceless

The workflow process for the levels in Somnipathy is somewhat complicated. We have some heavy metroidvania elements of exploration and short cut opening, which requires quite a bit of pre-planning. Then we also have ‘side’ areas unrelated to the main nightmare that are eventually required to explore, but more linear in design. Finally we have the day time interactions, which are closer to a Visual Novel than anything else. For this we go back to our Dungeon Master roots and hit pen and paper…

The draft

Spoilers! Level 3 design, maybe.

We’d then previously try to build this in Godots tile map editor. It did the job, but we often felt like we were fighting things. Adding new tilesets was cumbersome. Cutting the tiles and adding collisions was tedious. Tiled fixed many of our pain points, but how do you get Godot 3.5 to recognize the maps?

Enter this nice plugin The Godot Tiled Importer.  There are many different variants out there, the project has forked a few times, but this was the one we used  successfully. It did come with a couple caveats, however.

  1. We use Dialogic for MANY things and Dialogic 1.x for Godot 3.5 stores these things in JSON files. The tiled  Importer plugin will try to interpret those files as maps by default, breaking many things. We instead used Tileds XML format. Make sure to hit your project settings to disable json format to fix this problem.Disable ImportYou disable JSON importing here!In addition, if Godot has already tried to import the JSON files before you disable things, you may need to do a clean up. If you’re using Dialogic, you can check out the step by step instructions given here.
  2. Given we already had a set of requirements for our tilemaps, we needed Tiled to set a bunch of properties for us. We do that with a Post Import script, which you set in the Import tab.Set it hereYou set the tiled script here!The script for us at the moment is pretty simple.Simple import script We could also check for Tiled ‘objects’ and instantiate objects in place of tiles here, among MANY other features such as reading and reacting to meta data on the tilemaps. But for now we keep it simple, and do the dressing in engine.
  3. With the set up done, we can simply drag and drop the imported .tmx files into Godot. Any changes we make in tiled, will be automatically imported into Godot.

Its hard to state how much time this has saved us so far. The Tiled editor is simply more feature rich, faster, and easier to use then the in engine editor in Godot 3.5. While the editor has been drastically revamped in Godot 4+, we’re not in a position where upgrading the engine makes a lot of sense. While their are always risks when you change your process mid project, this has been an overall win for us. Cya next update, and don’t forget to Wishlist us on Steam to help us out.

Its always watching

We’re nearly done with level 2 in its entirety and are already hard at work on level 3. That means new features for the demo too! In addition we have a fresh new trailer that is a step up from our last one, enjoy it at https://youtu.be/KLgbX_5FqH0

As always, the demo is available on steam, try it and wishlist us if you haven’t! https://store.steampowered.com/app/2069260/Somnipathy/

0.4.5
Almost 1 year of development release! Yay!

  • Dropping items can now slow or stun the Creeper if timed properly. Try the laundry!
  • Dropping items can now stun, slow, or damage regular enemies that are chasing you if timed properly. Try it on the bumps in the night!
  • Fixed bug where the boss of the demo couldn’t hurt the player
  • Nerfed strength requirement for the lever in in room 1-16 from 22 -> 14
  • Reworked Pressure plate system
    • Added an always on display showing you the weight needed to activate plate
    • Items dropped on the plate move towards it slightly to indicate proper placement
    • Adjusted hit box and sprite alignment to better match
    • Adjusted animation and SFX for better player feedback
    • By popular request Creeper can now activate pressure plates if itcan be lured close enough
    • Added a new pressure plate in a safe area, so you can test and play with it safely
  • Fixed font ‘fuzzinesss’ in full screen mode
  • Creeper can now push some objects around
  • Added new room to demo level to even out pacing pre-mini boss
  • Reverted change that inadvertently increased Creeper hit box
  • Changed World map image
  • Added mouse cursor changes on context
  • Toned down the ‘black’ darkness in nightmare 1
  • Added highlight on continue game hover
  • Dialogic dialog plugin has improved! Thanks @theBardsRc for all your hard work!
  • Reworked ‘lights’ in all rooms

Our newest version yet of the Somnipathy demo is now out! From here forward alot of work is going on to post demo content, but when things affect the gameplay in the demo, we’ll be posting all relevant patch notes! Without further ado, the patch notes!

0.4.0
End of year Release!

  • Journal Revamp – Brand new animations, organization, and an enemy codex!
  • Added ‘hint’ system for misplaced items on the Whiteboard. Rooms with items you can pick up have a cat paw icon on them
  • Visual FX additions – New filters and effects to let you know when you’re in danger, take a hit, and more
  • Fixes to visual glitches in the Intro levels
  • Added many missing sound effects in the Intro levels, Piano room, interface, and store
  • Added more feedback when you pick up, use an item, or hover over an item
  • Fixed broken Aggy animations (Grab, Stare)
  • Added new Aggy animations (Wakeup, Death, Walk, Sit, Dance)
  • You can now make Aggy dance by hitting the ‘d’ key
  • Added a video mode. Hide HUD and Mouse, by hitting ‘v’
  • Fixed sprint persisting through interactions
  • New cutscene added to room 12 (piano room)
  • Fixed pathing and interactions in room 17 (forge)
  • A new ‘pre tutorial’ cutscene flashback has been added to new games!

0.4.2

  • Dialog Fix for the intro flashback
  • Added new flashback
  • Minor text fixes

As always, please wishlist on Steam if you haven’t yet, and play the demo there or on Itch.io. Stay tuned for more exciting information!