The last remaining memories fade away into darkness. Your mind is a mess and only a feeling of being hunted remains. You must escape.

Awake...

Amnesia: The Dark Descent, a first person survival horror. A game about immersion, discovery and living through a nightmare. An experience that will chill you to the core. You stumble through the narrow corridors as the distant cry is heard. It is getting closer.

Explore...

Amnesia: The Dark Descent puts you in the shoes of Daniel as he wakes up in a desolate castle, barely remembering anything about his past. Exploring the eerie pathways, you must also take part of Daniel's troubled memories. The horror does not only come from the outside, but from the inside as well. A disturbing odyssey into the dark corners of the human mind awaits. A sound of dragging feet? Or is your mind playing tricks on you?

Experience...

By using a fully physically simulated world, cutting edge 3D graphics and a dynamic sound system, the game pulls no punches when trying to immerse you. Once the game starts, you will be in control from the beginning to the end. There are no cut-scenes or time-jumps, whatever happens will happen to you first hand. Something emerges out of the darkness. It's approaching. Fast.

Survive...

Amnesia: The Dark Descent throws you headfirst into a dangerous world where danger can lurk behind every corner. Your only means of defense are hiding, running or using your wits. Do you have what it takes to survive?

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February Update


Good evening everyone, Glenn here to give you our first planned development diary entry. This one will be more sparse than all the others to come as we still figure out what to share, filter, promote or discuss in our ever expansive development period. Dark Craft Studios has been joined by Amnesia Community Veterans Spelos and Karba. Say hello! They have been invaluable already in programming and design, respectively, as we truly begin a workflow that is seamlessly productive. To get you to know a little bit more about our vision, I've outlined my thoughts on level, game, and story design below.

Quick Facts

  • Releasing September/October, unless further notice given.
  • Trailer by April/May.
  • If you wish to help or contribute, the opportunities still exist. See: Contact Us below.

Story Design


Players experiencing The Shadow of the Ramlord will be carefully presented a dark, succinct, unsettling narrative that features three fully voiced characters, polished diary and note entries, and visual details that betray secrets to the attentive in the audience. Much like The Worry of Newport and Triptych before with my studio, this will be no different in approach; story first, with a focus on perfect pacing, narrative construction, character development and emotional/philosophical pulls that make the player question the themes at play. Featuring themes of Occultism, Morality, Humanity, and Nihilism, any fan of Lovecraftian or Cosmic Horror will feel right at home with the story. All actors have professional microphones, all my scripts get either made parallel -- or edited by, later -- my co-writer, Ian. And every team member and actor has a voice in the process of developing the narrative built off the back of the synopsis featured before.

In summary, we promise those that want to subscribe to a potential story-first custom modification should look no further, and keep us on their radar. Any fans of traditional or old school horror in the Lovecraftian niche will get their worth from the asking price of a download.

Level Design


We are constructing the mod under the basis of quality over quantity. The usual pitfalls, trappings or tropes of the Amnesia development community will hopefully be avoided on our journey to release day. Don't expect many lock and key elements, button-switch-sequence puzzles, grunt ambushes or chases, and so on. The story will be married directly to the level design, from concept to finished product. Every hallway, asset, and detail will in some way work to strike an emotional chord, entertain the player, or create the atmosphere of dread and despair.

We have a few secret custom assets up our sleeves, but nothing to showcase yet. For now, you can expect our levels to be mostly vanilla TDD assets. While we can't promise to reinvent the wheel, our strive for pure polish and quality will give players the sense of scope we want to illustrate -- the experience will be seamless, smooth, and -- we hope -- as bug free as possible as we screen each others work every step of the way.

You're not going to be dueling demons atop massive mountains or traversing some brand new, winter biome of mind bending beauty, but you will get a seamless and sinister Estate to explore.

Game Design


Off the back of my last two projects, which both were walking simulators, we're aiming to cultivate an experience of utmost horror and player urgency by utilizing as many of Amnesia's systems as possible in organic, polished, immersive ways. Arbitrary lever puzzles, locked doors everywhere, and other pitfalls will be discarded in favor of game design that rewards players for exploration, their wits, and their perception. You'll have your jump scare sequences and stingers, but you'll also have horrific environments to explore with serious storyline undertones that are chilling to behold. I can't say much more than that, for now, but be sure that pacing will be properly managed. Puzzles when they feel natural, diary entries that aren't overwhelming, monsters when the story calls for it, and truly terrifying world moments that help to shift gears in the narrative towards the more... sinister, and obscure.


Conclusion


Soon, Spelos will be sharing some of his programming thoughts and brilliant mind for you guys to absorb. Showcasing how and why he designs off the back of Amnesia Code Standard like he does, tricks or open source knowledge to share for fellow HPL2 modders, and so forth. Karba and I will try to get at least three development diaries, maybe even some videos where I talk about the project while designing, for you to feel more in tune with our process and see our results in motion. Expect this Moddb page to get very busy and active in the coming weeks and months as we build towards a Fall Release.

Thank you,

~Glenn, Dark Craft Studios


Contact/Follow Us

Discord: Discord.gg

Twitter: Twitter.com

Need to email us? Darkcraftstudios@gmail.com

New Media!


NewAmnesia2

NewAmnesia1

20180205195910 1

Full Walkthrough + All 13 Easter-Eggs

Full Walkthrough + All 13 Easter-Eggs

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You can watch this FULL WALKTHROUGH in case you get stuck in the custom story. This video also contains all the 13 hidden Easter-Eggs.

Some news from Black Keys

Some news from Black Keys

Amnesia: Black Keys 2 comments

News from the development of the mod and an upcoming demo.

Features you can implement in the event

Features you can implement in the event

Amnesia Halloween 2017 3 comments

This article will be updated as new features come along. Most of the tutorials will be in a video format.

Walkthrough - All Achievements

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Comments  (0 - 10 of 634)
hiimcoconut
hiimcoconut

I love Amnesia ! I played this game since i was young xD Frictional Games should uptade Amnesia : The Dark Descent with new maps like it could be remastered :)) some new DLC´S and other ! <3

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Hitchet
Hitchet

Father of modern horror games.

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Zipneks
Zipneks

A true masterpiece of the horror genre.

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PunchingMaster
PunchingMaster

I love Amnesia

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Slanderous
Slanderous

This game is archived now? ...

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prenz
prenz

Frictional Games must update this page!

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Yldrania
Yldrania

Love this game to bits. If anyone's interested, here's my full playthrough of the main game. Will be moving on to custom stories now :) Youtube.com

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Amnesia: The Dark Descent
Platforms
Windows, Mac, Linux
Developer & Publisher
Frictional Games
Engine
HPL2
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Amnesiagame.com
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9.4

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Highest Rated (45 agree) 10/10

If you like dark atmospheres and intense plots full of suspense and psycological terror, such as those found in games like Silent Hill, Diablo 1,or S.T.A.L.K.E.R SoC, then this is the game for you.

Amnesia - the Dark Descent redefines it's genre.

Dec 6 2010 by X4VI3R

Style
Genre
Adventure
Theme
Horror
Players
Single Player
Project
Indie
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Latest tweets from @frictionalgames

You are always safe! SOMA has now been updated with Safe Mode on PS4. Get yours at the Playstation Store:… T.co

Feb 19 2018

Thank you for the adorable fanart, Robot Girl deserves some love too! T.co

Feb 19 2018

A dog fact to celebrate #YearOfTheDog: There is no actual concept art of the dogs in Penumbra: Overture. This piece… T.co

Feb 16 2018

Happy #YearOfTheDog from the whole Frictional team! Special greetings from Chillen, who helps Marcus design levels… T.co

Feb 16 2018

👾#GameDev woe of the day from our creative lead, Patrik: "Why are all our bugs so fucking creepy that I want to add them in as features?"

Feb 15 2018

Happy #ValentinesDay! To celebrate we are finally releasing SOMA Safe Mode for all our platforms, including PS4, la… T.co

Feb 14 2018

✍️#Gamedev scribble of the day: @AlexKalopsia's explanation of a game mechanic. T.co

Feb 9 2018

Now here's great breakdown of Frictional's core design elements, written by Steam user Fortigurn! Want to speculat… T.co

Feb 2 2018

Amnesia's doors might have been unreliable BFFs that crumbled under pressure, but we're glad they made it to… T.co

Feb 1 2018

Tune in to an @ExtraCreditz's SOMA stream, guest starring our own Ian @wildwinter, who worked on SOMA, and is now S… T.co

Jan 31 2018

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