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. Read More...

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This is the first in what will, hopefully, be a semi-regular series of developments logs about Lament. In the early days of development I had tried to get a couple of screenshots out every one-or-two weeks, which I have since realized was a terrible, terrible idea. So, in a similar vain, I'm starting these Dev Logs, which I wanted to start a while ago, except that I had nothing to actually write about at the time.

Let's get started then, shall we?


This is the color/lighting part, if you hadn't guessed.

A major focus of some of my more recent work has been getting just the right amount of contrast in the lighting and colors of the individual levels. In the old palettes I focused primarily on emphasizing one color, usually orange, red, blue, or green. The basic idea was to unify the overall palette and lessen the game's rather muddy contrast. In that respect, it was a success, but in doing so it bleached out any depth the colors may have had before.

I also found myself with shadows that were far brighter than I wanted, but the only remedy seemed to be darkening the ambient light, which just made the dark areas muddy and sharp again.

By this point I realized that my dissatisfaction came from an excess of "luma" contrast (the difference between shadows, mid-tones, and highlights) and a lack of "chroma" contrast (the difference in shades of color). Getting to where it is now was a long process that involved a lot of trial-and-error, swearing, and fog volumes, but I can finally say that I'm happy with the result.

Those guys over at SOMA have it easy, they've got HDR post-processing and tonemaps. All we have is fog and swear words.


I've also been doing a lot of optimization work, deleting objects that are unnecessary, have more geometry than they really need, or whose families just won't miss them very much.

I felt particularly smug after cutting out almost 1/4 of the trees in the forest while retaining it's dense and overgrown appearance, which is exactly what I was hoping to be able to do.


The other part of my work, which actually goes hand-in-hand with the other parts, has been polishing off the less-tasty parts of the levels and making them either A: prettier and more atmospheric, or B: actually relevant to the gameplay.

A big problem with some of my older work was a tendency to add areas that could be seen, but not explored. Things that you'd see in the distance, and maybe even want to explore, that were little more than window dressings. After playing Penumbra: Overture and Dark Souls again, these things started to nag at the back of my mind while I worked, until I finally decided that something needed to be done about them.

This led me to the very difficult task of connecting previously inaccessible areas of the game to the parts that you could actually go to. In a perfect world, this would only mean adding hallways and stairwells between two rooms, but it's rarely that simple. The connection process usually involves tearing out entire corners or sides of the two different areas, and then forcibly joining them together in a way that they were not originally designed to do. When the ordeal is over, we're left with a more interesting and enjoyable level overall, but I'd be hard-pressed to call it a happy reunion.

That's all I've got for this Dev Log, hope you found it interesting, maybe even a little entertaining. Next time, I want to show off some of the new particles systems and lighting entities I've been cooking up. Should be fun.

I remain,


Month #29 dev. diary - teaser demo released, mini-site updated!

Month #29 dev. diary - teaser demo released, mini-site updated!

1 month ago Cadaver Party 0 comments

Hello again stalkers! Many of you asked for a demo, something to put your claws on... here it is! The download is available and the mini-site has been...

Twilight Of The Archaic trailer!

Twilight Of The Archaic trailer!

1 month ago Penumbra: Necrologue 3 comments

Ladies and gentlemen, we are proud to present the trailer for our latest title: "Penumbra: Twilight of The Archaic" out on October 31st!

Month #29 dev. diary - teaser site launched, prepare for some good news!

Month #29 dev. diary - teaser site launched, prepare for some good news!

1 month ago Cadaver Party 2 comments

Hello dear stalkers! A teaser mini-site is online for a few hours! Code-name: [iF.]. What is it all about? What about the progress of Episode 1?!

Entities, What With the Physics and Such

Entities, What With the Physics and Such

3 months ago Lament (WIP) 2 comments

Physics are cool, but school is not. *drops mic* *hastily picks it back up to check if it's broken*

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Post comment Comments  (580 - 590 of 635)
Fib Jan 5 2011 says:

I just want to congratulate you. You have created the scariest game that I have ever played. I've played through FEAR 1 and 2, Dead Space, and Clive Barker's Jericho, and this game is more scary than those games combined.

It's the unknown that haunts me the most...

Keep up the good work, I can't wait to play more titles from Frictional.

+1 vote     reply to comment
robofork Jan 13 2011 replied:

I agree, though Fear 2 and Jericho aint scary :P

+5 votes     reply to comment
nosfer4tu May 15 2011 replied:

Im sorry if this is offensive to fear 2 fans but fear 2 isnt scary AT ALL. It's just a shooter and it ain't scary because you know something will happen a little girl will appear & stuff and you're armed so i was absolutely quiet when playing the game. Nothing else than amnesia scared me so hard. I shat so much bricks that i could build a mansion.

+1 vote     reply to comment
timstro59 Dec 25 2010 says:

im hopefully going to get this game sometime this month.

hopefully next week.

wish me luck.

+2 votes     reply to comment
Hitelf Dec 24 2010 says:

congrats in getting to top 2 :D

Me and my friend played this game at the same time doing the same things and this game IS THE SCARIEST GAME IVE PLAYED!

really loved this game :D

+2 votes     reply to comment
C&C-Pickled Dec 22 2010 says:

"you screamed? men don't scream!" (plays the game) "EEEEEEEEEEK"

+3 votes     reply to comment
timstro59 Dec 9 2010 says:

i really need to get this game.

+2 votes     reply to comment
tommhans Nov 30 2010 says:

amazing game, its nominated in several of awards by IGN, including GAME OF THE YEAR! Shows us that indie game's can really do things!

+2 votes     reply to comment
brisk187 Nov 27 2010 says:

My #1 candidate for indie game of the year

+2 votes     reply to comment
Serygala Nov 22 2010 says:

Simply amazing! The day I can work out similar athmosphere and gameplay, I will be very proud of me!

Much better and more entertaining than some big studio productions...most of 'em!

+3 votes     reply to comment
infernoth Nov 6 2010 says:

hi, i have athlon xp +3000 burton (2,2ghz), ati radeon x1650 pro 512ddr2 (catalyst 10.2, v. 8.593.100.0), 2gb ram (400mhz),win xp sp3 and i have big problem with this game. when i start new game i just hear audio and see same subtitles but nothing more. f*cking black screen >:( please help...

p.s. sorry for my english LOL

+1 vote     reply to comment
LizardGamer Nov 6 2010 replied:


+1 vote     reply to comment
infernoth Nov 15 2010 replied:

ok patch 1.0.1 fix this problem ;)xD

+1 vote     reply to comment
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Amnesia: The Dark Descent
Windows, Mac, Linux
Developer & Publisher
Frictional Games
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Release date
Released 2010
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2905 votes submitted.

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Ratings closed.

Highest Rated (42 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

Lowest Rated (19 agree) 1/10

uhh look at me im an idiot

Feb 22 2013 by therupertbob

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