Hello Thanatophobians!

It's come to that time again where it's time to update you all and give you a little sneak peek at everything that's been going on for the last few months on our game Thanatophobia.

Thanatophobia Environment
[Full size image > Media.indiedb.com]

Firstly I'd like to address our last update where we released our first proper teaser trailer. We were absolutely overwhelmed by the response from the community and would like to say thank you to everyone who commented, liked, subscribed and shared the video. We are about to hit 30,000 views, but the 15,000 we got in the first day really was a nice reward for us after such a hard working slog to get this far!

Since the trailer video, we've done a -huge- amount of work updating the textures, scene dressing and improving materials throughout the different areas of the game. We have also done a completely new pass on the texture maps for the main character, Sam, bringing his quality up dramatically.

Over the past few months we've been hard at work creating hundreds of "smalls" models to help fill out the environments and give them a much more realistic and lived-in feel. Alongside this we've done new passes on a lot of the larger prop pieces, bringing up the quality across the board, concentrating on trying to stabilise our overall texture density across the game. This has helped making the props fit together in the scenes, without noticing a difference in quality between props due to texture size/detail and the technical ability of the different modellers we've had working on the
project so far.

In game prop paintings

Another addition to the game are our oil painting props that include over forty unique, contemporary and classically themed paintings created by Jackie Pearce (yep, we are related :D).
Click here [Saatchionline.com] to visit Jackie's page on the prestigious Saatchi Online gallery, where you can see some of her amazing work. An example, in game, can be seen below:

Thanatophobia Environment
[Full size image > Media.indiedb.com]


We are currently testing all of the puzzles and the general interaction-based flow of Thanatophobia, and the current bug list has dwindled to almost nothing. As it stands, I've actually now finally managed to play the game from beginning to end (minus a small number of features we are waiting for implementation), and even knowing exactly what to do, the solutions to all of the puzzles, not reading any of the clues/notes and with no enemies, it takes a sizeable amount of time. This is giving us hope that when all the different elements of the game are finished, the players should have a lengthy and varied experience ahead of them.

Character models and motion capture

We've recently made the decision to completely overhaul Sam's animation set and improve the quality and diversity of actions/mechanics. This has lead us to realise we need motion capture gear, so we have just invested in a set of cameras, and other bits and bobs, so we can grab all of the motion capture data that we need. The gear is currently being tested with a few trial runs, so hopefully soon we will be able to start working on a complete new set of anims for Sam.

As far as the character modelling for the project is concerned, we have now completely finished with all of the enemy models/animations, and also an array of other character models that are... not enemies (let's try not to spoil anything).

I keep getting asked if we are a big studio

No. No, we are not at all. The core group developing the game are all working for free in our spare time. The hope of a bad-ass portfolio piece, a huge amount of practical experience, and hopefully a published indie game is keeping us going strong. Oh, and don't forget our love of hard work creating something that really means something to us! Currently there are four of us working on the game (some more sporadically than others, damn you real life for getting in the way), but every member, past and present, have literally put hundreds of hours (some thousands) into the development of Thanatophobia. So to everyone that's helped us make the dream become a reality in one way or another: A BIG THANK YOU!

New screenshots

I'll be adding a few new screenshots, and removing some of the older ones that are no longer relevant. All of the screenshots are taken in game whilst testing, but wont necessarily show the final quality of the completed game. I'll try to throw a few more up over the coming week too. Hope you enjoy!

Next update: enemy spotlight

For the next update I'm planning on showing off a few of our character models (without ruining the game too much), so keep an eye on us, like us on Facebook.com and follow us on IndieDB for future updates! If you've made it this far; thanks for reading and please throw us a comment below if you liked it!

Many thanks


Thanatophobia Environment
[Full size image > Media.indiedb.com]

P.S If you missed out on our teaser trailer, look no further:

Thanatophobia gameplay trailer reveal

Thanatophobia gameplay trailer reveal

2 years ago News 11 comments

Today we are happy to share Thanatophobia’s first gameplay trailer with you, shot and produced by project director John Pearce. All footage is taken...

News update on music and SFX

News update on music and SFX

2 years ago News 2 comments

Today we’d like to tell you all about Thanatophobia’s Original Soundtrack and let you all sample from it with the Main Theme. Let’s start with a...

Latest Thanatophobia news.

Latest Thanatophobia news.

3 years ago News 2 comments

A look at current news. Thanatophobia story synopsis. Meet the new members. Upcoming gameplay trailer.

Exciting Thanatophobia development news

Exciting Thanatophobia development news

3 years ago News 0 comments

A look at our new members and exciting news for the development of Thanatophbia.

Post comment Comments  (0 - 10 of 31)
Xpro9000 Mar 15 2014 says:


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Guest Dec 25 2013 says:

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Hades214 Dec 7 2013 says:

I would really love to place this. Judging from the pictures and what not. But don't have money, can I beta test or something?

+1 vote     reply to comment
WILEz Nov 10 2013 says:

Awesome! You tink to traslate in any language?

+1 vote     reply to comment
Guest Aug 31 2014 replied:

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JohnPearce Creator
JohnPearce Nov 11 2013 replied:

Thank you! We hope to do translations. We will have to see if any / how many will be achievable later on.

+1 vote   reply to comment
Guest Oct 25 2013 says:

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JohnPearce Creator
JohnPearce Oct 25 2013 replied:

In the finished version there will be options to change some of the graphics settings. Although, we are taking great care to make sure the game can run on most machines, even at a high detail level. We will release more details about recommended settings when we are a bit further into development.

No annoyance, thank you for your comment. :)

+1 vote   reply to comment
TheUnbeholden Oct 24 2013 says:

How do we give you monies?

+2 votes     reply to comment
JohnPearce Creator
JohnPearce Oct 25 2013 replied:

Lets see when the game is released. :)

+1 vote   reply to comment
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Death Knell Games
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