Remember to check the "News" and "Map Progress" sections whenever this page is updated. Good stuff in there. Also check the image gallery, as I update old screenshots fairly often.

Story: (Updated: 9/15/14)
In Lament, you take the role of Michael Anderson, a researcher and archaeologist living in London, 1845. After a particularly unsuccessful expedition into the nature and origin of the Orbs, your childhood friend and fellow archaeologist, Johnathan Crawford, has grown distant and sullen. Research is slowly crawling to a standstill, and doubts are creeping into the darker parts of your mind. Plagued by nightmares of an unspeakable monster stalking the halls of an unfamiliar place, you contemplate throwing the years of fruitless searching away. Anything for some peace of mind... right?

Features: (Updated: 9/15/14)

  • Atmospheric, detailed environments to explore. No mazes that waste your time, no heartlessly empty hallways.
  • Deep, non-linear story taking place in the Dark Descent universe. Well written and developed.
  • Point-and-click adventure elements. Click something of interest, and Michael will comment on it.
  • Well scripted, interesting events (I've gotten pretty good at camera movement). No cheap jump scares, though I suppose that's a given at this point.
  • Heavy ambiance and custom sounds.
  • Full and Lite versions. Full includes all the pretty lighting effects, particles, and details. Lite is a more performance-friendly version with reduced shadow casters, decals, particle systems, and reworked level design, while still retaining the carefully crafted color schemes and overall appearance of the levels.

News: (Updated: 1/11/15)

  • Alright, so, I wanted to update the mod page today, new screenshots and all that, but when I went in-game I found some major problems with the way the skybox is rendered. Namely, it isn't far enough away, and it clips through the mountains. So, that'll all have to wait while I get this sorted out.

Map Progress: (Updated: 1/11/15)
(In no particular order)

~Hotel (With a short description of each completion counter)
Level Design: 99% (Level design, lighting, and particles systems are included, script boxes are not)
Scripting: 45% (Scripted events like baddies and cut-scenes. Sound scripts not included)
Storyboard: 100% (The planning-out part of the level, planned script events included)
Sound Design: 75% (Atmospheric and event-based sounds, now counted separately from other scripts)

~Lower Cellar
Level Design: 85%
Scripting: 50% (Stuff's gon' change, not sure how I'm gonna do it yet)
Storyboard: 80%
Sound Design: 15%

~Upper Cellar
Level Design: 95% (Some of my methods have changed, gotta update stuff)
Scripting: 50% (Would be 100%, but I'll be making major changes)
Storyboard: 85% (Was 95%, but plans have changed)
Sound Design: 25% (Needs work)

Level Design: 10% (Not much fun to work on, I'll probably finish this one last)
Scripting: 0%
Storyboard: 50%
Sound Design: 0%

Level Design: 95% (Need to smooth out some rough edges, a belt-sander should get the job done)
Scripting: 50%
Storyboard: 90%
Sound Design: 10%

~Lesser Castle
Level Design: 95%
Scripting: 10%
Storyboard: 25%
Sound Design: 5%

~Greater Castle(s)
Total: 0%

Description: (Updated: 12/21/14)
"Lament" is my first custom story for Amnesia: The Dark Descent. Nothing's really playable right now, unless you count walking around and looking at the pretty lighting to be "playing". Notes will be scattered throughout all of the levels, as per usual, providing a deep, non-linear story to the environments you'll explore and characters you'll encounter. In said notes, I like to put an emphasis on character development (something that I find lacking in many custom stories these days).
Not just the notes, but even in the levels themselves. If a room belongs to someone, of course it'll reflect that person's personality. If an entire level belongs to somebody (and three of them do) I'm going to build it to reflect their personality, too. The aforementioned levels are (or will be, when I finish them) very detailed, because I put excessive amounts of time into things you probably won't notice if you aren't looking.
As a final note, I won't be updating this page very often, because the world is cruel to high school students, but I try to upload/update screenshots every other week. Cheers.

Image RSS Feed Latest Screens
Hotel Entrance (WIP) Hotel Basement (WIP) Hotel Forest (WIP)
Blog RSS Feed Report abuse Latest News: My Plans for Lament and it's Future

1 comment by CraackerTraash on Jun 2nd, 2014

I'm getting tired of saying it but, hey, I'm not dead. A little insane, possibly malnourished, but otherwise perfectly alive. Before I bring you up-to-speed on the development of Lament, I would like to apologize for my lack of activity. It kinda hurts my chest to think about it, honestly, so I hope you can forgive me.
Anyway, it's summer break now, the second of many weeks to come, which means the only thing that can come between me and development is, well, me. I have a tendency to work only when I want to, and not necessarily when I should. The point I'm trying to make is that I, singular human being and high school sophomore that I am, can only do so much. True though it is that I'm, more-or-less, a part of Ex Unitae Vires, and this mod is being published under the company name, I am not receiving assistance from ANYONE in the development of Lament. Level design, story, coding, it's all me, which is how it is and will always be for this and, probably, all of my future custom stories. Yes, I plan on others, but that's something else entirely.
So, now that's off my chest, on to important shtuff. The whole demo-thing I was planning on releasing sort of, you know, fell through. I'll still be releasing a demo, eventually, but I was stupid to think I could it now, when none of the levels are fully coded (well, not how I want them to be, I least). That aside, let's talk about my plans for this little creation of mine. I've no promised release date for you, because shit happens and you usually don't expect it, and I always feel stupid when I say I'll do something and then, lo and behold, I don't. I'm just gonna list my concrete, definitely-gonna-happen-eventually, plans below.

Those Plans I Just Mentioned

  • Full and Lite versions. Lament uses a large amount of shadow casters, light sources, particles, ornaments/debris, and decals. This excessive usage of visual effects, of course, offers the best visual quality it is within my power to provide while still being mindful of performance, but it can take it's toll on lower-end computers. As a result, Full and Lite versions will be released alongside each-other. The Full release will, as the name entails, contain the full-range of graphical-effect goodness, for some (in my opinion) hauntingly beautiful environments. The Lite release will have significantly reduced shadow casters, minimized decal/debris amounts, and reworked level design, so as to better accommodate weaker computers while still retaining the carefully crafted color schemes and basic look and feel of the environments (what you would expect out of a standard custom story).
  • Deep, non-linear story. Lament has a heavy focus on it's characters, their relationships with each-other, their familial ties, and the reasons for their current circumstances. Again, it's deep. You might even have to play it through a second time to fully understand the characters' actions. Said characters have the aforementioned relationships/familial ties, as well as developed personalities and personal characteristics. (Yes this is, technically, more a feature than a plan, but it can't be implemented yet so It's just a plan. Totally gonna happen though, you can rest easy knowing that.)
  • Demo and promotional videos. Like I said the demo is still coming, just not yet. It'll be, more likely than not, one level long, whichever one best represents Lament as a whole. Around the time that gets released, before and after, I'll release promotional videos. A cinematic trailer, a walkthrough of the demo, maybe even a making-of video. After the full release, I'll see about doing a full walkthrough with developer commentary.
  • Not an isolated case. Certainly the most ambitious of my plans, Lament is just one custom story in a planned trilogy. The other two will be shorter, and have more of a focus on events tied, whether directly or indirectly, to Michael, as opposed to Lament being about the shitstorm he gets dragged into.

Anyway, hopefully this will satiate your collective appetites for a while. Well, this and the screenshots I'll be updating sometime soon.

I remain,

Post comment Comments  (0 - 10 of 35)
StevenTasiopulos Nov 23 2014, 9:11am says:

Hey one more question:What is WIP?

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Nov 23 2014, 1:02pm replied:

It stands for 'Work in Progress'. I just have it there to remind people that nothing is final yet.

+1 vote   reply to comment
StevenTasiopulos Nov 23 2014, 1:13pm replied:

Is this CS going to be long???Because you haven't wrote anything about the lenght on the features.

+1 vote     reply to comment
CraackerTraash Creator
CraackerTraash Nov 23 2014, 10:02pm replied:

I could only guess with it being in the state it's in now, but the levels are a good size and it's meant to be played slowly. It'll be a decent length, don't worry.

+1 vote   reply to comment
StevenTasiopulos Nov 13 2014, 12:26pm says:

This is going to be awesome i think when are you going to release it??

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Nov 14 2014, 9:10pm replied:

I don't have a set release date at the moment, because whether or not I can work when I want to is largely situational, and I have an inconsistent schedule anyways. I'd like to have it out sometime in March of next year, just for the sake of rounding off a two-year development cycle, but I really can't guarantee anything beyond that.

+1 vote   reply to comment
Nekorumi Aug 11 2014, 9:45pm says:

Looks like a good one :) Tracked.

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Aug 11 2014, 11:22pm replied:

Thanks. Always good to see I've piqued someone's interest.

+1 vote   reply to comment
AuroraGuiniverePrice Jun 13 2014, 3:29am says:

Wow! Full and lite versions? That's rather brilliant! :D Sounds very intriguing!

Any chance you'll be putting in any voice acting?

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Jun 15 2014, 11:15pm replied:

Glad to see you're interested. As far as voice acting is concerned, a handful of characters probably wouldn't work the way I want them to without being fully voice acted, so I'll definitely look into it when the time comes.

+1 vote   reply to comment
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Lament (WIP)
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