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: 1/25/15)
In Lament, you take the role of Michael Anderson, a researcher and archaeologist living in Britain, 1845. In the wake of a disastrous expedition, 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: 1/25/15)

  • 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. I fancy myself a decent writer.
  • Point-and-click adventure elements. Click something of interest, and Michael will comment on it.
  • Well scripted, interesting events and set pieces. 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 design of the levels.

News: (Updated: 2/8/15)

  • I'm trying to be a bit more professional about this mod page from now on. Keeping it clean and legible takes priority, and I'll add the bells-and-whistles from there.
  • Finally finishing the hotel. It's been a while since I first started redoing it, but I'm fairly confident It's reaching the final stages of design.
  • Fixed the skybox in the hotel, as it was clipping through the mountains before. Check the new screenshots to see how it looks.
  • In an attempt to squeeze as much performance as possible out of our poor HPL2 Engine, I've been putting black occlusion planes behind walls, under floors, and above ceilings in an effort to counter the negative effects of wall seams. The hotel has seen a small performance improvement, but there isn't much to be done for such a large, open level.
  • Changed the description to say that Michael's living in Britain instead of London. London is a city, it doesn't have a massive forest in the middle of it. That was pretty dumb of me.

Map Progress: (Updated: 2/8/15)
(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: 60% (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: 95% (Atmospheric and event-based sounds, now counted separately from other scripts)

~Lower Cellar
Level Design: 75% (Been through a lot of revisions)
Scripting: 50% (Planning on adding a lot more)
Storyboard: 80%
Sound Design: 15%

~Upper Cellar
Level Design: 95% (Some of my methods have changed, need to polish the rough edges)
Scripting: 50% (Would be 100%, but I'll be making major changes)
Storyboard: 50% (This depends on whether or not I can script what I want to)
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: 99% (In the process of smoothing out some of the rough edges)
Scripting: 50%
Storyboard: 90%
Sound Design: 25%

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

~Greater Castle(s)
Total: 0% (Holding off on these until the end of development)

Description: (Updated: 1/25/15)

"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 keep the watchers updated on the mod's progress. Cheers.

Image RSS Feed Latest Screens
A Forest of Sentinels Hotel Basement (WIP) Hotel Interior (WIP)
Blog RSS Feed Report abuse Latest News: On Lament, It's Past, and It's Future

0 comments by CraackerTraash on Jan 25th, 2015

Hey there, pretty lady. Come here often?
( ._.)

It's weird to think I started development on Lament roughly a month before my fourteenth birthday. Realistically, I could have finished it within, eh, probably a year, and just released it then. And you know what?
Nobody would have liked it.
I realize that's probably and overstatement, but, honestly, I was so clearly an amateur, so painfully inexperienced.

I didn't have a damn clue what decent level design was. I didn't know what decent lighting was either, or even decent storytelling. But I kept chugging ahead anyway. The more I learned, the more I changed until, eventually, I scrapped the early levels entirely and started anew.
The ModDB page was already up at this point, and I think that's the biggest mistake I made in the year-and-a-half I've been working on Lament. Had I done the smart thing and waited until I'd actually, you know, gotten somewhere with development, I wouldn't be explaining the slow development every month.

But what Lament has been, above all else, for the past year, is a learning experience. I've made leaps and strides in all aspects of game design, not just level design and lighting. I've learned what makes a good horror game effective, and I finally understand the finer points of storytelling.
Unfortunately, I can't apply all of my skills to Lament. Too much is left over from the original design for me to change the core of the story without starting over from scratch.
The core of the story was always vague, allowing for me to mold it into something far greater than what it was before. There are more characters than there ever could have been before, all of them unique and different from one another, with feelings and emotions, goals and aspirations, before their lives are thrown into turmoil. Michael has, undoubtedly, had the most changes over time, with his past and relationships with the people around him finally being fleshed out.
Anyway, the main thing to take away from this is that the sequels will be a lot better than Lament.

Which brings us to the present, and my plans for the future. Yes, the sequels! The story expands beyond the boundaries of Lament itself, which makes sequels necessary to convey the full story.
I did say sequels, but the story expands both before and after Lament, so it'll a prequel and a sequel (see: restrictive base plot necessitating expansion). I won't tell you what exactly they'll be about, but I can assure you they'll provide more insight into the events of Lament.

Alright, I think I'll wrap it up here because holy hell look at all those words. I've been typing for an hour and a half, and It's time to get back to work.
Hopefully this has given you a better idea of what Lament is all about, and why it is the way it is now.
What's more, I got to talk to all of you as the guy I am, as opposed to just being some developer shouting about character development.

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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