Wishlist on Steam: Store.steampowered.com
Take on the role of Annie, a low level employee of the SCP Foundation. A covert organization meant to secure and contain anomalous entities and protect the general public from them.
Why has an organization with the motto "Secure, Contain, Protect" created a division for replicating paranormal events and anomalous entities? Why are you tasked with repeatedly testing the same replicas, with a seemingly never changing outcome? You will need to make drastic decisions to uncover your true purpose and alter the course of your fate.

  • A weird first person horror experience.
  • Twisted gameplay mechanics: utilize existing and original anomalies to solve puzzles and navigate levels.
  • Explore the facility: every level is a sandbox with multiple paths, secrets and choices that shape the outcome of your story.
  • Take the wheel: cutscenes don't take you from place to place. You will need to drive through the foggy landscape beyond the facility in order to reach your ultimate goal.
  • Our take on the SCP Universe: if you're familiar with the stories of the SCP Foundation, you might find we've made surprising changes to them. Besides the most popular ones, you will meet and interact with many hidden gems of the SCP Foundation Wiki.

Discord: Discord.gg
Facebook: Facebook.com
Twitter: Twitter.com
Website: Misfitvillage.com

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Go Home Annie—Devlog 5

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Part 1: The Asset Pack Conundrum


When I first started working on Go Home Annie, the scope of the game was much smaller. I still have a file named Grand Plan from 2019 that says, “Make a weird horror camera game in six months, put it on Steam.” (That didn’t quite go to plan...)

Since the game’s scope was limited, I decided to use asset packs for some of the rooms in the Facility chapter. Asset packs are pre-made packs of models, levels, scripts, or anything else required to make a video game.

By using them, you’re running the risk of the game looking like other games that use the same pack, not having a distinct art style, and so on. As my ambition grew and the scope of the game grew with it, I decided to replace most asset-pack objects with completely custom models, but there were still some left. The moment my team got wind of us still having a few rooms based entirely on asset packs, they jumped at the chance to completely rework them.

This project became something really special to everyone involved. After all, it would have been a shame not to have created everything by hand, with love, exclusively for Go Home Annie.

We have a distinct visual style for the Facility, part steampunk (pipes, cogs), part 70s technology (tape recorders, CRT TVs). You won’t find that particular mix in an asset pack.

Modern-looking security room—straight from an asset pack.

Security room—completely reworked. Now with 100% more CRT TVs.

Modern asset-pack elevators.

New elevators, now 100% more Art Deco.

Basic modern vending machine.

New vending machine, now 80% more steampunk.
Some of the drinks in it might even be references to SCPs...


For some rooms, the rework gave us the chance to introduce more worldbuilding and lore teases. Like the Archives, which just had a bunch of boxes in it before.

The Archives, with hundreds of files on SCPs and documentation regarding their replication viability.


Part 2: A Talking Bathtub


As soon as I read about SCP-1974, I knew I had to put my take on it in Go Home Annie. A bathtub with two personalities! It seemed crazy. Crazy good! We just had to put it in the game.

You’ll spend some time talking to SCP-R-1974. The voice actors make the bathtub dialogue feel like you’re in a stage play. It’s awesome. But we needed interesting visuals to accompany them. We realized that looking at a static bathtub for a few minutes at a time could get kind of boring. So, inspired by the Pixar Lamp, we decided to breathe life into the Bathtub.


Here’s a sneak preview of the way SCP-R-1974 shows its emotions.


That’s it for this devlog. I’ll see you in the next one. Until then, take care!

Mladen Bošnjak
Creative Director at Misfit Village

Go Home Annie—Devlog 4

Go Home Annie—Devlog 4

News 1 comment

In this devlog I’ll be sharing how we go about creating cutscenes and character animations for Go Home Annie. Motion capture, jiggly bones and so on.

Go Home Annie—Devlog 3

Go Home Annie—Devlog 3

News

This time I'd like to focus on the technical aspects of Go Home Annie. Annie is being developed in Unity with the HDRP render pipeline. We decided to...

Go Home Annie—Devlog 2

Go Home Annie—Devlog 2

News

This time we'll delve deeper into the game's world and lore.

Go Home Annie—Devlog 1

Go Home Annie—Devlog 1

News

Hi! I’m Mladen, the creative director at Misfit Village. For our first devlog, I’ll explain how the idea for Go Home Annie came about.

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