Survival, horror at the sunless depths of the Pacific Ocean. Stranded on the seafloor with low light and few tools, an industrial diver takes desperate steps to surface before his oxygen — and sanity — give out.

Post news Report RSS Narcosis Developer Update: October 2016

Another big Narcosis update for everyone while all of us at Honor Code enter the final stretch to release this winter.

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Hi Everyone,

We're still crunching away, but wanted to share a few more updates with you.


RECENT EVENTS: While Narcosis wasn't officially shown at Oculus Connect 3, the organizers were kind enough to invite us to come and check out all the cool stuff they've got lined up. For us, one of the more exciting announcements was the Asynchronous Spacewarp feature, which enables VR games to run on a broader spectrum of hardware. We've been testing it out, and the results have been promising. (That said, VR's not needed to experience Narcosis...)


A few of us also managed to sneak off to demo the game at Indiecade alongside seven other "VR Selects." The crowd was cool, the reception was warm, and we even managed a few moments to check out our peers' games and experiences, including Daydream Blue, Floor Plan, Giant Cop, Irrational Exuberance, Mare, and SUPERHYPERCUBE.

In a few weeks, we'll be back in L.A. at the Unity '16 Conference, and finally, for our friends in Europe: we're still waiting on the official go ahead to announce the details, but are looking forward to sharing details on our next public showing there soon.


  • In addition to the big ol' backlog of bugs and polish items we're working through, we're still steadily layering lots of new animations and sound effects into the game. Each of these brings nice new levels of depth to the whole "stranded at the bottom of the sea" vibe.
  • Localization is in full-swing: (text) translations are nearly complete for French, Italian, German, Spanish, Russian and Japanese, and we recently added Brazilian Portuguese, Polish and Turkish into the mix. Narcosis is a largely ambient, solitary experience, but narrative's been a key part of the equation from the start. We're looking forward to sharing it with as many players as we can, when the game goes live.
  • We're finally finding the time to start working on some "out of game" features, including achievements, trading cards and badges.
  • We're also debating whether (and how) to release a "Collector's Edition" of the game. If you have opinions on special packages, we'd love to hear them.

Don't forget to follow us on Facebook and/or Twitter for more — and more frequent — updates!

Honor Code

For now, we'll leave you with some sexy development spreadsheets:



And last, but not least: a new screenshot, to keep you up at night.


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