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 Update: IndieCade, New Screens, and More

Huge Narcosis update: IndieCade, Screenshots and more News.

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To put it mildly, we haven't been as good as we should about keeping in touch. But now we're in the final stretches. Our game Narcosis is being refined rapidly, day-by-day, and we're looking forward to sharing more frequent updates with you (including a trailer) in the weeks to come.

Lately, we've been asked a lot about a launch date. To be honest, we're reluctant to make more promises, as they're easily broken (Exhibit A: our trailer, which mentions a "2014 release").

But rest assured, development continues 24/7 - literally. Some of the team's based in the SF Bay Area, with the rest spread across several cities in France. We'll have news to share on this front soon. Most of us have been working on Narcosis for over three years — so we're determined to bring you something special.

If you're looking for even more frequent updates — or feel like helping us get the word out — we hope you'll join us on Facebook and/or Twitter.

Some recent developments:

  • Our French team just wrapped up a three week workshop in Angoulême. We only see one another a few times a year, so it was a great chance to get together, and a lot accomplished. Pics here, if you're curious.
  • At the same time, we wrapped our second and final VO recording session. Below's a photo of voice actor Jeff Mattas, and a mystery guest.
  • Some more recent screenshots are below, including one that compares some early concept art to the in-game (virtual) reality we're working so hard to bring to life.
  • In addition to numerous visual and UX changes, here are some cool new features recently added to the game:
  • VFX: ink and blood, storms and particles...
  • First-person animations: flare-launching, knife-swinging, object-collecting and... DYING!
  • Narcosis has been selected to appear at IndieCade 2016 in L.A. and IndieCade Europe in Paris. If you're in either neighborhood during the festivals, we'll gladly strap you in for a preview of the virtual deep.
  • We'll also be showcased at Unite '16 in Los Angeles at the beginning of November.

- Honor Code, Inc.

Narcosis VO Sessions

Narcosis concept2VReality

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Narcosis September 01

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Its lacking alot of detail on the textures :/ take a look at soma... this here just looks to clean and soft.

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Nice work guys and all the success.

Filizitas I agree, sure it depends on how old the objects are underwater but for visual richness and to improve the feeling of fear and dread they should do a much dirty environment, imo they also should make the "water" more dirty as well, not much tho, Soma like talked above is a good example, but you can do better.

Is also very strange to me, seeing computer monitors and normal lights working so well underwater, and that particular image looks like of a normal office, not a special underwater facility where they would had watertight computers and lights.

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