Sanity - A Full Conversion Mod

SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
edited December 2012 in Modding
<img src="https://dl.dropbox.com/u/58809414/Sanity/Untitled-1.jpg" border="0" class="linked-image" />
<u><b>Update 12-19</b></u>--- Scavenge win implemented.

There seems to be some overlap going on in the modding forums so I added a section describing the game modes we have planned.

Sanity: A full conversion mod for Natural Selection 2 using some of the best parts of the engine to create a horror focused, heart pounding experience.

<u><b>Alpha Instructions:</u></b>

Build State - 12-19-12
Subscribe to our mod in the workshop to stay updated with our newest alpha.

There is a tips section inside the main menu that you can pull up at anytime.

In Progress:
<ul><li>Tweak sanity_coeus map.</li><li>Various Features and mechanics.</li><li>Add music and effects to increase horror atmosphere.</li></ul>
Who we need, and why.
<ul><li>Mapper - We have a mapper now, always looking for more help in that deparment. The greatest difference in our maps will be that they take place on Earth, several decades from now. Think a more modernized Bladerunner. There will be very few places on the map with a high clearance, our maps are meant to feel as claustrophobic as possible without being too tight to find places to hide.</li><li>Modeler - If you know Maya, or 3DS Max, or really any modeling program, we need you. We need textures, units, and backgrounds specfic to our mod. This is especially important for our units, but we also have to use textures you just don't find in NS2 like roads, wood, concrete, etc.</li><li>Anyone else is welcome to join us, programming help would speed up the arduous process Double Hex is handling on his own right now.</li><li>I want to thank everyone who has supported us with words of encouragement so far, and all the people who have expressed their willingness to help us test once we have an Alpha together. I can only beg so much, the fact is that we can't do all the work, so please, if you know anyone who can map/model <a href="mailto:Rsomnambulist@gmail.com">contact me</a>.</li></ul>
There are two sides upon joining a game.

<u><b>Humanity</b></u>

Humans start in an always designated location with one high intensity, highly defensible light source that they spawn below.

The human side battles the Darkness with guns and light, this includes projectile weaponry, flashlights, flashbangs, area lighting, and some advanced weaponry like high beam lasers. They have an Infestation tracker starting at 10 when they spawn, their Infestation decreases as they power up generators, and kill the enemy. If they remain in base they can achieve a set minimum to their Infestation, but the base light source will not decrease their Infestation beyond that, and all other light sources decrease it at a much slower rate to prevent turtling. Your Infestation level can be forceably increased by pressing/holding F to create an AOE that damages desecrated ground, enemies, and the Darkness spawn point. If a human reaches Infested status they enter an insane state wherein they can be converted if another Human is unable to purge them before they turn, an enemy must initiate the final turn otherwise the Human is debuffed until they enter a light source or are purged by a teammate. A purged unit receives Infestation at an increased rate and will die instantly upon re-entering Infested status, this is meant to discourage a team rushing the Darkness spawn being turned as they purge themselves into Infested status.

<b>Upgrades</b>
<ul><li>Blueprints are researched at mapper placed buy stations, the weapon is permanently unlocked for that player for the rest of the round.</li><li>Only one primary and one secondary weapon may be held, except for the Solid-state plasma rifle which occupies both slots.</li><li>Both the flashlight and the pistol can be swapped.</li><li>Your Infestation can be altered via artifacts, and these upgrades persist through death. Weapons do not persist.</li><li>Infestation upgrades include: Dmg/range/recharge of Purge, faster Infestation decrease in light.</li></ul>

<u><b>The Darkness</b></u>
The Darkness spawn is created at a random location and their side is limited to 5 players vs 10-13, not including any turned humans. Human stacking is prohibited server side. The Darkness spawn has an intensified Desecrated Ground that causes health drain to humans.

The Darkness fights Humanity by expanding their zone of control, Desecrated Ground, and by transforming the humans. The Darkness have no resource bar, only an energy bar that handles their abilities. Darkness units take damage while in the light, the damage varies by source, with human spawn providing the most damage. Desecration automatically produces health regen for The Darkness no matter where they are on the map, the more desecration the faster the regen. While on desecrated ground the Darkness regens at a highly increased rate, this rate is no different in their spawn.

All darkness start as a basic Void unit, a humanoid with melee range claw-like protrusions(all units primary attacks have a very slow secondary fire that turns insane humans) and the ability to teleport between desecrated ground that is not under attack, this ability has an extensive cool-down.

<b>Upgrades</b>
<ul><li>1 Artifact - You may transform into an Architech. These are half the height of Void units. Their primary fire is an AOE field that they eminate around them. This field drops the sanity within the field. Architechs secondary fire creates nodes to speed up Desecration in unlit and unclaimed areas. Further artifacts grant other abilities.</li><li>2 Artifacts - You may transform into a Horror, or spend 1 if you are already an Architech. The Horror is a slender husk, repurposed to fire at range. Their primary fire does dmg on contact. These units are the fastest of all Darkness, and also, the weakest. They can upgrade through another Artifact to receive a shot that launches a Desecrated projectile that explodes in an AOE, causing all humans hit to appear Insane to their team mates, they do receive slowed movement and are unable to fire briefly. Purging does not clear this state, but their team will be encouraged to Purge unless they are completely sure they are not Insane, to prevent conversion.</li><li>3 Artifacts - You may transform into the Antiquus, if you have already spent Artifacts towards either of the other units this cost is lowered. The Antiquus is a hideous mass of muscle and bone, taller and wider than the Void. Primary attack is a cleaving swing of both of it's axe-like arms that creates a cone of dmg that shrinks at distance. His conversion ability is a brief channel before he launches a slow moving projectile from his chest that instantly converts an insane Human on contact.</li><li>All units may spend Artifacts to add new abilities.</li><li>All Darkness upgrades persist through death.</li></ul>

<b>Artifacts</b>
Artifacts are randomly spawning pick-ups that apply to whichever unit reaches them first. Their method of spawning is currently under discussion. The first possibility is spawning them at a random time, but specific spot, and giving a warning to both sides when it spawns. This creates a contestable point, that may or may not have power. Possibly the area will have a backup power state and cannot be captured by either side. The other option is random spawns at a number of points on the map, whether they are captured by the Human's or Darkness, no prompt will be given, or a prompt will be given to the side controlling it. We'd love to hear your opinions.

<b>Strategy</b>
Light and Desecrated Ground are the main mechanics of the game that effect sanity and the winning or losing by either side. There are many ways to win, the Antiquus is not necessarily required, neither are any units other than the Void, it all suits your strategy. You can go for a full conversion win, or cover the map in desecration until it becomes easy to drop the Human spawn light, or both. Similarly, the Humans can focus on creating a path to the Darkness spawn, holding specific areas while they assault the Darkness base, or they can capture more of the map, and win with superior weaponry.

<u><b>Game Modes Planned</b></u>

Default - This is self-explanatory, just look up.

Infection - This mode will be the default setting for less than five players, you can choose to play it with many more. Infection game mode focuses on a single Darkness unit that appears perfectly normal to the rest of the Humans. It is the Humans job to survive while trying to expose and cure the Darkness. On round start none of the humans have any offensive capabilities, they can only grab doses of the cure and use them, we've planned for these doses to kill regular humans, this is one way for the Darkness unit to gain an advantage. The Darkness unit will have the ability to overcharge and kill all the lights in an area, but exposes himself when doing so, so this ability must be carefully used. While in the dark the Darkness unit may freely attack, in the light he is offenseless, just like the Humans. The Darkness unit can also convert other players to his cause, this feat being more difficult than just killing them.

Onslaught - In Onslaught mode players will spawn at an even ratio instead of the skewed default player count split. Onslaught changes the dynamic of the game to holding your ground rather than escaping. Each player can hole up anywhere they see fit and has the ability to fortify their spot with things like turrets, flood lamps, cameras, and other defensive/offensive capabilities. If the humans manage to survive long enough they eventually escape, every human dead is instantly converted to Darkness and all Darkness spawn times are severely reduced.

One Man - Permadeath game mode where you have only a single life, similar to default game mode but weapon damage will probably be increased, this is the least formulated idea, we're trying to think of some interesting gameplay changes to make.

<u><b>Story</b></u>
August 4th, 2041

Our grasp overreached. The private firms, in an effort to gain new consumer ground, rushed to make Mars theirs; Shenzen Aero, Zurich Global, and Venture Space each throwing in their substantial funds and political weight. A new thirst for exploration, coupled with fevered excitement around the world, led to a joint mission between the corporations and several national space programs. It was a day of pride for the entire world, for all human kind. We embarked into deep space and made our mark on something completely alien, Mars was ours. People across the world watched those first steps on the red sand at the edge of their seats. We scoured the internet for every over-hyped, heavily marketed, time delayed message sent back. Then we got bored. It wasn't a surprise to anyone, waiting months for the ship to return with it's fourteen astronauts, hurtling through space at breakneck speed, it sounded more exciting than it actually was. The surprise came at 2:11 AM BST, a new video uploaded to Shenzen Aero's feed from Jun Wong. It was her first video, and the crew's last communication. Shenzen removed the upload within minutes and flooded the in boxes of thousands of websites who re-posted the video, with cease and desist letters, but it was too late. Jun Wong was a heavily focused engineer who took her duties very seriously and was purported by the Chinese government to be the most suitable for the job, which in translation, turned out to be a glowing review. It was easy not to take her pitch black rant about abnormalities in the crew seriously. The world was assured, from every possible source, that the mission was proceeding according to plan. The only early doubts came from crackpots. When the video feeds all went dry and were subsequently removed a week later, the dissension grew. News was sparse from then on, and there seemed to be a concerted effort to distract the public from even asking questions. Some networks brought in experts to debate what kind of mental breakdown Jun Wong might have undergone, and suggested that close quarters might have affected the others infectiously. The 24 hour news cycle abandoned the topic for more interesting ones, right up until the day the ship made an unscheduled dock with our mining operations on the moon, as Coeus left for Earth we lost all contact with everyone there. They broke our atmosphere under autopilot and we held our breath for anything related to the well being of the astronauts, a picture of them exiting the ship, anything; nothing came, and every organization remained tight-lipped. Six days ago a press conference took place, it was revealed that all fourteen astronauts died of an unknown virus. It was hubris that led us to study the artifacts and the lifeform that lived in the dark corners of the ship. Today, as cities plunge into darkness, we accept the crews warnings without a single shred of doubt. We can understand how four astronauts spent their final days trying to circumvent safety measures in an effort to destroy or divert the Coeus from ever returning to Earth. That time has passed, now we can only hope to survive for as long as we can, there is no fighting back. We huddle under whatever light we can find, clinging to the last remaining shreds of our sanity.


None of this is finalized, everything is a work in progress. if you see any glaring problems let me know. Thanks for any input, and please post to keep this topic alive.
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Comments

  • TheGrayGooTheGrayGoo Join Date: 2012-06-21 Member: 153528Members
    Love the Idea, and am willing to beta test the mod for a beta game, but cant offer any help.
  • CabooseFoxCabooseFox Join Date: 2012-05-12 Member: 151970Members
    Sounds amazing. Im not a programmer either but I'll definitely play it if it gets released
  • DoublehexDoublehex Join Date: 2012-06-23 Member: 153607Members
    I like the idea. Sounds like mixing NS2 with Amnesia: The Dark Descent. I found Amnesia to be an amazing horror game. It played on your senses and amplified it with the feeling of helplessness. If you are to make a horror game. I suggest you take a look at how Amnesia was able to create such a good environment and feel.

    I do have experience programming and I really do like the idea of adding more horror to NS2. If you are interested in possibly making this, message me. I have not tinkered at all with NS2 modding yet so I do not know the limitations of it but hey, why not at least try. :)
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    edited July 2012
    Thanks for looking.
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    edited July 2012
    Alright, I've got the concept art together for the TBD Darkness units. Disclaimer: The artist who made these has never worked on concept art before, this is her first foray into the field. These are still early stage, uncolored, and works in progress. I'm excited to see the units coming to life, I hope you are too.

    The Prototype is coming along nicely. Double_Hex has already created switches for the lighting ON/OFF, and the lights now remain off instead of moving into an emergency power state like they do in NS2. He is currently working on tweaking Infestation to become our Darkness plague.

    We have a programmer, but we'd love to get more help. If you're a modeler who is familiar with programs like 3DS Max, or Maya, drop me a line. We're also looking for a mapper, specifically to handle alteration of lighting assets in game. Any other help is greatly appreciated. We want to create a multiplayer game where the prey never feels safe; where one minute you're collectively scared with your friends, and the next minute you're laughing as you eviscerate them. Please <a href="mailto:RSomnambulist@gmail.com">E-mail</a> me if you have any ideas, or want to help us make this game a reality.

    <img src="http://i1263.photobucket.com/albums/ii627/birdsilla/Sanity%20-%20Concept%20Art/Void.jpg" border="0" class="linked-image" />

    <img src="http://i1263.photobucket.com/albums/ii627/birdsilla/Sanity%20-%20Concept%20Art/Horror.jpg" border="0" class="linked-image" />

    <img src="http://i1263.photobucket.com/albums/ii627/birdsilla/Sanity%20-%20Concept%20Art/Architech.jpg" border="0" class="linked-image" />

    <img src="http://i1263.photobucket.com/albums/ii627/birdsilla/Sanity%20-%20Concept%20Art/Antiquus.jpg" border="0" class="linked-image" />
  • BirdzillaBirdzilla Join Date: 2012-07-24 Member: 154334Members
    edited July 2012
    Here's a video showing off the work we've done so far. Please post comments in this thread to keep it alive!

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/g4ZBLSCZmxo"></param><embed src="http://www.youtube.com/v/g4ZBLSCZmxo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Cooooool... Someone nominate this in the Squad 5 form in my sig!
  • MurphyIdiotMurphyIdiot NS2 programmer Join Date: 2008-04-17 Member: 64095Members, Super Administrators, NS2 Developer, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Very cool! Great start :D
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Very cool idea. Keep going! :-)
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    This is awesome!!! Spark is perfect for a horror/zombie game. Please message me when you want to alpha test! :]
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    This is freaking awesome! I love this! I hope this gets more attention too
  • JwamJwam Join Date: 2012-08-01 Member: 154540Members
    Wow that sounds promising!

    If you need any help for testing, don't hesitate to PM me! Unfortunately, this is the only way I can help at the moment.

    Later, if you need to translate your mod into French, just let me know!
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    I would love to map for this. the issue i see is you want this in modern earth enviroments.. we need a texture artist to make a WHOLe new set of textures that mimic earths textures. Or do you not mean like earth now. do you mean Space ship earth?
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    edited August 2012
    <!--quoteo(post=1958243:date=Aug 6 2012, 07:55 PM:name=jstoia)--><div class='quotetop'>QUOTE (jstoia @ Aug 6 2012, 07:55 PM) <a href="index.php?act=findpost&pid=1958243"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would love to map for this. the issue i see is you want this in modern earth enviroments.. we need a texture artist to make a WHOLe new set of textures that mimic earths textures. Or do you not mean like earth now. do you mean Space ship earth?<!--QuoteEnd--></div><!--QuoteEEnd-->

    We're looking for 2041 Earth, I described it as blade runner-esque, because we'll be using more metal and glass then they did, less concrete, but still some. The glass textures are limited obviously, there appears to be no concrete, but there are a number of good metal textures. We also need drywall, and road textures to name a few. This is a large reason why we need a mapper AND a modeler, two different people. The modeler would also handle the units and weapon textures we'll need. However, without proper textures we still need a map, and frankly, a map with the wrong textures is much better than using an NS2 map covered in skyboxes, high ceilings, and other unnecessary elements.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    It's very rare to get a modeller who can also do all the texturing of their models. You may be looking for extra people!

    I would ignore thematics for now and just concentrate on the gameplay. Proving Grounds is a total conversion mod, or will be when we have modellers, textures artist, concept artists (already have mappers)! The hardest part is to find the people who have the time, the dedication, and a copy of NS2!!!

    Keep going but don't worry about totally converting yet.

    As regards the mapping side, my only concern is you seem to want a lot more outdoor/open environments. In this case be aware of the limitations of view distances etc. You may need to think about reducing model sizes to get a seemingly bigger gameworld etc.

    Keep going, it's looking great, and any assistance I can offer you guys, I will, although I am pretty busy with my own mods!
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    Yes, I expect we need about 4 people, not counting myself, to really do what we want to. We expect to be working with stand-in models until we can get the right attention. In terms of your concerns about outdoor, we want more limited outdoor areas than you see in some of the ns2 maps like docking or the res node on summit. Currently the only outdoor area we have in mind is the street that would run through our starter map, everything else is inside the buildings that line that street. In the areas where we will have outdoor areas the plan is limiting view distance with the darkness, since most of the planet is expected to have gone dark.

    You may see some questions coming from me soon as we progress into Alpha. Proving Grounds is a great mod, so your interest and support is greatly appreciated, along with everyone else down to the people who just like the idea, we need all we can get. Please keep up the questions, suggestions, and feedback. We've got a new video coming out within the day.
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    yes the unknown team has said Outdoor environments is not yet ready for this games engine. Also they are trying to make Glass propper. Still it is not totaly implemented in the games engine. I can almost see the mapper for this game being perfect for making high rises and stuff but textures is the big one for me.
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    edited August 2012
    Our new video is up, we have a bit of a problem with brevity, but please check it out to see what new things we have going on. As always, thanks for any support/criticisms, and don't forget to bump it up to 720p.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/7-Yuv_bklTY"></param><embed src="http://www.youtube.com/v/7-Yuv_bklTY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Sanity is some Insane stuff, love it guys :)
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    Me too, I love it!
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    None of this is 100% polished. but here is a quick look. At Sanity's First map.

    Our first hallway in our moon base... Tight. DARK Gritty
    <img src="http://i.imgur.com/0yrdK.jpg" border="0" class="linked-image" />

    Our clean cafeteria
    <img src="http://i.imgur.com/D67CC.jpg" border="0" class="linked-image" />
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    Looking good! I love the idea of a moon base. I hope you add a few windows to look outside. Another reason I love NS2. Makes me feel I'm somewhere far far away! Great for Immersion ;)

    I'm so glad you'll be removing kill feeds in your full conversion. I hope NS2 will have a mod or a tick to easily remove them.


    ~Good luck Sanity Team~
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Why so many garbage cans on that wall? :D
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    it apears that each food station gets its own trash compactor.
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    edited August 2012
    <u>Purge</u>

    Razor blades flowed through my veins, my muscles ached and my head pounded. I didn't know what was happening, only that at the edge of my thoughts I could feel something else creeping in. A disparate voice called out as I fell to the floor. It grasped at my thoughts and memories, ripping at them like it was pulling a loose tooth. I barely held on. The few of us that survived would endure, even with the voice still lingering. You could feel it trying to change you, twist you into something vile, but those changes unlocked something in each of us that survived. They sought to take us, broken wills still intact. Now we've learned to exude that will on them like a weapon, a flash that tears through them and destabilizes their control, but with every attack that voice becomes a little louder.

    <u>Mechanics and Reasoning</u>

    Purge adds more strategic value to lighting a new zone. Every generator powered up adds Sanity resource and the light itself slowly increases Sanity. Since basic weapons do limited dmg to Darkness units, Purge is sometimes necessary to stay alive as it does immediate high dmg. The Pit, the Darkness' spawn node, only takes dmg from Purge. This further enhances the strategic back and forth.

    Conversion(and forced team switch) is going to be a very scary possibility for the Humans. If they bleed off their Sanity too quickly and run dry they will enter an insane state, once in this state they can be turned by any Darkness unit, but if a nearby team mate purges, the conversion is disabled.

    Right now Purge is operating on a 5 second cooldown, and the cost is fluctuating around 8-10 Pres.

    As always, anything can change when we open up alpha testing, we want to make the best possible game.

    And now, here's a video showing it off. Thanks for reading guys.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/RyO0e2PHXxQ"></param><embed src="http://www.youtube.com/v/RyO0e2PHXxQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • MobyMoby Join Date: 2009-08-13 Member: 68450Members, Constellation, Reinforced - Shadow
    Nice Idea of a TC. Lookin forward to the alpha. Well done!
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    yes its great! Imagine when the charecter modles are all done with animation and you can see a human casting Purge in the distance. all you hear is the flash of light and see humans/darkness scatter. Screams of Pain from both sides emit from the halls. Should you run to the aid of the teamate who though he could have a go at darkness alone? or do you stay with the group and move as a unit? these are the things we want players to think asbout. Everything you do will be based on strategy. everything from walking,running and finding a safe spot on our interconnected maps will play huge roles.
  • SomnambulistSomnambulist Join Date: 2010-07-26 Member: 73051Members
    The Alpha is out, you can find all the pertinent information in the main post, I don't like to spam the boards too much as you might have noticed. We need alpha testers! Please join the steam group Sanity Mod / NS2SM and keep your eyes on the events to see when we'll be scheduling testing. It's very important to us to get lots of community feedback, we really want this mod to become something great and different.

    Alpha Files Download: <a href="https://dl.dropbox.com/u/55896908/sanity.rar" target="_blank">https://dl.dropbox.com/u/55896908/sanity.rar</a>

    The first post in this thread will always have the most up to date information and alpha files, also check there to see tips on how to install, and play.

    Without further ado, here is our newest video. We put together a 2v1 and had a very competitive 25+ min match. I cut out the fat and left you the gory details. For anyone wondering, yes we nerfed the rifle after this, among many other changes to further balance. It was fun to win, but don't expect to ever win a 2v1 in Sanity.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/nqMlpVLqsB8"></param><embed src="http://www.youtube.com/v/nqMlpVLqsB8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    I really like the concept, and the alpha looks fun. Looking forward to seeing this continue to develop. :)
  • DoublehexDoublehex Join Date: 2012-06-23 Member: 153607Members
    Just wanted to say thank you to Atlantis for his help in testing and balancing before alpha. He was a very sneaky darkness! Ambushed us quite a bit! ;) As well as a special thank you to Brian for helping with the bug fix added in 217 that was severely hindering Sanity game play! You are a life saver!

    If anyone wants to try out Sanity at any time, join our steam group ( <a href="http://steamcommunity.com/groups/SanityMod#" target="_blank">http://steamcommunity.com/groups/SanityMod#</a> ) to see if there are any upcoming test already planned or contact RSomnambulist or me (Double_hex) and we may be able to sort something out a bit sooner! We are very eager to show off what we have and will be bringing new content updates continuously so watch out for any updates and events!
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