DEATH WOULD HAVE BEEN A RELIEF IN THESE CIRCUMSTANCES. YOU ARE A CONVICTED FELON SENTENCED TO DIE BY LETHAL INJECTION. YOU AWAKEN FROM WHAT YOU THOUGHT WAS YOUR FINAL SLEEP IN A DEEP BLACK-OPS GOVERNMENT FACILITY FAR UNDERGROUND, RECRUITED BY FACELESS RESEARCHERS TO INVESTIGATE HORRORS BEYOND THE KEN OF THE HUMAN IMAGINATION.
This is the premise of Containment Facility, a physics-driven, interactive survival horror game similar to Penumbra and Amnesia inspired by the SCP trope!
The game is rapidly taking shape as a sort of hybrid between the original HALF-LIFE and Penumbra, with a premium on the survival horror, no shooting and no “monster fighting.” This game is attempting to break new ground in game play by avoiding the restrictive confines of the FPS genre altogether.
There are NO WEAPONS in the game of any use against threats and no traditional game mechanics.
The user interface is minimalist and pursues the least-intrusive policy for inventory management.
Emphasis is on atmosphere, narrative, exploration and authentic terror of the unknown. Graphic violence and gore is non-existent or very minimal in most parts of the game. The entities in CONTAINMENT FACILITY are far less comprehensible and difficult to quantify for the most part, making any resistance to them implausible. In many cases they are simply a “presence” in the environment. Most of the game is about evasion, avoidance and careful handling of the threats that are encountered.
The game is heavily influenced by this seminal essay on survival horror by the architect of the Penumbra series.
The general premise is an idea that the author has been toying with for nearly ten years or more. It has excellent dramatic structure, a solid experience and multiple endings. It should appeal to both the fans of the SCP universe as well as traditional horror enthusiasts.
CONTAINMENT FACILITY is utilizing many of the resources, assets and pipeline we had developed for CORPSE CREW, a game we were formerly working on in the Unity3D engine before we course corrected. Development is progressing rapidly for this reason with over 16+ environments built for CORPSE CREW to draw upon.
The game is intended to run on all desktops and all mobile devices as far back as an IPhone 3GS. We have spent quite a bit of time working on optimisations to make sure it plays the same on all devices. There has also been extensive work on the control system so it works identically when played either with keyboard or mouse or on a touch tablet screen.