If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article is marked as NSFW!
This article has a talk page!

Amnesia: The Dark Descent

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Amnesia: The Dark Descent

Developer: Frictional Games[1]
Publishers: Frictional Games[1], 1C-Softclub (EU/RU)[2], THQ (NA)[3]
Platforms: Windows, Mac OS X, Linux
Released internationally: September 8, 2010 (Steam), February 17, 2011 (Retail), May 17, 2011 (Desura)


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
BonusIcon.png This game has hidden bonus content.


And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as:
Naked concept art of Alexander.

A horror game par-excellence by the creators of Penumbra. Just don't look...

Sub-Pages

ATDD-letter-large.png
Unused Text

Unused Enemies

ATDD-spider.png

Spiders never made it to the final cut. However, they can be only added in the game with an editor.
They attack Daniel when they are near him, dealing him a minimal damage. Their appearances are nearly identical to the ones from Penumbra: Overture, another game created by Frictional Games.


Unused Items

Several items went unused. Most are all complete and can be placed in the level editor.

Sanity Potion

Amnesia sanity pot.png

Restores some of the player's sanity similar to how Laudanum restores health. It appears in some early gameplay footage.

Large Oil Potion

Amnesia large oil.png

Looks like a slightly larger oil refill. It gives twice as much oil as normal when used. Technically it is used since it does make a very brief appearance during the ending cinematic, but cannot be used as the inventory is then locked.

Coins

Amnesia coin.png

Three bags (or sacks) containing coins of a currency called thalers. They come in divisions of 10, 25, and 50 but don't appear in the player's inventory when picked up (they still have an inventory icon). Each size has a slightly different message.

Picked up a Pouch with 10 thalers
Picked up a Bag with 25 thalers
Picked up a Sack with 50 thalers
You have found a bag of thalers. When you have enough thalers you can open chests containing valuable items.

An additional hint tool-tip appears the first time one of them is picked up. Similar to the Sanity Potion, this unused game mechanic can also be seen in some early gameplay footage.

Legacy Content

Amnesia Pickaxe Leftover.png

Since the same people that developed Penumbra also worked on Amnesia, it should come as no surprise that a few leftovers made their way into this game. This pickaxe is located in the hand_objects directory, though it cannot be added as an item since only the viewmodel exists.

Additionally, the in-game debug mode supports loading maps in .DAE format, which was used by the Penumbra games.

Unused Graphics

Tinderbox

ATDD-tinderbox.png

Could be for an inventory icon before being made into a separate counter.

Hammer and Chipper

Early Final
ATDD-early-hammerandchipper.png ATDD-stone hammer chipper.png

A second variant of hammer and chipper sprite. Its unknown why it was replaced.

Jars

ATDD-liquid jar red.png ATDD-liquid jar blue.png
The game has many jar graphic variants, but these red and blue ones are never used.

"Super Secret" RAR file

Hmmm...
To do:
DOCUMENT THIS FURTHER. This RAR contains a wealth of information relevant to the development of the game

In the redist folder, there is a password-protected .RAR file called super_secret. The password can be found by completing each ending of the game, where a fragment of the password will be provided. The password in full is lke271tyr299odn314. It contains the following 4 folders listed below.

art

This folder contains 3 sub-folders.

creatures and characters

This folder contains concept artwork for Agrippa, Alexander, Grunts, Brutes, and what seems to be a cut enemy with tentacles coming out of its mouth.

environments

This folder mostly contains concept art for the final game, in addition to an early render of the Chancel in Maya.

misc

This folder contains four pictures, all of which are used in-game. Two of them are a portrait of Alexander, one for when Daniel is sane and one for when he is going insane, while the other two are posters of torture methods, specifically sawing and strappado.

design

A wealth of files from early in the game's development period.

herbert's lost diary

Sound Filename Dialogue
17th May 1839.wav 17th May, 1839.

Early afternoon. It has come to my attention that there has been an accident. Daniel, my research assistant, has been trapped inside the burial chamber. All men are ordered to lift the massive stone hinder.

Recovered Daniel after one hour of entrapment. After some preparation the workers hoisted the heavy stone with block and tackle.

Daniel is delirious and his mind is slowly recovering. I have decided to have him leave for England. It would be foolish of me to risk not just his life, but the expedition's success by keeping him here.

20th May 1839.wav 20th May, 1839.

Those imbeciles. How dare they sacrifice my expedition to their superstition. The camp is in chaos and they blame the Orb. They won't get their hands on it. I shot one of them to put them in their place. It can't be helped, they are animals, all of them. They killed four men in the most gruesome way. Their skinless bodies torn apart. They say the desert took them, but I know murder when I see it. I have sent Abdullah to contact the French in Algiers.

22nd May 1839.ogg 22nd May, 1839.

That thing is after me. It has been hunting me for days. But I keep out of its trail, so I will persevere. I can see a settlement at the edge of the desert. I'm getting closer. I can see it. But it is not me, it is Abdullah. Through his eyes I see, his mind I hear. Confined to myself, I see only death dressed in the Orb's darkest shadow.

This folder contains 3 .wav files of Thurston Herbert's diary, which was cut from the final version, as well as a Word document containing a transcript of each. The Word document also says that these documents were intended to be found "lying in [a] Coffin at Daniel's apartment".

ancient_game_overview_from_0810

A PDF of the game overview dated from 2008. The document refers to the game at this stage as Unknown. Various concepts are covered such as the concept for the game, the story and characters, gameplay ideas, as well as the technology used. This document makes reference to building upon the game engine used in Penumbra. A bunch of interesting pictures related to development in here. The document is 13 pages long.

ancient_game_pitch_from_0808

A PowerPoint presentation that tries to sell Amnesia. Amusingly, this PowerPoint uses the name of Horror Cabinet' making it apparent that Amnesia went through multiple name changes through development. The PowerPoint is 5 slides long.

chapter01_design_doc

A 40 page Word document with copious amounts of detail talking about the level, puzzle and room design starting from the beginning of the game until the elevator ride downwards and crash into the prison. Simplistic top view pictures of levels/rooms are also included to help illustrate the level design.

Game journey outline chapter 2 & 3

A JPEG of the levels/rooms progress from the Prison until the end of the game and what the player is supposed to do in each room. This actually looks like a document that was done on a piece of paper and scanned into JPEG format.

old_big_archives

A simplistic JEPG of the Archives area.

engine

Three JPEGs and a word document are in this folder. The JPEGs are hand written notes on graph paper that were scanned in and relate to the design of the game's editor. The word document is 18 pages long describing details related to the Amnesia's game engine.

video

We have 2 AVI videos and 2 WMV videos in this folder. All demonstrate early game development.

08_08_very_early_level_editor

A 4 minute and 38 second video showing off an early version of the level editor. No sound in this video.

08_08_very_early_test

A test of a room similar to the one shown off in the previous video. Various debugging text is shown off in the top left corner of the screen. This video is 31 seconds long. No sound in this video either.

08_10_early_gameplay

A 3 minute and 57 second video with sound. Something more akin to what the final game looks like. It doesn't appear that icons for the hand/mouse icon were developed yet. For example, items that can be grabbed or pushed change the cursor to literally say just that.

09_06_early_alpha

A 4 minute and 33 second video with sound. The video shows off the features of the game and the first few seconds of the video displays a title card that says:

UNKNOWN - EARLY ALPHA
15th of May 2009

To note, the monster seen at the end of this video is similar to monsters seen in Penumbra.

References