Share this project


Share this project

Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
3,559 backers pledged $92,268 to help bring this project to life.

Recent updates


6659262ba42136da25be4ffbf066c12e original
7e04fb8732eebb77d6a3969accab87dc original
0bf4e813b808399425237d6641e77249 original
Cf199a523928aea284e3ccfc8e38ae39 original
Ff57c96a4821103974d061476d3fe2f9 original
7d5a687cd6c4d41fe94f8f5701726213 original
9622f8b3653665a2e36e7d3c1eb44bff original
761ba987a251179b9db15d1837ff0162 original
9d7b33ba72eebe5e4b253f17d1b4da76 original
218299875392c5837b68a26cdf1d9720 original
48b7cde5228eed4589f5398f5aa20ff6 original
Ead28d9d56366dea7d28a77670516524 original

Getting ready for Steam EA


Hello everyone! There was something quite a few of our backers asked about and we felt like we should start talking. Today we will give you a better idea of what InSomnia Steam EA access content will be and even show you a few new screenshots based on it.  

The Plot  

Click for full resolution
Click for full resolution


You will have to face Ghetters, the poorest and most unfortunate inhabitants of Object 6. They are clearly not happy with how things turned out for them and the recent attacks by unidentified renegades didn't make it any easier.

Click for full resolution
Click for full resolution


You will be sent to one of the security posts to assist local authorities in keeping the situation with Ghetters under control, but will it be really the only problem you will have to deal with?

Click for full resolution
Click for full resolution


As you might have expected, obviously not. You are experiencing Somnia, a mysterious disease that can't be explained from the scientific point of view. Its symptoms include insanity and even genetic disorders in long perspective.

Click for full resolution
Click for full resolution


Somnia is a cancer of this world and usually puts an end to the social life of man here. Will you be able to deal with it, cure it or even use it for your own purposes? Time shall tell...

Click for full resolution
Click for full resolution


What we are doing now   

Other than working on the full game we continue to test Fighting Arena for Linux and Mac and it looks quite promising. We are still pretty much occupied with translation of all text contents of InSomnia (whooping 300k words) but we will do our best to minimize waiting time before you can get a considerable new playable chunk of gameplay.   

Until next time!

InSomnia status update


Hello everyone! It's February already and it's a high time to update you about our progress regarding completion of InSomnia and other closest plans of ours.

What we up to right now 

Currently we are finalizing all the dialogues, descriptions and names for English translation which is going to be a starting point for all other localisations. We are talking about 3.5 millions of characters here, so you can imagine how important it is to properly handle such an amount of text. After it's all done we will pass everything necessary to the translators so they could deliver this vital chunk of the game in a proper way.  

This floating robot will make your life miserable
This floating robot will make your life miserable


Publishing matters

One other thing we've been working on for quite some time now is finding a partner who will help us with all the things we are not quite familiar with including distribution, additional localization to other languages, QA, bringing the game to Steam and other similar platforms, and basically everything else that is mandatory to satisfy our backers and make InSomnia as good as possible. 

We've already established quite a few promising connections with indie-friendly companies and now internally discussing what would be the best next step for InSomnia. This decision is to be made during February so it's quite possible you'll have an update on this next time we post news on Kickstarter.

Give us your best guess what this is
Give us your best guess what this is


Fighting Arena

As you might have remembered we have promised to deliver the Linux and Mac version of this separate combat testing build. This is still a plan and we have a few people in our studio working on just that. Meanwhile the whole thing continues to get updated:  

 project video thumbnail
Replay with sound
Play with


Digital rewards

And one last thing we wanted to talk about today: if you are eligible for a digital reward such as a custom weapon / NPC / outfit / avatar etc. and haven't contacted us yet regarding this matter - please hurry. One of the things we are doing right now is finalizing all this additional content for InSomnia, so please let us know your suggestions regarding these custom elements mentioned above. 

This also applies to everyone who took part in "Fallen of the Object 6" initiative and didn't provide us with the name they would want to be used for their own personal cute (or not) corpse on the board of mentioned spaceship.  

Talk to you soon, until next time!

Pre-New Year InSomnia update


Hello everyone! It's been a while since we last spoke, and knowing this is the last Friday of 2016 we will try to make this update worthy.

The final game will feature many nasty creatures to play with
The final game will feature many nasty creatures to play with

To give you some more activity options during the weekend time we are offering you the latest build of InSomnia Fighting Arena, which includes many updates and fixes that represent the current combat system status of the whole game itself.  

With this new build we have put much effort into improving the close combat mechanics: all animations related to melee fighting and characters behaviour were reworked, while melee weapons were also rebalanced. This means that you will be able to experience a much more energetic and believable close combat system than we had before.

We have finalized all story content for the game
We have finalized all story content for the game

As usual we have also introduced different improvements regarding the interfaces and other less obvious elements of the game. So get your machine-gun from the locker and show them what you've got! The new build can be downloaded here (Windows version). We will finally publish Mac and Linux versions earlier next month as they still require some love before giving it to you.

Translation of all game text (~600k words) will start next month
Translation of all game text (~600k words) will start next month

We will come back shortly with new update and additional details regarding InSomnia progress in January, so stay tuned. Have a happy New Year everyone and thanks for all the support you showed us so far!

Updated version of Fighting Arena is released


Hello everyone! After processing first batch of feedback we have received since the first version of Fighting Arena was published, we have introduced a number of fixes, improvements and additions. So today we are giving you an updated build of this stand alone combat playground.  

What's new?

Gas tanks are ultimate objects to shoot!
Gas tanks are ultimate objects to shoot!

Here's a comprehensive list of most recognizable features and mechanics that have changed:  

  • fixed AI for all gunner NPCs engaged in close combat 
  • fixed animation of rifle attack in close combat 
  •  sniper rifle is added 
  • the impact system has been tweaked: now enemies will twitch when you hit them in the armour 
  •  Tyrang soldiers armed with sniper rifles / shotguns have been added as possible companions / enemies character 
  • movements now look smoother 
  • all execution animations became quicker 
  • some bugs related to stimulator usage have been fixed 
  • interface for planning your fight has been updated: now there's a certain limit of enemies / companions you can pick during one fight 
  • new general music track was added to fight preparation area (written by our own artist and inspired by works of Mark Morgan) 
  • the effectiveness of using ranged weapons in close combat has been slightly increased 
  • middle quick slot can be used for grenades and can be reached by pressing G, while first quick slot can be used for stimulators and can be activated by pressing
  • both Ctrl and C buttons can be used to sit 
  • new types of armours have been added and some fixes to the old ones have been introduced 
  • aiming logics has been changed, now you can shoot without actually aiming 
  • both general and aiming interfaces were simplified 
  •  rag doll feature added 
  • you can now perform all kinds of actions while sitting: attack, reload, heal etc.

Wait, what is Fighting Arena? 

If this is the first time you hear about this, you should probably read this update first. This article is all about what we are trying to achieve with this stand alone build, testing suggestions, and it also features a quick reference to controls. 

Give me download link, now! 

Sure, sure, here you go (Windows only). No 4shared links this time as they proved to be not very user friendly. Let us know if you will have any troubles downloading from this source, and we will provide you with an alternative one. 

 We will be grateful for any kind of feedback as this will help us improve combat mechanics for the final version of InSomnia

 Until next time!

Fighting Arena is out!


Hello everyone! As we promised last week today is the day: the stand-alone Fighting Arena build is out and can be downloaded and played now. Need more details before starting out? We have them!  

What is Fighting Arena

"I'm here to chew bubblegum and kickass".
"I'm here to chew bubblegum and kickass".

First of all it is a test scenery for you to try the updated combat system. Playing it and giving us feedback regarding your experience will help us improve the mechanics and give you the best gameplay on day one InSomnia is released. So, what exactly you will have an opportunity to test?  

  • close/ranged combat 
  • enemies AI 
  • the mechanics of different weapons and equipment 
  • updated controls system 
  • updated interface 

What we are trying to achieve 

We want to have interesting and engaging close combat mechanics with different types of attacks and weapons. Each one of those should have both strong and weak sides, so you won't have an ultimate way to kill and destroy. Combat should feel realistic and brutal: each attack and block you perform matters, and each action drains energy bar of your character. This mechanism should bring more tactics to what you do and how you do it, although we still need to work on this and your feedback is crucial.

Take cover!
Take cover!

When it comes to ranged combat it's all about almost physical feeling about it: each weapon has its own sounds and recoil power, and whenever you hit someone you hear the impact between bullets and armour, you see sparkles etc. It's very difficult to fight someone who uses ranged weapons against you without taking an advantage of the nearby covers, so don't hesitate to use them whenever it's possible (unless you are using heavy armour and just don't give a sh*t about anything haha). Each gun we worked on has its own special features and functions. This is something we have put much effort into so hearing your opinion would really help.  

As we have mentioned before, we introduced an updated interface as well. In this game build you will be able to see new pointers, health bars, weapon slots and quick items slots, the way impact is visualized etc. Our goal is to make UI as light as possible to minimize the distraction from the InSomnia world itself. However some parts of the interface still have to give you enough information to know what is going on: the necessity to reload, critical health status, the type of the weapon you've equipped etc. Any comments regarding this are welcomed as well!

"Let's see what you are made of"
"Let's see what you are made of"

The controls system should be easy and intuitive. And this is exactly what we were trying to achieve after all the feedback you gave us about InSomnia Prologue. Try the updated controls and tell us what you think!  

Artificial Intelligence should bring more diversity to enemies behaviour. Generally we have 3 types of foes: weak ones that usually find themselves in groups of 3-4 (they can't really hurt you but might make you move from cover to cover when striking all together); strong ones that can join their weaker comrades to pursue a very specific goal (give you hard times with powerful machine-gun fire for example); bosses and mini-bosses who will be a problem on their own, and the only way to defeat them would be searching for their weaknesses and use the right equipment while doing so.

The contents of this build

I need guns. Lots of guns.
I need guns. Lots of guns.
  • ranged weapons: SMG "Storm", Linear Rifle T4, Short Shotgun DB20 
  • close combat weapons: Gladius (one-handed sword), Combat Knife, Mace (one-handed club) 
  • armours: Scout (medium protection), Army Padded Chausses (light protection), Heavy Mercenary Chausses (medium protection), Army Padded Vest (light protection), Combat Helmet 
  • ammunition: standard 9mm for guns, standard 7.6mm for rifles, standard 12mm for shotguns, army regen 3, and M30 frag grenades 
  • enemies: Outlaw Fighter, Outlaw Gunner, Outlaw Rifleman, Tyrang Gunner, Tyrang Rifleman 
  • allies: Tyrang Gunner, Tyrang Rifleman 

Throughout next months we will include more content in this test build for you to fiddle with: new types of weapons, enemies, armours and special equipment. Next time you can expect to try your fortune with T6 Sniper Rifle against RG-200 Security Bot and Mill Bot.

Testing suggestions

It's show time!
It's show time!

The best way to to test things is with 2-4 enemies if you are fighting alone or with 3-6 enemies if you decided to bring 1-2 allies with you. If you encounter any bugs please feel free to contact us about them in any possible way (via comments or personal messages at Kickstarter, our forum, website, Facebook etc). Adding screenshots or even short videos will certainly help us to fix everything.  

One last thing before you start  

The interfaces for inventory, character and journal are being actively updated and what you see now is not final. We will provide you with the better version soon.  

Quick reference to controls  

  • WSAD - moving 
  • Shift +A/W/D - sprint left, forward or right 
  • Left Mouse - close combat attacks 
  • Left Mouse Hold - power attack 
  • Right Mouse (ranged weapons) - aiming 
  • Right Mouse (melee weapons) - block 
  • R - reload 
  • 1 - small weapon 
  •  2 - big weapon 
  •  3 - 1st slot 
  •  4 - 2d slot 
  •  5 - 3d slot 
  •  С - sit 
  • WSAD + Space - roll 
  •  E - interaction 
  • Tab - close menu 

Download links 

 Mirror #1 (direct link to Windows version, our server) | Mirror #2 (4shared)