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Post news Report RSS Go Home Annie—Devlog 5

Talking bathtubs and steampunk vending machines for Go Home Annie—all kinds of stuff brewing at Misfit Village!

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Part 1: The Asset Pack Conundrum


When I first started working on Go Home Annie, the scope of the game was much smaller. I still have a file named Grand Plan from 2019 that says, “Make a weird horror camera game in six months, put it on Steam.” (That didn’t quite go to plan...)

Since the game’s scope was limited, I decided to use asset packs for some of the rooms in the Facility chapter. Asset packs are pre-made packs of models, levels, scripts, or anything else required to make a video game.

By using them, you’re running the risk of the game looking like other games that use the same pack, not having a distinct art style, and so on. As my ambition grew and the scope of the game grew with it, I decided to replace most asset-pack objects with completely custom models, but there were still some left. The moment my team got wind of us still having a few rooms based entirely on asset packs, they jumped at the chance to completely rework them.

This project became something really special to everyone involved. After all, it would have been a shame not to have created everything by hand, with love, exclusively for Go Home Annie.

We have a distinct visual style for the Facility, part steampunk (pipes, cogs), part 70s technology (tape recorders, CRT TVs). You won’t find that particular mix in an asset pack.

Modern-looking security room—straight from an asset pack.

Security room—completely reworked. Now with 100% more CRT TVs.

Modern asset-pack elevators.

New elevators, now 100% more Art Deco.

Basic modern vending machine.

New vending machine, now 80% more steampunk.
Some of the drinks in it might even be references to SCPs...


For some rooms, the rework gave us the chance to introduce more worldbuilding and lore teases. Like the Archives, which just had a bunch of boxes in it before.

The Archives, with hundreds of files on SCPs and documentation regarding their replication viability.


Part 2: A Talking Bathtub


As soon as I read about SCP-1974, I knew I had to put my take on it in Go Home Annie. A bathtub with two personalities! It seemed crazy. Crazy good! We just had to put it in the game.

You’ll spend some time talking to SCP-R-1974. The voice actors make the bathtub dialogue feel like you’re in a stage play. It’s awesome. But we needed interesting visuals to accompany them. We realized that looking at a static bathtub for a few minutes at a time could get kind of boring. So, inspired by the Pixar Lamp, we decided to breathe life into the Bathtub.


Here’s a sneak preview of the way SCP-R-1974 shows its emotions.


That’s it for this devlog. I’ll see you in the next one. Until then, take care!

Mladen Bošnjak
Creative Director at Misfit Village

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