Summary:
Bound by a sinister contract.
Amy's only hope to save her brother is to escape the Ross Hotel.
Yet, in this place where no one can die,
She learns that there are things worse than death.
Each chapter is a stage of grief: denial, anger, bargaining, depression, and acceptance. Amy is the vehicle for the player through it all.
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You don't know what she escapes from:
Simple title, complex game, simple premise, complex story, simple goals, complex world, complex characters: If you open the game, you immediately remember what you are doing; you are escaping; if you show the game, people immediately know what they will be doing. Now the trick to it is the proverbial question, From What? What is Amy Escaping of? Wow, I bet you didn't think of that. Polysemic titles like these are simple on the surface, but once you dig a bit while playing the game, you start noticing cracks; the title ain't so simple.
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Of Tragedies and Miracles:
More Heart-Pulling; Less Box Pushing:
The game's puzzles and mechanics are specifically designed to challenge players
emotionally
, forcing them to confront their own values and beliefs. The hotel's twisted, nightmarish atmosphere is expertly crafted to unsettle players and create a sense of dread that permeates every aspect of the game. You will not push a box in this game; instead, you will always solve problems in organic ways.
Complex multi-solution puzzles
: Players can solve puzzles in multiple ways, allowing for various outcomes and increased replay value. Solutions have consequences; it's hard to find an answer that benefits everyone in the end. Ultimately, these decisions accumulate and affect the game's outcome.
Dynamic difficulty
: The game adjusts its difficulty based on player actions and choices, providing a personalized experience.
Choice-driven gameplay
: Choices made throughout the game impact the story, leading to different endings and experiences.
The "Genocide Run" Ending
: One of the unique game mechanics in Amy's Escape™ is the ability to play a "genocide run" similar to Undertale™. In this mode, players take on the role of a villainous version of Amy, who is tasked with condemning the hotel's inhabitants to an even worse fate. The genocide run in Amy's Escape™ is designed to be emotionally challenging, forcing players to confront the consequences of their actions and the impact they have on the characters and story. Each character in the game has their own unique storyline, and playing the genocide run offers a different perspective on their struggles and suffering. One of the most unique aspects of the genocide run in Amy's Escape™ is its impact on the game's ending; it's emotionally devastating in the worst way. You need an effort to run this; it's not by accident. The game knows this and becomes harder.
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Teenagers that love horror and the eerie or unknown:
"Amy's Escape™" delves into a largely unexplored realm of horror for the 12–16 age bracket, drawing inspiration from giants like "Coraline," "Undertale™," and "Little Nightmares™"—titles that collectively sold tens of millions.
While designed for teens, the rich narrative ensures it's not just dismissed as 'childish' by adults. Younger players, always keen to engage with older content, naturally gravitate towards it. This sets a wide net for audiences.
Amy's gender-neutral design, short hair, not too feminine yet cute, reminiscent of beloved characters like Link™ (Latest Zelda™s), Six (Little Nightmares™), and Frisk™ (Undertale™), has broad appeal. Whether it's girls resonating with her journey or boys drawn to the dark tones and monsters, there's something for everyone. These characters are vehicles for the player, having it be easy to jump in their shoes helps.
12–16 are bridging childhood and adolescence. While under-11–15 content can seem too juvenile, the more common 13–17 often veers towards adult themes. Feel identified? Follow Us:
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Its a Huge Game With A Ton and I Mean A TON Of Assets:
Our Goal is to have it finished in under 3 years, our team is all hands on deck, Until we have investing we cannot give an exact date as we are working with a skeleton crew.
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What inspires us:
Its inspired on Little Nightmares™ and Undertale™, that is the easy answer, the fun answer,
but it's not quite accurate to say our game is just a mix of the two
. "Amy's Escape™" draws inspiration from a range of sources, including the director's experience as a charity worker in state-funded nursing homes. The characters are based on real people, such as grandparents, teachers, and old friends. The game captures the essence of being at the end of one's journey, with nothing to you, with vivid imagery and a still, heavy air.
Amy serves as the vehicle for the story, and you, the player, are the spectator. The older characters not only drive the narrative but also lend themselves to unique character designs, giving the game its distinct flavor. In a world where everyone is old, age becomes less of a defining factor. Demon's Souls™ ' atmosphere, Majora's Mask™ , Studio Ghibli™ films , Guillermo del Toro's " Hellboy™ 2 , Laberinto del Fauno™ ," and " Triplets of Belleville™ " all heavily influence the game's atmosphere and design. Even games like Baldur's Gate 3™ and movies like " Secret of Nihm™ " have left their mark.
Orson Welles 's films, Hamilton™, books, and other sources have also inspired the game. While it's easiest to describe "Amy's Escape™" as a mix of Little Nightmares™ and Undertale™, it is far more than just the sum of its parts; its inspirations are far-reaching and diverse.
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Many ways:
Follow us!. Share us around, Have a friend into horror?
Have a friend who likes these types of games? Share your thoughts, engage with our posts, and bring others into our fold. Every step you take with us in the darkness brings Amy's story closer to the light.
Join/Share Our Discord:
>Here<
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Or send us an email.
Contact us at:
contact@studiohighground.com
Hand-Crafted To The Core:
Every asset in the game, every line of text and every polygon is handmade, handplaced, and built by a human, we believe in the quality of handcrafted creations! We believe in hierarchy, and visual language.
Why not use AI? It saves time-
AI is impossible to instruct, we're very precise with work, and let me tell you, as an AI engineer before all this came down, tech director speaking, this is not great for the future. The easiest way to get a drawn line on a piece of paper is by grabbing a pencil and drawing it yourself. The studio's stance is quality-focused; we're not against the technology; we're against the compromises the tech gives before you light torches for either camp; we just CHOSE not to use it. For our own volition, we know what the tech is; we know the tech: transformers layers, latent space, and its parts etc.; we are engineers. And we are people too, we know everything has a price.
Promise to behave:
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Closest Studio To The Stars:
We're in the literal High Ground, Quito, Ecuador. The highest country on the planet, as you measure from the center of the earth, We are building the English and Spanish versions in tandem; the owner, though, is the son of immigrants countries like the US and Germany, or something. But its who we are now, where we are now, the highest of highest grounds.
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no
Tick Tock Goes The Clock:
Clocks around the world tell the time, but they also tell you what has passed. Check-in at the various clocks in the Ross Hotel; they are hard to miss. The ominous tick will alert you to a new place to save your progress.
There are some autosaves spread around, but for the sake of an organic story, it's best to have well-placed save points; it gives something to lose and an unending panic.
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Yes!:
There is a catch; there's always a catch; there are a few difficulty settings, but they are not easy, hard, etc. but focus on making the next run more unique; we will announce it soon.
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Full Game Ahead:
We refuse to deliver anything other than the full experience for the price listed. Feel safe knowing we want to take the Larian Studios approach of having the whole damn game in the package. We will announce something weird, though there will be more content.
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Everyone should enjoy this:
While we want to ensure as many people can play our game as possible, we only have the resources to focus on the game first. This doesn't mean we will not make accessibility options, color blindness, motor issues, and readability controls. What we can promise is a scalable UI, larger text, etc.
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We Can't Stop You, I Mean:
Sure, we just cannot make the tools right now. We honestly don't care; go insane with it. Have fun. Can we change our minds? Yes, but we can't stop you; let's be real. DO what you want please. Whatever you do, please do not support pirating the game.
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T For Teen:
We are aiming for T for teen. We do intend to edge around what is allowed in T for Teen, so IF we end up at M for Mature, its probably because we couldn't make it. Pegi, on the other hand, will be 16.
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We aim to sell a full game:
You should get the full game with one payment. Call us old-school, but you should enjoy a game you buy from start to finish and feel like you climbed Mount Everest. An experience like that can't have roadblocks or inbalances focused on getting you to spend some random money on a random item or counterbalancing it to have a store in the game. You should have the entire package for your entire game, period. And it's ok to be called morons for it; we can live with it.
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We Want To:
It is our goal to release it in GOG, and have a DRM FREE version of the game, while we want a DRM FREE version, it depends solely on the deal we can get for investment.
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We Want To:
This is something we have to negotiate with our investors and publishers, but as a LATAM-based game studio, we understand LATAM, including our country, is willing to buy the game, but a 30+ USD markup may be too much. With some markets reporting 25% of earnings from LATAM from only localizing the prices down to 75% off, this is something we want; We wish we had more experience to say a definite yes or no on this. But to avoid promising what we can't we are not entirely sure. This also involves making texts and languages available for these countries which we want.
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Like Butter:
We will not make the game for Nintendo Switch 1 as of right now, if that's what you're asking. We started development for real in 2023, so we had to make the call there and then. We're aiming for 60fps on PS5 at the highest settings, 60fps medium on Steam Deck 1, and we want to make the game shine through every system it graces itself with. We are aiming for a very high polygon budget, which is the crux of this; on purpose, we still need a few years for this game.
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Too early:
We will announce this in the future, we're still not entirely sure as we are in the early dev stage of this massive game.
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Please Don't, Thanks:
No! We were told by our lawyer to not accept any game ideas; we will not read them, we will not discuss them, and we will not do them; you will be blocked and banned; this is the highest offense.
Why not?
Legally speaking, we do live in a complex world with changing landscapes of what constitutes the law. If you say something we are doing or accidentally do something you "suggested," we are liable for it, which is why we simply avoid the issue all together.
12 hours give or take:
Buckle up for 8-14 hours of immersive gameplay. Expect a lot of high intensity puzzle solving horror stealth action on this one.
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Too Early To Tell:
We're focusing all our efforts on one game at a time. We have ideas, as anyone has, but as of right now we want the game to end. Great things have endings, if it comes to it and its a hyper grand success, sure, buy it, pre-order it, but there is no way to tell right now. If it becomes a success, we will definitely work on a continuation in some form, but Amy's story ends here. With this game, the ideas for sequels, if they ever come to be, would be with new characters and places, even without spoilers.
We will announce games after tho,
follow us to stay on the loop we intend to stay:
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Please do not send game ideas; we're forbidden from reading them. We will literally crawl on the floor and block you and complain to Andres, our lawyer, for this. Also, we will not read it; you have been warned.
From 20 to 50 bucks:
It costs millions to make a game like this, We're going for either $19.99 and $49.99, we don't know as of now how much money time and how much the market will change in 2026. We're weighing the scales of quality, player satisfaction, and market trends to hit that perfect price point. Stay tuned for our official announcement, and hey, if you've got thoughts on pricing, let's chat in socials!
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Uhm.. Sure:
We're constantly looking for talent go to https://www.studiohighground.com and look for the job openings section. We're very picky about talent, though. Be good; we will set a test of sorts; everyone has had one. But to clear the chaff from the wheat, we look for SCENARIO workers in 3D. We barely look for characters; the same goes for art; it's mostly boxes and furniture; we look for clean code and MATH-effective engineers with good clean code and anti-bottleneck practices. We look for top personnel, and we don't have a lot of money, so we don't have competitive salaries yet. We need to sell this first; sadly, we're just bleeding mountains of cash until then.
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Someone special in the (ECUADOR or/ LATAM) area?
Contact us at:
work4@studiohighground.com
PC First:
Starting on PC – that's our launchpad. But we're not stopping there. We've got plans, big plans! PlayStation, Xbox, Switch – we're looking at you. And who knows? The future might hold even more surprises. Imagine playing our game on deck someday! For now, follow us in socials for progress and let us know where you want to see our game next!
We will fight tooth and nail to get the best deal so the most people can play it. If we to get an exclusivity deal... Like If Phil Spencer or Suhei Yoshida were to approach us with, say, an 8-10 million USD check, we would have to back down on PC or limit the consoles we release it to, I don't want to get down to the math but it is a better deal since we're starting out. It could be temporary. Better a game than no game.
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Contact us at:
ceo@studiohighground.com
We Want To:
Absolutely! There’s something magical about holding a game in your hands, right? We're conjuring up a limited run of physical editions complete with exclusive collectibles – think art books, soundtracks, maybe even a miniature or two. For collectors and tangible game lovers, this will be a treasure trove. Keep an eye on our updates on our or follow us or follow us socials; these will be collector's gems!
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English First, Spanish Second:
English first, but our language journey won't stop there. We're planning to bring the game to life in Spanish, French, German, and more. It's about breaking barriers and uniting players across the globe. Imagine a world where everyone, regardless of language, can dive into our game's universe. It's a dream we're turning into a reality, step by step. For updates stick to our socials
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Fan translations to under-served language?
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We love this stuff, of course:
Encouraged, celebrated, loved! Your art is the echo of our game in your own creative voice. Paint, sketch, digitalize – however you express your fandom, we're here for it. Share your masterpieces with us on social media. We regularly feature fan creations, and who knows, your art might just become the talk of our next team meeting! Stay tuned for contests
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Share directly here?
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Yes:
Absolutely! Grab your streaming gear and take your audience on an adventure through our world. Streaming is the heartbeat of gaming communities these days, and we're all in. Whether you're a seasoned pro or just starting, your streams can help us reach corners of the gaming universe we've never been. Plus, you might find some easter eggs we've hidden just for you content creators! Give us a shoutout in socials
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Collabs? Builds? Keys?
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What Money?:
No one yet, this is entirely out of pocket. Andrea, Alex, and Juan, the crew, are paid a salary, we have not made any money for 2 years since the studio opened.
Invest on us now!
Investing? contact us at:
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Most-Likely:
On the horizon! Pre-ordering not only gets you early access but might also snag you some exclusive goodies. We're talking special editions, maybe early bird access to certain game areas, or physical not-in-game items. Follow us in socials we will make sure you're the first to know. And yes, your excitement fuels our late-night coding sessions!
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Reserve a copy now?
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In Our Discord Please:
Absolutely! Swing by our Discord! and grab the Comic-Con demo, a secret little window into our universe. It's like a VIP backstage pass, but hey, it's a members-only gig! Pop in, mingle with fellow gaming aficionados, spill your thoughts, and snag a preview of the awesomeness brewing.
Patreon Is Coming:
It's in the cards! Patreon could be our next big step to connect more closely with you.
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Investor? Larger sums?
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We Want To... But...:
The issue with this game is that the budget is above 1 million USD. Its a 3D hand-crafted world with tons of animation, We can make a kickstarter to have, say, a specific talent join us full time, an expensive orchestral soundtrack, a piece of tech, or an amount of the game to show, but a 12–14 hour game that has more complexity than Disco Elysium with half the staff is inoperable to ask for 2-3 million dollars and expect the population to say, Sure, let's do this. We want to, but it's a complicated issue. We may ask for $50,000, but that's the skeleton (3 salaries and small contractors) crew's yearly burn rate already; we need several times the staff to have this done quick. We have to be real, or ask for 150k, and that is enough to have our director and writer work full-time for 3 years, but that doesn't bring the game out of the door that much quicker. We're strategizing; we're not saying no.
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We have some names interested and because of that we have to at-least attempt to make the game fully voice acted, some big and smaller names.
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Known voice actor that has a reel? We want to hear!
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