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{{Short description|2010 video game}}
{{Use dmy dates|date=June 2022}}
{{Infobox video game
{{Infobox video game
| title = Amnesia: The Dark Descent
| title = Amnesia: The Dark Descent
| image = Amnesia-The-Dark-Descent-Cover-Art.png
| image = Amnesia-The-Dark-Descent-Cover-Art.png
| developer = [[Frictional Games]]
| developer = [[Frictional Games]]
| publisher = Frictional Games
| publisher = Frictional Games
| designer = {{Unbulleted list|Thomas Grip|Jens Nilsson}}
| distributor = {{vgrelease|NA=[[THQ]] <small>(retail)</small>|EU=[[1C Company]] <small>(retail)</small>}}
| programmer = {{Unbulleted list|Thomas Grip|Luis A. Rodero Morales}}
| director =
| writer = {{Unbulleted list|Mikael Hedberg|Thomas Grip}}
| producer =
| composer = [[Mikko Tarmia]]
| designer = Thomas Grip<br />Jens Nilsson
| engine = [[Frictional Games#Technology|HPL Engine 2]]
| programmer = Thomas Grip<br>Luis Rodero Morales
| platforms = {{Unbulleted list|[[Linux]]|[[macOS|Mac OS X]]|[[Microsoft Windows]]|[[PlayStation 4]]|[[Xbox One]]|[[Nintendo Switch]]}}
| artist =
| released = {{Unbulleted list|'''Linux''', '''OS X''', '''Windows'''|September 8, 2010|'''PlayStation 4'''|November 22, 2016|'''Xbox One'''|September 28, 2018|'''Nintendo Switch'''|September 12, 2019|}}
| writer = Mikael Hedberg
| genre = [[Survival horror]], [[adventure game|adventure]]
| composer = [[Mikko Tarmia]]
| modes = [[Single-player video game|Single-player]]
| series = ''Amnesia''
| engine = [[HPL Engine#HPL Engine 2|HPL Engine 2]]
| platforms = {{ubl|[[Microsoft Windows]]|[[OS X]]|[[Linux]]}}
| released = September 8, 2010
| genre = [[Survival horror]]<ref name="gamespot1">{{cite web |url=http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/
|quote=Age rating = Pegi 16, M for mature |title=Amnesia: The Dark Descent for PC |publisher=GameRankings |accessdate=2012-02-05}}</ref>
| modes = [[Single-player video game|Single-player]]
}}
}}


'''''Amnesia: The Dark Descent''''' is a [[survival horror]] video game by [[Frictional Games]],<ref name="game"/> released for [[Microsoft Windows]], [[Mac OS X]], and [[Linux]] platforms. The game features a [[protagonist]] named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.<ref name="eurogamerpreview">[http://www.eurogamer.net/articles/amnesia-hands-on?page=1 Amnesia: The Dark Descent – PC Hands On] [[Eurogamer]], July 25, 2010.</ref> The game was critically well received, earning two awards from the [[Independent Games Festival]] and numerous positive reviews.<ref name="igfawards">. [http://www.rockpapershotgun.com/2011/03/03/indie-rock-2011-igf-winners-announced/ Indie Rock: 2011 IGF Winners Announced] Rock, Paper, Shotgun, March 3, 2011</ref>
'''''Amnesia: The Dark Descent''''' is a 2010 [[survival horror]]<ref name="gamespot1">{{cite web |url=http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/ |quote=Age rating=Pegi 16, M for mature |title=Amnesia: The Dark Descent for PC |publisher=GameRankings |access-date=5 February 2012 |archive-date=14 October 2012 |archive-url=https://web.archive.org/web/20121014131745/http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/ |url-status=live }}</ref> [[adventure game]] developed and published by [[Frictional Games]].<ref name="game" /> It was first released on September 8, 2010, for [[Microsoft Windows]], [[macOS|Mac OS X]] and [[Linux]]. The game follows Daniel, who must explore the dark and foreboding Castle Brennenburg, while trying to maintain his sanity by avoiding monsters and unsettling events.<ref name="eurogamerpreview">[http://www.eurogamer.net/articles/amnesia-hands-on?page=1 Amnesia: The Dark Descent – PC Hands On] {{Webarchive|url=https://web.archive.org/web/20100911061848/http://www.eurogamer.net/articles/amnesia-hands-on?page=1 |date=11 September 2010 }} [[Eurogamer]], 25 July 2010.</ref> It became a critical and commercial success, earning three awards at the [[Independent Games Festival]], and was cited as one of the most "influential games of the decade" by [[The Washington Post]].<ref name="igfawards">{{cite web |url=http://www.rockpapershotgun.com/2011/03/03/indie-rock-2011-igf-winners-announced/ |title=Indie Rock: 2011 IGF Winners Announced |archive-url=https://web.archive.org/web/20140909023619/http://www.rockpapershotgun.com/2011/03/03/indie-rock-2011-igf-winners-announced/ |archive-date=9 September 2014 |website=Rock, Paper, Shotgun |date=3 March 2011}}</ref><ref>{{Cite news |first=Gene |last=Park |first2=Elise |last2=Favis |first3=Mikhail |last3=Klimentov |date=December 19, 2019 |title=The most influential games of the decade |url=https://www.washingtonpost.com/graphics/2019/video-games/influential-games-of-the-decade/ |access-date=December 19, 2019 |newspaper=The Washington Post}}</ref>


Originally released independently via [[online distribution]], the game has since been published in retail by [[1C Company]] in Russia and Eastern Europe, as well as [[THQ]] in North America.<ref>[http://www.frictionalgames.com/site/node/99 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe] Frictional Games, May 3, 2010 (Article by Jens Nilsson)</ref><ref>{{cite web|last=Chalk |first=Andy |url=http://www.escapistmagazine.com/news/view/107807-Amnesia-The-Dark-Descent-Coming-to-Retail |title=Amnesia: The Dark Descent Coming to Retail |publisher=The Escapist |date=2011-02-16 |accessdate=2011-03-25}}</ref><ref>{{cite web|last=Mitchell |first=Richard |url=http://www.joystiq.com/2011/02/16/amnesia-the-dark-descent-gets-put-in-a-retail-box/ |title=THQ places Amnesia: The Dark Descent in a retail box |publisher=Joystiq |date=2011-02-16 |accessdate=2011-03-25}}</ref> A collection of five short stories set in the world of ''Amnesia'', written by Mikael Hedberg and illustrated by the game's concept artists, was also made available.<ref name="LGN-Article">{{cite web |url=http://linuxgamingnews.org/2011/05/17/amnesia-justine-now-available-to-everyone/ |first=Maxim |last=Bardin|title=Amnesia: Justine – Now Available To Everyone |date=2010-11-17 |publisher=Linux Gaming News|accessdate=2011-05-18}}</ref> In addition, the game's soundtrack is available for purchase and a free content expansion ''Justine'' has been released as well as many [[fan-made]] expansions and stories for its unique "Custom Story" gamemode.<ref name="justine">[http://frictionalgames.blogspot.com/2011/04/amnesia-dark-descent-gets-free.html Amnesia: The Dark Descent gets a free expansion!] Frictional Games Blog, April 12, 2011.</ref>
Originally self-published via [[online distribution]], the game later received retail releases by [[1C Company]] in Russia and Eastern Europe, as well as [[THQ]] in North America.<ref>[http://www.frictionalgames.com/site/node/99 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe] {{Webarchive |url=https://web.archive.org/web/20170620073037/http://www.frictionalgames.com/site/node/99 |date=20 June 2017}} Frictional Games, 3 May 2010 (Article by Jens Nilsson)</ref><ref>{{cite web |last=Chalk |first=Andy |url=http://www.escapistmagazine.com/news/view/107807-Amnesia-The-Dark-Descent-Coming-to-Retail |title=Amnesia: The Dark Descent Coming to Retail |publisher=The Escapist |date=16 February 2011 |access-date=25 March 2011 |archive-date=29 July 2012 |archive-url=https://archive.today/20120729040933/http://www.escapistmagazine.com/news/view/107807-Amnesia-The-Dark-Descent-Coming-to-Retail |url-status=dead }}</ref><ref>{{cite web |last=Mitchell |first=Richard |url=http://www.joystiq.com/2011/02/16/amnesia-the-dark-descent-gets-put-in-a-retail-box/ |title=THQ places Amnesia: The Dark Descent in a retail box |publisher=Joystiq |date=16 February 2011 |access-date=25 March 2011 |archive-url=https://web.archive.org/web/20110221085717/http://www.joystiq.com/2011/02/16/amnesia-the-dark-descent-gets-put-in-a-retail-box/ |archive-date=21 February 2011 |url-status=dead}}</ref> In 2011, an expansion titled ''Amnesia: Justine'', alongside a collection of five short stories set in the world of the game, written by Mikael Hedberg and illustrated by the game's concept artists, were made available.<ref name="justine">{{cite web |url=http://frictionalgames.blogspot.com/2011/04/amnesia-dark-descent-gets-free.html |title=Amnesia: The Dark Descent gets a free expansion! |archive-url=https://web.archive.org/web/20160422203720/http://frictionalgames.blogspot.com/2011/04/amnesia-dark-descent-gets-free.html |archive-date=22 April 2016 |website=In the Games of Madness: Official Blog of Frictional Games |date=12 April 2011}}</ref><ref name="LGN-Article">{{cite web |url=http://linuxgamingnews.org/2011/05/17/amnesia-justine-now-available-to-everyone/ |first=Maxim |last=Bardin |title=Amnesia: Justine – Now Available To Everyone |date=17 November 2010 |publisher=Linux Gaming News |access-date=18 May 2011 |archive-date=22 May 2011 |archive-url=https://web.archive.org/web/20110522091131/http://linuxgamingnews.org/2011/05/17/amnesia-justine-now-available-to-everyone/ |url-status=live }}</ref> In addition, many [[Fan labor|fan-made]] [[video game modding|mods]] were released throughout the years.


''The Dark Descent'' was followed by ''[[Amnesia: A Machine for Pigs]]'' (2013), an indirect sequel developed by [[The Chinese Room]]. The ''Amnesia Collection'' – containing ''The Dark Descent'', its ''Justine'' expansion and ''A Machine for Pigs'' – was released for [[PlayStation 4]] on November 22, 2016, for [[Xbox One]] on September 28, 2018, and for [[Nintendo Switch]] on September 12, 2019.<ref>{{cite news |last1=SICKR |title=Amnesia Collection out today on Nintendo Switch |url=https://mynintendonews.com/2019/09/12/amnesia-collection-out-today-on-nintendo-switch/ |access-date=8 November 2020 |work=My Nintendo News |date=12 September 2019 |language=en |archive-date=15 April 2021 |archive-url=https://web.archive.org/web/20210415232437/https://mynintendonews.com/2019/09/12/amnesia-collection-out-today-on-nintendo-switch/ |url-status=live }}</ref>
== Gameplay ==
In a similar vein to the developer [[Frictional Games]]' previous games, ''Amnesia'' is an adventure game played from a [[first-person (video games)|first-person]] perspective. The game retains the physical object interaction used in the [[Penumbra (video game series)|''Penumbra'' series]], allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.<ref name="eurogamerpreview"/> Few in-game objects are operated by toggle; to open a door, for instance, the player must hold down a mouse button and then push (or pull) the mouse. This gives the player stealth, allowing them to peek out a barely-opened door or open it slowly to sneak away, but also adds to the player's sense of helplessness, as it is now entirely possible to attempt to push open a "pull" door whilst danger approaches from behind.


==Gameplay==
In addition to a health indicator, Daniel's [[sanity]] must be managed. Being in darkness too long, witnessing unsettling events, or staring at monsters will reduce Daniel's sanity, causing visual and auditory hallucinations and drawing the attention of monsters. Light sources help restore sanity, and if none are available Daniel may use tinderboxes to ignite candles in wall sconces and candelabra, or deploy an oil-burning lantern found near the beginning of the game. However, the number of tinderboxes and the amount of oil available are both limited, and standing in a light source also makes the player more noticeable to monsters. The player must balance the amount of time Daniel spends in light and shadow. Sanity is fully restored once Daniel completes an objective or progresses the game's story. It may also be restored by staying in the shadows until Daniel passes out, but this leaves him extremely vulnerable to any nearby monsters.
[[File:Amnesia The Dark Descent screenshot.jpg|thumb|left|Daniel is chased by a Grunt, one of several monsters encountered in the castle.]]
''Amnesia: The Dark Descent'' is a [[first-person (video gaming)|first-person]] [[adventure game]] with [[survival horror]] elements. The player takes control of Daniel, who must navigate Castle Brennenburg while avoiding various dangers and solving puzzles. The gameplay retains the physical object interaction used in the [[Penumbra (video game series)|''Penumbra'' series]], allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.<ref name="eurogamerpreview" /> Smaller items can be stored in an inventory menu, while larger objects can be raised by holding down a mouse button and pushing or pulling the mouse. Objects such as doors or levers can be manipulated by using the mouse in a fashion that imitates moving the said object. The difficulty level can be adjusted before starting the game, but cannot be readjusted once the game has begun.


In addition to a health indicator, Daniel's [[sanity]] must be managed, centered around an "afraid of darkness" mechanic. According to designer Thomas Grip, "the idea was basically that the darkness itself should be an enemy."<ref name="The Terrifying Tale of Amnesia">[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia The Terrifying Tale of Amnesia] {{Webarchive|url=https://web.archive.org/web/20110803130049/http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia |date=3 August 2011 }} [[The Escapist (magazine)|The Escapist]]; 12 July 2011 (Article by Thomas Grip)</ref> Sanity is reduced by staying in the dark for too long, witnessing unsettling events or looking directly at monsters. Low sanity causes visual and auditory hallucinations and an increased chance of attracting monsters, while its complete depletion results in a temporary drop in mobility, or death in higher difficulties. Light sources help restore sanity, and if none are available, Daniel may use tinderboxes to ignite candles and torches or deploy an oil-burning lantern. However, the number of tinderboxes and the amount of oil available are both limited, even more so in higher difficulties.
If a monster spots Daniel, it will chase him until he's out of sight. If spotted, Daniel must flee, as ''Amnesia'' does not give the player access to weapons. Daniel must find hiding places or barricade doors with rocks, chairs and other obstacles; however, monsters are capable of tearing down doors in their path and kicking obstacles out of the way, and move extremely fast once they have spotted their prey. Players can also choose to hide Daniel in the shadows, at cost to sanity. Monsters who lose sight of Daniel will search for him for a time, but will eventually leave and vanish. They can also choose, preferably while being chased, to pick up an object and throw it to the monster, temporarily stunning the monster for about two seconds and giving Daniel some extra distance.


If a monster sees Daniel, it will chase him until he evades its sight. Daniel has no means of fighting monsters, so he must either avoid being seen or run away. Daniel can withstand only a few attacks from a monster before he dies, which will cause the most recent save of the game to load. The player can restore Daniel's health by using [[laudanum]] found throughout the game. The player can hinder monsters by closing doors and building barricades from nearby objects. However, monsters can destroy doors and knock over objects. Hiding in dark areas where monsters will not notice Daniel is also effective, but will decrease Daniel's sanity. In higher difficulties, the monsters will move faster, deal more damage and search for Daniel for longer periods of time.
== Plot ==
{{plot|date=March 2015}}


==Plot==
In late August 1839, Daniel, a young man from London, awakens in the dark halls of the [[Kingdom of Prussia|Prussian]] Brennenburg Castle with little to no memory about himself or his past.<ref name="game">[http://www.amnesiagame.com/#game ''Amnesia: The Dark Descent'' – Game Information] Frictional Games</ref> All he can remember is his name, that he lives in [[Mayfair]] and that something is hunting him.<ref>[http://www.tgdb.nl/computer/specials/8614-interview-frictional-games.html Interview With Frictional Games – ''Penumbra''/''Amnesia'' (Tgdb.nl)] Tgdb Entertainment, May 15, 2010</ref><ref>[http://news.bigdownload.com/2010/06/19/e3-2010-we-talk-with-frictional-games-about-amnesia-the-dark-d/ E3 2010: We talk with Frictional Games about ''Amnesia: The Dark Descent''] Big Download, June 19, 2010</ref> Shortly after awakening, Daniel discovers a note written to himself, from which he learns that he has deliberately erased his own memory, and that he needs to descend into the Inner Sanctum of the castle to kill the [[Baron]], Alexander.
On 19 August 1839, a young man awakens in the dark and empty halls of Brennenburg Castle in [[Kingdom of Prussia|Prussia]] with no memory about himself or his past.<ref name="game">[http://www.amnesiagame.com/#game ''Amnesia: The Dark Descent'' – Game Information] {{Webarchive|url=https://web.archive.org/web/20100922045609/http://www.amnesiagame.com/#game |date=22 September 2010 }} Frictional Games</ref> All he can remember is that his name is Daniel, that he lives in [[Mayfair]], and that someone or something is hunting him.<ref>[http://www.tgdb.nl/computer/specials/8614-interview-frictional-games.html Interview With Frictional Games – ''Penumbra''/''Amnesia'' (Tgdb.nl)] {{webarchive|url=https://web.archive.org/web/20100520033709/http://www.tgdb.nl/computer/specials/8614-interview-frictional-games.html |date=20 May 2010}} Tgdb Entertainment, 15 May 2010</ref><ref>[http://news.bigdownload.com/2010/06/19/e3-2010-we-talk-with-frictional-games-about-amnesia-the-dark-d/ E3 2010: We talk with Frictional Games about ''Amnesia: The Dark Descent''] {{Webarchive|url=https://web.archive.org/web/20100623001802/http://news.bigdownload.com/2010/06/19/e3-2010-we-talk-with-frictional-games-about-amnesia-the-dark-d/ |date=23 June 2010 }} Big Download, 19 June 2010</ref> Shortly after regaining consciousness, Daniel finds a note he wrote to himself, which informs him that he has deliberately erased his own memory and is being hunted by a "Shadow", an unearthly presence that manifests itself through fleshy, acidic growths spreading throughout the castle. The note instructs Daniel to descend into the Inner Sanctum of the castle in order to find and kill its [[baron]], Alexander.


As he makes his way through the castle, Daniel gradually learns both about its mysteries and about his own past, through notes and diaries he finds as well as through sudden flashbacks and visions. The origin of his situation is a mysterious orb that he recovered from the [[Tin Hinan Tomb]] in [[French Algeria|Algeria]], which unleashed the Shadow. Each of the experts he contacted and consulted in person about the orb was later found gruesomely dismembered. Disturbed by this, Daniel desperately exhausted all archaeological leads into strange orbs until contacted by Alexander, who summoned him to Brennenburg. There, Alexander informed him that the Shadow was slowly stalking him, killing everyone he came into contact with, and will not stop until it kills him as well. Alexander promised a means of repelling the Shadow by ritualistically coating the orb with a "vitae" substance, which could only be harvested from living humans experiencing extreme pain and agony. However, Alexander's true purpose is to use Daniel's vitae-enriched orb to return to his native dimension, from which he was banished centuries prior. To achieve this end, Alexander and Daniel gathered vitae by torturing prisoners in the castle dungeons, many of whom were innocent people that Alexander claimed to be murderous criminals.
The exploration of the dark depths of the castle is also a journey into his own erased past. As he unravels the mysteries of Brennenburg Castle, he also finds himself hunted by a dangerous unearthly presence that manifests itself as a corruption that is slowly covering the castle in fleshy, acidic growths and bizarre monsters, against which his only defense is to flee. These events are linked and pertain to why Daniel came to Brennenburg.


To maximize the production of vitae, the victims were forced to consume a potion that induced amnesia, so that they could never grow accustomed to their torment. Unbeknownst to Daniel, application of vitae to the orb only served to further enrage the Shadow in addition to briefly repelling it; he had been doomed from the start. Increasingly desperate to escape the impending Shadow, Daniel became sadistic in his attempts to harvest vitae, and accidentally killed two escaping prisoners, a mother and her young daughter, in a fit of rage. Following the final ritual, Alexander sensed Daniel's guilt and declining faith in him and left him for dead as a result. Realizing how Alexander had manipulated him, Daniel swore revenge and consumed an amnesia potion in order to overcome his paralyzing guilt.
Daniel was once a part of an archaeological expedition to Africa, in an attempt to excavate a tomb called "The Tomb of [[Tin Hinan]]". He came across a mystical orb buried within the ruins of the ancient temple, and brought its broken pieces back to England where he successfully assembled them. Daniel started to seek information about the Orb's history from a geologist and a professor. However, he began to be plagued by nightmares, and several people who came across his path, and that of the Orb, died horribly at the hands of the "Shadow" that appears to follow his footsteps. Desperate and despairing, he received a strange letter from a Prussian baron named Alexander, who promised protection if Daniel would sojourn in his castle.


As Daniel nears the Inner Sanctum, he encounters [[Heinrich Cornelius Agrippa]], a man who had once studied the orbs with his student [[Johann Weyer]] and has since been kept alive and imprisoned by Alexander, due to his extensive knowledge on the subject. He tells Daniel that Weyer has been able to harness the power of the orbs to travel between dimensions, and instructs him in finding the shattered pieces of what used to be his own orb, which is needed to breach the Inner Sanctum. Agrippa also asks Daniel to take with him his head, which can be severed alive using a tonic invented by Weyer, and throw it into the inter-dimensional portal after Alexander opens it.
Daniel had no other choice but to flee to Brennenburg. As he arrived at the castle, he was greeted warmly by the baron, Alexander of Brennenburg and his servants, who appeared to be very pleased by Daniel's arrival. But the young man was unaware that the enigmatic deity had silently chased him to Brennenburg. Alexander knew this, and promised Daniel that they would banish the cosmic beast forever. Alexander told Daniel all he knew about the Orb's power. Daniel asked Alexander about the letter he sent in response to Daniel. Alexander simply said that things could be done, but at a price. Alexander showed various parts of the Brennenburg castle to Daniel, including the archives, a refinery, a prison where he kept the "criminals", a bottomless pit called the Chancel, and the Inner Sanctum itself, where they could permanently banish the Shadow.


Once Daniel enters the Inner Sanctum, he finds Alexander preparing to open the portal. From here, there are three possible endings:
During their visit in the Inner Sanctum, Alexander began to tamper with the Orb, thus enraging the Guardian, whose fleshy residue appeared in the Sanctum. Alexander quickly covered the Orb and the Shadow disappeared. He told Daniel that they had very little time to banish the Shadow. They must quickly start the Warding Ritual before it would be too late. However, Alexander's promise of salvation was a lie. It was revealed then that he is actually an otherworldly life-form who has spent centuries in Brennenburg, attempting to open a "gate" back to his own world. To do this, he needed a substance called "vitae", which can only be harvested from the blood of agonized humans. He also needed a usable Orb. As such, Daniel was a boon to his efforts: Alexander employed him as his personal torturer, replacing his former servants who became the monsters Daniel flees from, and claiming that the vitae would fuel a ritual to banish the Shadow from Daniel's presence forever. Daniel initially embraced this role, particularly when Alexander told him that the humans he was seizing are vile criminals. In order to produce enough vitae, Alexander and Daniel fed the prisoners they tortured with an Amnesia potion, which made them forget the method of their torture, and ensured that they will be just as terrified the second time around, without becoming accustomed or resigned to the pain ([[Damascus rose]] is alluded to as either one of the ingredients of the Amnesia potion, or as a flavoring that Daniel perhaps added to the mixture to disguise its taste). As the experiments continued, however, Daniel's faith in Alexander was shaken, and finally shattered when he murdered a little girl in cold blood following her escape from a prison cell.
* If the player does nothing, Alexander enters the portal, leaving Daniel to be killed by the Shadow and descends into darkness, while Alexander tells him his sacrifice will be forever celebrated.
* If the player prevents the portal from opening by knocking over its support columns, the Shadow kills Alexander and spares Daniel, allowing him to leave the castle content with his redemption.
* If the player throws Agrippa's head into the portal, the Shadow kills both Alexander and Daniel. In the darkness, Agrippa assures Daniel that everything will be alright, calling upon Weyer to help him.


===''Amnesia: Justine''===
Alexander saw that the event had taken a toll on Daniel's mind. Taking the Orb with him, Alexander sealed himself in the Inner Sanctum, leaving Daniel to be brutally maimed by the cosmic guardian. Despondent over how far he has come, and furious at Alexander's trickery, Daniel chooses to drink the Amnesia potion himself so that he can atone for his sins without the burden of crippling emotional trauma, leaving but a note to his new self to murder Alexander. The new Daniel found the note his former-self left, telling him to kill Alexander, but also to escape the approaching Shadow as long as he can. As he started to travel in the castle, he realized that his former-self's warning was right. This beast, the Guardian of The Orbs, follows his footsteps, as do the terrible monsters patrolling in the corridors of Brennenburg. Daniel eventually manages to find the Inner Sanctum buried deep below Castle Brennenburg. He breaches its defences with a newly assembled Orb and the help of [[Heinrich Cornelius Agrippa]], an alchemist that Alexander has kept imprisoned in Brennenburg for centuries with the use of strange alchemy. Agrippa, who once studied Orbs with his student [[Johann Weyer]], explains the purpose of the Shadow: it protects the Orbs, slaying anyone who threatens to abuse their power. He mentions also that Weyer managed to travel to Alexander's world using the power of the Orb, and begs a favor: that Daniel separate Agrippa's head from his body with the help of a tonic that will ensure his head will remain alive, and then take it with him.
The player takes control of an unnamed woman, who awakens with amnesia in a dungeon cell. A phonograph in the cell contains a recording by a woman named Justine, who tells the unnamed woman that she is the subject of a psychological test. The woman must overcome three puzzles to escape the dungeon. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim to die. She is also pursued by the Suitors, three monstrous characters who turn out to be Justine's former paramours, now twisted by physical and psychological torture. After surviving the puzzle sections, the woman discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to close in and threaten to crush the woman. She passes out, but awakens unharmed and begins to congratulate herself, revealing that the woman is Justine herself, who staged the entire experiment to see if she still had any compassion for humanity within herself. The ending sequence's dialogue differs depending on the number of people Justine had rescued.


==Development==
There are three possible outcomes to the confrontation with Alexander, depending on Daniel's actions at the Inner Sanctum: he can fail to prevent Alexander from returning to his home world and be killed by the Shadow and trapped in eternal darkness, though Alexander thanks him for his "sacrifice", and tells him that what he has done will not be forgotten and he will be celebrated forever; he can destroy the device creating the Gate, causing the Shadow to kill only Alexander while allowing Daniel to escape with his life, content to be leaving Brennenburg having redeemed himself and knowing that Alexander has paid the price for his sins; or he can follow Agrippa's advice and toss his head through the portal, where the Shadow still kills Daniel along with Alexander, however, Daniel is saved when Agrippa finds Daniel, saying that he deserves so much more, and then calls upon Weyer to help him save Daniel, promising the latter that "it will be all right."
Work began on the game while ''[[Penumbra: Requiem]]'' was still being developed, with the company working on both projects at the same time.<ref>[http://www.rockpapershotgun.com/2009/02/17/interview-frictional-games-on-penumbra-and-the-future/ Frictional Games On Penumbra And The Future] {{Webarchive|url=https://web.archive.org/web/20101111225727/http://www.rockpapershotgun.com/2009/02/17/interview-frictional-games-on-penumbra-and-the-future/ |date=11 November 2010 }} Rock, Paper Shotgun, 17 February 2009</ref> The game was first known under two working titles: ''Unknown'' and ''Lux Tenebras''. It was not until 3 November 2009 that it was announced as its current title, ''Amnesia'', and 13 November with the release of the game's website and a game trailer.<ref>{{cite web|url=http://www.bluesnews.com/cgi-bin/board.pl?action=viewstory&threadid=104320 |title=Amnesia: The Dark Descent Revealed |publisher=Blue's News |date=14 November 2009 |access-date=25 March 2011}}</ref><ref>{{cite web |url=http://www.gamershell.com/news_87098.html |title=Amnesia: The Dark Descent Trailer |publisher=GamersHell |date=13 November 2009 |access-date=25 March 2011 |archive-url=https://web.archive.org/web/20121009161339/http://www.gamershell.com/news_87098.html |archive-date=9 October 2012 |url-status=dead}}</ref> Initial designs of the game varied considerably from the final game, with the developers interested in reintroducing more combat elements similar to those utilized in their first commercial title ''[[Penumbra: Overture]]''. The developers soon discovered that they encountered many of the same problems and difficulties that plagued the combat in that game however, and the design was further changed to be more similar to the style set out by ''Overture''{{'}}s sequel ''[[Penumbra: Black Plague]]''.<ref>[http://linuxgamingnews.org/2009/11/25/interview-with-frictional-games-amnesia/ Interview With Frictional Games – Amnesia] {{Webarchive|url=https://web.archive.org/web/20110820032040/http://linuxgamingnews.org/2009/11/25/interview-with-frictional-games-amnesia/ |date=20 August 2011 }} Linux Gaming News, 25 November 2009</ref>


On 5 February 2010, it was announced that the game had reached the alpha stage of development on all platforms.<ref>[http://www.linuxgames.com/archives/14762 Amnesia: The Dark Descent goes alpha] {{webarchive|url=https://web.archive.org/web/20100211155424/http://www.linuxgames.com/archives/14762|date=11 February 2010}} [[LinuxGames]], 7 February 2010</ref><ref>[http://frictionalgames.blogspot.com/2010/02/alpha-beginning-of-end.html Alpha – the beginning of the end!] {{Webarchive|url=https://web.archive.org/web/20120310204617/http://frictionalgames.blogspot.com/2010/02/alpha-beginning-of-end.html |date=10 March 2012 }} Frictional Games Blog</ref><ref>[http://www.insidemacgames.com/news/story.php?ID=18584 Amnesia: The Dark Descent Reaches Alpha] {{Webarchive|url=https://web.archive.org/web/20110606221351/http://www.insidemacgames.com/news/story.php?ID=18584 |date=6 June 2011 }} Inside Mac Games, 9 February 2010</ref> Two weeks later the developers released a new teaser trailer that showed actual gameplay footage, and the developers began accepting pre-orders for the game through their website. Also revealed was that the game was at that point being tested on all three intended platforms. It was also announced that the game would be released simultaneously for all of them in August 2010.<ref>[http://linuxgamingnews.org/2010/02/19/amnesia-the-dark-descent-teaser-web-site-pre-order/ Amnesia: The Dark Descent – Teaser, Web Site & Pre-order] {{Webarchive|url=https://web.archive.org/web/20101124192247/http://linuxgamingnews.org/2010/02/19/amnesia-the-dark-descent-teaser-web-site-pre-order/ |date=24 November 2010 }} Linux Gaming News, 19 February 2010</ref><ref>[http://www.charged.co.za/2010/02/19/amnesia-the-dark-descent-teaser-web-site-and-pre-order Amnesia: The Dark Descent – Teaser, Web Site and Pre-Order] {{Webarchive|url=https://web.archive.org/web/20120430113636/http://www.charged.co.za/2010/02/19/amnesia-the-dark-descent-teaser-web-site-and-pre-order |date=30 April 2012}} CHARGED, 19 February 2010</ref> This was later rescheduled, and the game was then expected to have an 8 September 2010 release.<ref>[http://www.frictionalgames.com/site/node/103 Disturbing details regarding the release of "Amnesia: The Dark Descent" revealed!] {{Webarchive|url=https://web.archive.org/web/20100903140500/http://www.frictionalgames.com/site/node/103 |date=3 September 2010}} Frictional Games, 22 June 2010</ref> It was then later announced on 27 August 2010 that the game had officially gone [[Software release life cycle#Release|Gold]] and would soon be ready for sale.<ref>[http://linuxgamingnews.org/2010/08/29/amnesia-the-dark-descent-gone-gold/ Amnesia: The Dark Descent Gone Gold] {{Webarchive|url=https://web.archive.org/web/20100902222440/http://linuxgamingnews.org/2010/08/29/amnesia-the-dark-descent-gone-gold/ |date=2 September 2010 }} Linux Gaming News, 29 August 2010 (Article by Maxim Bardin)</ref> On 3 September, the game's demo was released containing selected parts of the gameplay and story. It was then successfully released on 8 September 2010.<ref>[http://www.linuxjournal.com/content/scary-new-horror-adventure-available-linux Scary New Horror Adventure Available for Linux] {{Webarchive|url=https://web.archive.org/web/20100917125726/http://www.linuxjournal.com/content/scary-new-horror-adventure-available-linux |date=17 September 2010 }} [[Linux Journal]], 13 September 2010 (Article by Susan Linton)</ref>
== ''Amnesia: Justine'' downloadable content ==


If the game reached 2000 pre-orders by 31 May 2010, Frictional promised it would release extra content for the game. The goal was finally met in early May, after the pre-orders were offered at a discount made available until 31 May. This was done due to the success of ''Penumbra: Overture'' as a part of the first [[Humble Indie Bundle]].<ref>[http://www.frictionalgames.com/site/node/101 Insane Amnesia Discount!] {{Webarchive|url=https://web.archive.org/web/20100924021315/http://www.frictionalgames.com/site/node/101 |date=24 September 2010}} Frictional Games, 5 May 2010</ref> The extra content was revealed to be commentary,<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html "some commentary for the release"] {{Webarchive|url=https://web.archive.org/web/20110708035924/http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html |date=8 July 2011 }} Frictional Games, 11 May 2010</ref> and they explained in the comments section of the same page that its intended function was similar to that of [[Valve Corporation|Valve]]'s commentary system that began in the ''[[Half-Life 2]]'' series.<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html?showComment=1273579916104#c832591351368538635 "similar to the way HL2ep2 does it"] {{Webarchive|url=https://web.archive.org/web/20110708040101/http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html?showComment=1273579916104#c832591351368538635 |date=8 July 2011 }} Frictional Games, 11 May 2010</ref> The authors cite "Soul Made Flesh" by [[Carl Zimmer]] and older horror movies such as ''[[The Haunting (1963 film)|The Haunting]]'' as being inspirations for the mood and style of the game.<ref>[http://gadgetophilia.com/thomas-grip-of-frictional-games-speaks-on-amnesia-the-dark-descent-with-gaeatimescom/ Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com] {{Webarchive|url=https://web.archive.org/web/20100921084714/http://gadgetophilia.com/thomas-grip-of-frictional-games-speaks-on-amnesia-the-dark-descent-with-gaeatimescom/ |date=21 September 2010}} Gadgetophilia; 15 September 2010</ref> Other critics have drawn parallels between the game's story and the writings of [[H. P. Lovecraft]].<ref>{{cite web|url=https://bloody-disgusting.com/editorials/3529168/amnesia-dark-descent-still-greatest-lovecraftian-horror-game/|title=How 'Amnesia: The Dark Descent' Is STILL The Greatest Lovecraftian Horror Game|publisher=Bloody Disgusting|first1=Niall|last1=Condon|date=24 October 2018|access-date=3 December 2018|archive-date=6 November 2018|archive-url=https://web.archive.org/web/20181106221424/https://bloody-disgusting.com/editorials/3529168/amnesia-dark-descent-still-greatest-lovecraftian-horror-game/|url-status=live}}</ref>
=== Plot ===
The player takes control of an unnamed female character, who awakens with amnesia in a dungeon cell, accompanied only by a phonograph. This phonograph contains a recording by a woman named Justine, who tells the player character that she is the subject of a psychological test. The player character is then allowed to escape, or die trying.


Thomas Grip, one of the game's main developers, would later write up a post-mortem of the game titled "The Terrifying Tale of Amnesia" for ''[[The Escapist (magazine)|The Escapist]]'', where he outlined in detail the process of the game's development, mostly focusing on its ever-changing design and the financial problems that plagued the developers for most of the game's development.<ref name="The Terrifying Tale of Amnesia" />
The player character is presented with several puzzles to solve. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim contained within (a doctor, a priest and a policeman) to die. She is also stalked by the Suitors, three monstrous characters whom Justine (through additional phonographs) reveals to be her own former paramours, now twisted by physical and psychological torture. The player character may also collect notes scattered throughout the testing environs, which give additional background information on the Suitors and Justine herself.


A [[PlayStation 4]] version – ''Amnesia Collection'' – was released on 22 November 2016 via [[PlayStation Network]]; this title includes ''The Dark Descent'', its expansion ''Amnesia: Justine,'' and the sequel ''[[Amnesia: A Machine for Pigs]]''.<ref name="AmnesiaCollection">{{cite web|url=http://www.vg247.com/2016/10/19/amnesia-collection-heads-to-ps4-in-november/|title=Amnesia Collection heads to PS4 in November|first=Stephany|last=Nunneley|date=19 October 2016|website=[[VG247]]|access-date=19 October 2016|archive-date=20 October 2016|archive-url=https://web.archive.org/web/20161020202010/http://www.vg247.com/2016/10/19/amnesia-collection-heads-to-ps4-in-november/|url-status=live}}</ref>
The game's exact ending depends on how many puzzles the player has chosen to solve, and thus how many victims survived. However, all of them proceed along roughly the same lines: after surviving the puzzle sections, the nameless female discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to begin moving inward as though to squash the protagonist. She passes out, but awakens unharmed and begins to congratulate herself. The protagonist is Justine, who staged the entire experiment to see if she still had any compassion for humanity within herself. Armed with her new-found knowledge, she moves forward into the ending sequence, in which any surviving victims thank her (not realizing she does not intend to free them now that her memory is restored) and, if all three were saved, Justine makes a declaration she herself is still alive.


Just two days after its release on PS4, Frictional Games posted a tweet stating that the port managed to recoup all costs and "more".<ref>{{cite web|url=http://www.playstationlifestyle.net/2016/11/24/amnesia-collection-ps4-already-turning-a-profit-for-frictional-games/|title=Amnesia Collection Already Turning a Profit For Frictional Games|first=Tyler|last=Treese|date=24 November 2016|access-date=26 November 2016|archive-date=26 November 2016|archive-url=https://web.archive.org/web/20161126152612/http://www.playstationlifestyle.net/2016/11/24/amnesia-collection-ps4-already-turning-a-profit-for-frictional-games/|url-status=live}}</ref>
== Development ==
Work began on the game while ''[[Penumbra: Requiem]]'' was still being developed, with the company working on both projects at the same time.<ref>[http://www.rockpapershotgun.com/2009/02/17/interview-frictional-games-on-penumbra-and-the-future/ Frictional Games On Penumbra And The Future] Rock, Paper Shotgun, February 17, 2009</ref> The game was first known under two working titles: ''Unknown'' and ''Lux Tenebras''. It was not until November 13, 2009 that it was announced as its current title, ''Amnesia'', with the release of the game's website and a game trailer.<ref>{{cite web|url=http://www.bluesnews.com/cgi-bin/board.pl?action=viewstory&threadid=104320 |title=Amnesia: The Dark Descent Revealed |publisher=Blue's News |date=2009-11-14 |accessdate=2011-03-25}}</ref><ref>{{cite web|url=http://www.gamershell.com/news_87098.html |title=Amnesia: The Dark Descent Trailer |publisher=GamersHell |date=2009-11-13 |accessdate=2011-03-25}}</ref> Initial designs of the game varied considerably from the final game, with the developers interested in reintroducing more combat elements similar to those utilized in their first commercial title ''[[Penumbra: Overture]]''. The developers soon discovered that they encountered many of the same problems and difficulties that plagued the combat in that game however, and the design was further changed to be more similar to the style set out by ''Overture''{{'}}s sequel ''[[Penumbra: Black Plague]]''.<ref>[http://linuxgamingnews.org/2009/11/25/interview-with-frictional-games-amnesia/ Interview With Frictional Games – Amnesia] Linux Gaming News, November 25, 2009</ref>


On 23 September 2020, it was announced that ''Amnesia: The Dark Descent'' would be made open source.<ref>{{cite web|date=23 September 2020|title=Amnesia is now open source!|url=https://frictionalgames.com/2020-09-amnesia-is-now-open-source/|website=frictionalgames.com|access-date=23 September 2020|archive-date=23 September 2020|archive-url=https://archive.today/20200923140608/https://frictionalgames.com/2020-09-amnesia-is-now-open-source/|url-status=live}}</ref>
On February 5, 2010 it was announced that the game had reached the alpha stage of development on all platforms.<ref>[http://www.linuxgames.com/archives/14762 Amnesia: The Dark Descent goes alpha] [[LinuxGames]], February 7, 2010</ref><ref>[http://frictionalgames.blogspot.com/2010/02/alpha-beginning-of-end.html Alpha – the beginning of the end!] Frictional Games Blog</ref><ref>[http://www.insidemacgames.com/news/story.php?ID=18584 Amnesia: The Dark Descent Reaches Alpha] Inside Mac Games, February 9, 2010</ref> Two weeks later the developers released a new teaser trailer that showed actual game-play footage, and the developers began accepting pre-orders for the game through their website. Also revealed was that the game was at that point being tested on all three intended platforms. It was also announced that the game would be released simultaneously for all of them in August 2010.<ref>[http://linuxgamingnews.org/2010/02/19/amnesia-the-dark-descent-teaser-web-site-pre-order/ Amnesia: The Dark Descent – Teaser, Web Site & Pre-order] Linux Gaming News, February 19, 2010</ref><ref>[http://www.charged.co.za/2010/02/19/amnesia-the-dark-descent-teaser-web-site-and-pre-order Amnesia: The Dark Descent – Teaser, Web Site and Pre-Order] CHARGED, February 19, 2010</ref> This was later rescheduled, and the game was then expected to have a September 8, 2010 release.<ref>[http://www.frictionalgames.com/site/node/103 Disturbing details regarding the release of "Amnesia: The Dark Descent" revealed!] Frictional Games, June 22, 2010</ref> It was then later announced on August 27, 2010 that the game had officially gone [[Software release life cycle#Release|Gold]] and would soon be ready to sold.<ref>[http://linuxgamingnews.org/2010/08/29/amnesia-the-dark-descent-gone-gold/ Amnesia: The Dark Descent Gone Gold] Linux Gaming News, August 29, 2010 (Article by Maxim Bardin)</ref> On September 3, the games demo was released containing selected parts of the gameplay and story. It was then successfully released on September 8, 2010.<ref>[http://www.linuxjournal.com/content/scary-new-horror-adventure-available-linux Scary New Horror Adventure Available for Linux] [[Linux Journal]], September 13, 2010 (Article by Susan Linton)</ref>


===Audio===
If the game reached 2000 pre-orders by May 31, 2010, Frictional promised it would release extra content for the game. The goal was finally met in early May, after the pre-orders were offered at a discount made available until May 31. This was done due to the success of ''Penumbra: Overture'' as a part of the first [[Humble Indie Bundle]].<ref>[http://www.frictionalgames.com/site/node/101 Insane Amnesia Discount!] Frictional Games, May 5, 2010</ref> The extra content was revealed to be commentary,<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html "some commentary for the release"] Frictional Games, May 11, 2010</ref> and they explained in the comments section of the same page that its intended function was similar to that of [[Valve Corporation]]'s commentary system that began in the ''[[Half-Life 2]]'' series.<ref>[http://frictionalgames.blogspot.com/2010/05/2000-pre-orders-reached.html?showComment=1273579916104#c832591351368538635 "similar to the way HL2ep2 does it"] Frictional Games, May 11, 2010</ref> The authors cite "Soul Made Flesh" by [[Carl Zimmer]] and older horror movies such as ''[[The Haunting (1963 film)|The Haunting]]'' as being inspirations for the mood and style of the game.<ref>[http://gadgetophilia.com/thomas-grip-of-frictional-games-speaks-on-amnesia-the-dark-descent-with-gaeatimescom/ Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com] Gadgetophilia; September 15, 2010</ref>

Thomas Grip, one of the games main developers, would later write up a post-mortem of the game titled "The Terrifying Tale of Amnesia" for ''[[The Escapist (magazine)|The Escapist]]'', where he outlined in detail the process of the game's development, mostly focusing on its ever changing design and the financial problems that plagued the developers for most of the game's development.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia The Terrifying Tale of Amnesia] [[The Escapist (magazine)|The Escapist]]; July 12, 2011 (Article by Thomas Grip)</ref>

=== Audio ===
{{Infobox album
{{Infobox album
| Name = Amnesia: The Dark Descent (Original Soundtrack)
| name = Amnesia: The Dark Descent (Original Game Soundtrack)
| Type = Soundtrack
| type = Soundtrack
| Artist = Mikko Tarmia
| artist = Mikko Tarmia
| cover =
| Released = {{Start date|2011|05|17}}
| alt =
| Genre = [[Video game music|Video game soundtrack]]
| released = {{Start date|df=yes|2011|05|17}}
| Length = 34:41
| recorded =
| Label = The Sound of Fiction
| venue =
| studio =
| genre = [[Video game music|Video game soundtrack]]
| length = 34:41
| label = The Sound of Fiction
| producer =
| prev_title =
| prev_year =
| next_title =
| next_year =
}}
}}
The game's music was composed by [[Mikko Tarmia]] and released for download on May 17, 2011.
The game's music was composed by [[Mikko Tarmia]] and released for download on 17 May 2011. Some unused music can be heard in the soundtrack, but not in-game.


{{tracklist
{{tracklist
| headline = ''Amnesia The Dark Descent Soundtrack'' track list
| collapsed = yes
| headline = ''Amnesia The Dark Descent Soundtrack'' tracklist
| total_length = 34:41
| total_length = 34:41
| title1 = Menu Theme
| title1 = Menu Theme
Line 89: Line 94:
| title3 = Lux Tenebras
| title3 = Lux Tenebras
| length3 = 3:22
| length3 = 3:22
| title4 = Grand Hall
| title4 = Grand Hall
| length4 = 1:27
| length4 = 1:27
| title5 = Ending: Alexander
| title5 = Ending: Alexander
| length5 = 1:53
| length5 = 1:53
| title6 = Next To The Guardian
| title6 = Next to the Guardian
| length6 = 1:49
| length6 = 1:49
| title7 = Theme For Unknown
| title7 = Theme For Unknown
Line 99: Line 104:
| title8 = Dark Water
| title8 = Dark Water
| length8 = 1:17
| length8 = 1:17
| title9 = Daniel's Room
| title9 = Daniel's Room
| length9 = 1:08
| length9 = 1:08
| title10 = Grunt's Appearance
| title10 = Grunt's Appearance
Line 105: Line 110:
| title11 = Back Hall
| title11 = Back Hall
| length11 = 1:22
| length11 = 1:22
| title12 = Ending: Agrippa
| title12 = Ending: Agrippa
| length12 = 1:56
| length12 = 1:56
| title13 = Suitor Attacks
| title13 = Suitor Attacks
| length13 = 1:15
| length13 = 1:15
| title14 = Basement Storage
| title14 = Basement Storage
| length14 = 2:12
| length14 = 2:12
| title15 = Brennenburg Theme
| title15 = Brennenburg Theme
| length15 = 3:13
| length15 = 3:13
| title16 = Hub
| title16 = Hub
| length16 = 1:33
| length16 = 1:33
| title17 = Ending: Alexander (Alternative Version)
| title17 = Ending: Alexander
| note17 = alternative version
| length17 = 2:13
| length17 = 2:13
| title18 = Bridges
| title18 = Bridges
Line 123: Line 129:
}}
}}


== Downloadable content ==
==Downloadable content==
On April 12, 2011 Frictional Games released an extra free level for owners of the [[Steam (software)|Steam]] version of ''Amnesia''. This additional campaign is set apart from Brennenburg Castle. ''Justine'' was released on Steam as a way to promote the upcoming release of ''[[Portal 2]]'', as getting 100% on the campaign (all of the collectables, all of the analysis and making correct choices) unlocks a message from fictional company Aperture Science. The content was made available for all of the games supported platforms and versions as part of the ''Amnesia'' v1.2 update on May 17, 2011.<ref name="LGN-Article" />
On 12 April 2011, Frictional Games released an extra free level for owners of the [[Steam (service)|Steam]] version of ''Amnesia''. This additional campaign is set apart from Brennenburg Castle. ''Justine'' was released on Steam as a way to promote the then-upcoming release of ''[[Portal 2]]'', as getting 100% on the campaign (all of the collectables, all of the analysis and making correct choices) unlocks a message from the fictional company Aperture Science. The content was made available for all of the game's supported platforms and versions as part of the ''Amnesia'' v1.2 update on 17 May 2011.<ref name="LGN-Article" />


It is possible to create custom stories for ''Amnesia'' that can then be loaded in the game.<ref>[http://frictionalgames.blogspot.com/2010/09/editors-are-out.html In The Games Of Madness: Editors are out!] {{Webarchive|url=https://web.archive.org/web/20110126045056/http://frictionalgames.blogspot.com/2010/09/editors-are-out.html |date=26 January 2011 }} Frictional Games</ref><ref>{{cite web|url=https://www.kotaku.com.au/2021/07/the-lasting-legacy-of-amnesia-the-dark-descent/|archive-url=https://web.archive.org/web/20220118045049/https://www.kotaku.com.au/2021/07/the-lasting-legacy-of-amnesia-the-dark-descent/|url-status=dead|archive-date=18 January 2022|title=The Legacy Of Amnesia: The Dark Descent|first=Hayley|last=Williams|date=2021-07-01|access-date=2024-01-31|website=[[Kotaku]]}}</ref> Various tools for the [[Frictional Games#Technology|HPL Engine 2]] have been released that allow the creation of unique [[Level (video gaming)|levels]], [[3D model|models]], [[Particle system|particle effects]] and materials, using an interface similar to Valve's Hammer Editing Software.<ref>[http://hpl2.frictionalgames.com/tools Tools – HPL2 Documentation] {{webarchive |url=https://web.archive.org/web/20100918011341/http://hpl2.frictionalgames.com/tools |date=18 September 2010}} Frictional Games</ref> Game logic can be implemented using the [[AngelScript]] scripting language.<ref>{{cite web|url=http://www.moddb.com/games/amnesia-the-dark-descent/addons|title=Addons - Amnesia: The Dark Descent|website=Mod DB|date=3 September 2010 |access-date=9 January 2011|archive-date=18 September 2010|archive-url=https://web.archive.org/web/20100918121725/http://www.moddb.com/games/amnesia-the-dark-descent/addons|url-status=live}}</ref><ref>{{cite web|url=http://www.moddb.com/games/amnesia-the-dark-descent/mods|title=Mods - Amnesia: The Dark Descent|website=Mod DB|date=3 September 2010 |access-date=9 January 2011|archive-date=17 November 2010|archive-url=https://web.archive.org/web/20101117115113/http://www.moddb.com/games/amnesia-the-dark-descent/mods|url-status=live}}</ref><ref>[http://www.frictionalgames.com/forum/thread-4528-post-39673.html Finished Custom Stories for Download] {{Webarchive|url=https://web.archive.org/web/20110114024921/http://www.frictionalgames.com/forum/thread-4528-post-39673.html |date=14 January 2011 }} Frictional Games Forum</ref> A prominent example of a custom story is ''[[Penumbra: Necrologue]]'', a fan-made sequel to Frictional's earlier ''[[Penumbra (video game series)|Penumbra]]'' series.<ref>{{cite web|url=https://www.fandomspot.com/amnesia-dark-descent-best-mods-stories/|title=15 Best Mods & Custom Stories For Amnesia: The Dark Descent|first=Nelson|last=Chitty|access-date=2024-01-31|website=FandomSpot}}</ref>
=== Custom stories ===
It is possible to create custom stories for ''Amnesia'' that can then be loaded in the game.<ref>[http://frictionalgames.blogspot.com/2010/09/editors-are-out.html In The Games Of Madness: Editors are out!] Frictional Games</ref> Various tools for the [[HPL Engine#HPL Engine 2|HPL2 Engine]] have been released that allow the creation of own [[Level (video gaming)|levels]], [[3D model|models]], [[particle effects]] and materials, using an interface similar to Valve's Hammer Editing Software.<ref>[http://hpl2.frictionalgames.com/tools Tools – HPL2 Documentation] Frictional Games</ref> Game logic can be implemented using the [[AngelScript]] scripting language.<ref>[http://www.moddb.com/games/amnesia-the-dark-descent/addons Amnesia: The Dark Descent – Addons] [[Mod DB]]</ref><ref>[http://www.moddb.com/games/amnesia-the-dark-descent/mods Amnesia: The Dark Descent – Mods] [[Mod DB]]</ref><ref>[http://www.frictionalgames.com/forum/thread-4528-post-39673.html Finished Custom Stories for Download] Frictional Games Forum</ref> A prominent example of a custom story is ''[[Penumbra: Necrologue]]'', a fan-made sequel to Frictional's earlier ''[[Penumbra (video game series)|Penumbra]]'' series.


On 23 September 2020, Frictional Games announced that they would be releasing the source code for both ''Amnesia: The Dark Descent'' and ''Amnesia: A Machine For Pigs''.<ref>{{cite web|last=Brown|first=Fraser|date=23 September 2020|title=Amnesia: The Dark Descent and A Machine for Pigs are now open source|url=https://www.pcgamer.com/amnesia-the-dark-descent-and-a-machine-for-pigs-are-now-open-source/|access-date=23 September 2020|website=PC Gamer|language=en-US|archive-date=11 January 2021|archive-url=https://web.archive.org/web/20210111043143/https://www.pcgamer.com/amnesia-the-dark-descent-and-a-machine-for-pigs-are-now-open-source/|url-status=live}}</ref> Both games are available as [[open-source video game]]s under [[GNU General Public License|GNU GPL-3.0-or-later]].<ref>{{cite web|title=Amnesia is now open source!|url=https://frictionalgames.com/2020-09-amnesia-is-now-open-source/|access-date=23 September 2020|website=Frictional Games|date=23 September 2020 |language=en-GB|archive-date=23 September 2020|archive-url=https://archive.today/20200923140608/https://frictionalgames.com/2020-09-amnesia-is-now-open-source/|url-status=live}}</ref><ref>{{Citation|title=Amnesia: The Dark Descent Source Code|date=23 September 2020|url=https://github.com/FrictionalGames/AmnesiaTheDarkDescent|publisher=Frictional Games|access-date=23 September 2020|archive-date=23 September 2020|archive-url=https://web.archive.org/web/20200923142806/https://github.com/FrictionalGames/AmnesiaTheDarkDescent|url-status=live}}</ref>
== Reception ==

==Reception==
{{Video game reviews
{{Video game reviews
<!-- Aggregators -->
<!-- Aggregators -->
| GR = 86.10%<ref>{{cite web| url = http://www.gamerankings.com/pc/978772-amnesia-the-dark-descent/index.html | publisher = [[Game Rankings]]| title = Amnesia: The Dark Descent Reviews|accessdate = July 23, 2011}}</ref>
| MC = PC: 85/100<ref>{{cite web |url=https://www.metacritic.com/game/amnesia-the-dark-descent/critic-reviews/?platform=pc |title=Amnesia: The Dark Descent for PC Reviews |website=[[Metacritic]] |publisher=[[CBS Interactive]] |access-date=23 July 2010 |archive-url=https://web.archive.org/web/20100830080811/http://www.metacritic.com/game/pc/amnesia-the-dark-descent |archive-date=30 August 2010 |url-status=live}}</ref>
| MC = 85/100<ref>{{cite web| url = http://www.metacritic.com/game/pc/amnesia-the-dark-descent | publisher = [[Metacritic]] | title = Amnesia: The Dark Descent Reviews | accessdate = July 23, 2010 | archiveurl= https://web.archive.org/web/20100830080811/http://www.metacritic.com/game/pc/amnesia-the-dark-descent | archivedate= 30 August 2010 <!--DASHBot--> | deadurl= no}}</ref>
<!-- Reviewers -->
<!-- Reviewers -->
| AdvGamers = {{Rating|4.5|5}}<ref name="Adventure Gamers Review">{{cite web| url = http://www.adventuregamers.com/article/id,1206 | publisher = [[Adventure Gamers]] | title = review: Amnesia: The Dark Descent |last=Berens|first=Nathaniel|date= September 8, 2010|accessdate = September 9, 2010| archiveurl= https://web.archive.org/web/20100911075925/http://www.adventuregamers.com/article/id,1206| archivedate= 11 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| AdvGamers = {{Rating|4.5|5}}<ref name="Adventure Gamers Review">{{cite web|url=http://www.adventuregamers.com/article/id,1206 |publisher=[[Adventure Gamers]] |title=review: Amnesia: The Dark Descent |last=Berens |first=Nathaniel |date=8 September 2010 |access-date=9 September 2010 |archive-url=https://web.archive.org/web/20100911075925/http://www.adventuregamers.com/article/id%2C1206 |archive-date=11 September 2010 |url-status=live}}</ref>
| EuroG = 8/10<ref name="Eurogamer review">{{cite web| url = http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review | publisher = [[Eurogamer]] | title = Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date= September 7, 2010|accessdate = September 7, 2010| archiveurl= https://web.archive.org/web/20100909111528/http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review| archivedate= 9 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| EuroG = 8/10<ref name="Eurogamer review">{{cite web| url = http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review | publisher = [[Eurogamer]] | title = Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date= 7 September 2010|access-date = 7 September 2010| archive-url= https://web.archive.org/web/20100909111528/http://www.eurogamer.net/articles/2010-09-07-amnesia-the-dark-descent-review| archive-date= 9 September 2010 | url-status= live}}</ref>
| GI = 9.25/10<ref name="Game Informer Review">{{cite web| url = http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx | publisher = [[Game Informer]] | title = Horror Done Right |last=Biessener|first= Adam|date= September 8, 2010|accessdate = September 9, 2010| archiveurl= https://web.archive.org/web/20100911223140/http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx| archivedate= 11 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| GI = 9.25/10<ref name="Game Informer Review">{{cite web| url = http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx | publisher = [[Game Informer]] | title = Horror Done Right |last=Biessener|first= Adam|date= 8 September 2010|access-date = 9 September 2010| archive-url= https://web.archive.org/web/20100911223140/http://gameinformer.com/games/amnesia_the_dark_descent/b/pc/archive/2010/09/08/horror-done-right.aspx| archive-date= 11 September 2010 | url-status= dead}}</ref>
| IGN = 8.5/10<ref name="IGn review">{{cite web| url = http://pc.ign.com/articles/111/1118326p1.html | publisher = IGN | title = Amnesia: The Dark Descent Review|last=Onyett|first=Charles|date= September 3, 2010|accessdate = September 7, 2010| archiveurl= https://web.archive.org/web/20100906234924/http://pc.ign.com/articles/111/1118326p1.html| archivedate= 6 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| IGN = 8.5/10<ref name="IGn review">{{cite web| url = http://pc.ign.com/articles/111/1118326p1.html | publisher = IGN | title = Amnesia: The Dark Descent Review|last=Onyett|first=Charles|date= 3 September 2010|access-date = 7 September 2010| archive-url= https://web.archive.org/web/20100906234924/http://pc.ign.com/articles/111/1118326p1.html| archive-date= 6 September 2010 | url-status= dead}}</ref>
| PCGUK = 88%<ref name="PC Gamer review">{{cite web| url = http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/ | publisher = [[PC Gamer|PC Gamer Magazine]] | title = Amnesia: The Dark Descent review|last=Bickham|first=Al|date= September 6, 2010|accessdate = September 8, 2010| archiveurl= https://web.archive.org/web/20100908011422/http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/| archivedate= 8 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| PCGUK = 88%<ref name="PC Gamer review">{{cite web| url = http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/ | publisher = [[PC Gamer|PC Gamer Magazine]] | title = Amnesia: The Dark Descent review|last=Bickham|first=Al|date= 6 September 2010|access-date = 8 September 2010| archive-url= https://web.archive.org/web/20100908011422/http://www.pcgamer.com/2010/09/06/amnesia-the-dark-descent-review/| archive-date= 8 September 2010 | url-status= live}}</ref>
| rev1 = ''[[Igromania]]''
| rev1 = ''[[Igromania]]''
| rev1Score = 8/10<ref name="Igromania review">{{cite web| url=http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm | publisher = [[Igromania]] | title = Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date= September 7, 2010|accessdate = September 7, 2010| archiveurl= https://web.archive.org/web/20100929005003/http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm| archivedate= 29 September 2010 <!--DASHBot-->| deadurl= no}}</ref>
| rev1Score = 8/10<ref name="Igromania review">{{cite web|url=http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm|publisher=[[Igromania]]|title=Amnesia: The Dark Descent PC Review|last=Smith|first=Quintin|date=7 September 2010|access-date=7 September 2010|archive-url=https://web.archive.org/web/20100929005003/http://www.igromania.ru/articles/108517/Amnesia_The_Dark_Descent.htm|archive-date=29 September 2010|url-status=dead}}</ref>
}}
}}


''Amnesia: The Dark Descent'' has received critical acclaim with consistent praise given for the ominous atmosphere and horror elements. [[John Walker (journalist)|John Walker]] of [[Rock, Paper, Shotgun]] even went as far as to say that "I think it is safe to say that ''Amnesia'' is the most successfully frightening game to have been made."<ref>[http://www.rockpapershotgun.com/2010/09/07/wot-i-think-amnesia-the-dark-descent/ Wot I Think: Amnesia – The Dark Descent] Rock, Paper, Shotgun, September 7th, 2010 (Article by John Walker)</ref> X-Play added ''Amnesia'' to its top ten PC games saying "There are a lot of so-called "horror" games out there, this one is no joke. You'll be rocking back and forth and crying in no time".
''Amnesia: The Dark Descent'' has received very positive reviews from critics, with consistent praise given for the ominous atmosphere and horror elements: "By strongly focusing on vision and hearing, the distance between player and game is radically diminished. This is technically reinforced by the game's minimal handling."<ref>Tom Reiss (2015). [http://www.muenchner-semiotik.de/ausgabe/2015/reiss_horror-as-a-semiotic-medium.pdf "The only thing we have to fear is fear itself. Horror as a semiotic medium in Amnesia: The Dark Descent"] {{Webarchive|url=https://web.archive.org/web/20190505152809/http://www.muenchner-semiotik.de/ausgabe/2015/reiss_horror-as-a-semiotic-medium.pdf |date=5 May 2019 }} MueSem - Muenchner Semiotik 2015</ref> [[John Walker (journalist)|John Walker]] of ''[[Rock, Paper, Shotgun]]'' even went as far as to say that "I think it is safe to say that ''Amnesia'' is the most successfully frightening game to have been made."<ref>[http://www.rockpapershotgun.com/2010/09/07/wot-i-think-amnesia-the-dark-descent/ Wot I Think: Amnesia – The Dark Descent] {{Webarchive|url=https://web.archive.org/web/20101010133634/http://www.rockpapershotgun.com/2010/09/07/wot-i-think-amnesia-the-dark-descent/ |date=10 October 2010 }} Rock, Paper, Shotgun, 7 September 2010 (Article by John Walker)</ref> X-Play added ''Amnesia'' to its top ten PC games saying "There are a lot of so-called "horror" games out there, this one is no joke. You'll be rocking back and forth and crying in no time".{{Citation needed|date=June 2018}}

Frictional Games did show some trepidation over the game's initial sales after the first week,<ref>[http://frictionalgames.blogspot.com/2010/09/one-week-after-release-of-amnesia.html One week after the release of Amnesia] {{Webarchive|url=https://web.archive.org/web/20100918222630/http://frictionalgames.blogspot.com/2010/09/one-week-after-release-of-amnesia.html |date=18 September 2010 }} Frictional Games Blog, 15 September 2010</ref> but were encouraged by continued sales throughout the first month after the game's release, with Frictional recouping all the expenses from creating ''Amnesia'' by early October 2010.<ref>[http://frictionalgames.blogspot.com/2010/10/one-month-after-amnesias-release.html One Month after Amnesia's release] {{Webarchive|url=https://web.archive.org/web/20101013142210/http://frictionalgames.blogspot.com/2010/10/one-month-after-amnesias-release.html |date=13 October 2010 }} Frictional Games Blog, 8 October 2010</ref> By the beginning of January 2011 the developer reported that nearly 200,000 units had been sold, declaring in response that "With these figures at hand, we must confess that it gives us new confidence for the PC."<ref>[http://frictionalgames.blogspot.com/2011/01/four-months-after-amnesias-release.html Four months after Amnesia's release] {{Webarchive|url=https://web.archive.org/web/20110118051223/http://frictionalgames.blogspot.com/2011/01/four-months-after-amnesias-release.html |date=18 January 2011 }} Frictional Games Blog, 7 January 2011</ref> The game kept gaining sales and in July 2011 it had sold almost 350,000 units.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia.5 The Terrifying Tale of Amnesia] {{Webarchive|url=https://web.archive.org/web/20141003234651/http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia.5 |date=3 October 2014 }} The Escapist, 12 July 2011. Retrieved 30 July 2011</ref> At the 2011 [[Independent Games Festival]] ''Amnesia'' won awards for both "Excellence in Audio" and "Technical Excellence" along with the "Direct2Drive Vision Award" which included a $10,000 prize.<ref name="igfawards" />

A year after the original release of ''Amnesia'', the developers revealed that they had sold around 391,102 units and were continuing to sell about 6,000 units per month. They also released details about how much money each platform generated for them by analyzing the sales from their online store, with 70% of sales coming from Windows users and 15% coming from users of Linux and another 15% coming from users of Mac OS X. Frictional did however note that their store was the only place anyone could purchase the Linux version of the game, whereas the Mac OS X and Windows versions could be purchased from other sources, meaning that the total percentage of Linux sales is actually considerably smaller compared to other platforms taken collectively. Observing that their own Mac OS X sales did not go down from their own store even as services like [[Steam (service)|Steam]] picked up the game for that platform, meaning that it did not steal customers from their store but instead opened up a new market, they decided this makes a good incentive for other stores to support Linux as well.<ref>[http://frictionalgames.blogspot.com/2011/09/amnesia-one-year-later.html Amnesia – One year later] {{Webarchive|url=https://web.archive.org/web/20110925135509/http://frictionalgames.blogspot.com/2011/09/amnesia-one-year-later.html |date=25 September 2011 }} Frictional Games Blog, 9 September 2011</ref> As of September 2012, the game sits at an estimated 1.4&nbsp;million sales.<ref>{{cite web|title=Amnesia, two years later|date=10 September 2012|url=http://frictionalgames.blogspot.dk/2012/09/amnesia-two-years-later.html|access-date=31 December 2012|archive-date=16 November 2012|archive-url=https://web.archive.org/web/20121116024733/http://frictionalgames.blogspot.dk/2012/09/amnesia-two-years-later.html|url-status=live}}</ref>

In 2011, [[Adventure Gamers]] named ''Amnesia'' the 34th-best adventure game ever released.<ref name=top100>{{cite web |author=AG Staff |archive-url=https://web.archive.org/web/20120604021011/http://www.adventuregamers.com/articles/view/18643 |url=https://www.adventuregamers.com/articles/view/18643 |title=Top 100 All-Time Adventure Games |date=30 December 2011 |archive-date=4 June 2012 |work=[[Adventure Gamers]] |url-status=live |access-date=16 October 2018 }}</ref> In 2015, ''Kotaku'' originally ranked ''Amnesia'' as the 2nd best horror game of all time, beaten only by ''[[P.T. (video game)|P.T.]]'', but moved it to 1st after ''P.T.'' was removed by [[Konami]].<ref>{{cite web |access-date=12 January 2018 |url=http://thebests.kotaku.com/the-10-best-horror-games-1685727700 |title=The 10 Best Horror Games |website=[[Kotaku]] |first=Patrick |last=Klepek |date=13 February 2015 |archive-url=https://web.archive.org/web/20150810020740/http://thebests.kotaku.com/the-10-best-horror-games-1685727700 |archive-date=10 August 2015 |url-status=live}}</ref> In 2017, ''[[GamesRadar+]]'' ranked ''Amnesia'' as the 3rd best horror game of all time, although in a revised list in 2018, moved the game down to 13th place.<ref>{{cite web|title=The 20 best horror games of all time|publisher=GamesRadar Staff|work=Social Blade|url=http://www.gamesradar.com/best-horror-games/#comment-jump|access-date=29 January 2018|archive-url=https://web.archive.org/web/20171010045603/http://www.gamesradar.com/best-horror-games/|archive-date=10 October 2017}}</ref> In 2018, ''[[The A.V. Club]]'' ranked ''Amnesia'' as the 7th greatest horror game of all time in a list of 35.<ref>{{cite web |title=The 35 greatest horror games of all time |url=https://www.avclub.com/the-35-greatest-horror-games-of-all-time-1830082156 |website=The AV Club |date=31 October 2018 |access-date=12 January 2019 |archive-date=3 November 2018 |archive-url=https://web.archive.org/web/20181103000942/https://www.avclub.com/the-35-greatest-horror-games-of-all-time-1830082156 |url-status=live }}</ref>

==Sequels==
{{Main|Amnesia: A Machine for Pigs|Amnesia: Rebirth|Amnesia: The Bunker}}

An indirect sequel called ''[[Amnesia: A Machine for Pigs]]'' was released on 10 September 2013,<ref name="giaamfp">{{cite news|last=Hilliard|first=Kyle|title=Amnesia: A Machine For Pigs Coming Next Month|url=http://www.gameinformer.com/games/amnesia_a_machine_for_pigs/b/pc/archive/2013/08/16/amnesia-a-machine-for-pigs-coming-next-month.aspx|access-date=27 August 2013|newspaper=[[Game Informer]]|date=16 August 2013|archive-date=27 August 2013|archive-url=https://web.archive.org/web/20130827060236/http://www.gameinformer.com/games/amnesia_a_machine_for_pigs/b/pc/archive/2013/08/16/amnesia-a-machine-for-pigs-coming-next-month.aspx|url-status=dead}}</ref> developed by [[The Chinese Room]] and published by Frictional Games. ''A Machine for Pigs'' is an indirect sequel to ''The Dark Descent'' which, while set in the same universe, takes place in an alternative history with different characters.<ref name="de Matos">{{cite web|last=de Matos|first=Xav|title=Amnesia: A Machine for Pigs is the next title from Frictional Games and Dear Esther dev|url=http://www.joystiq.com/2012/02/22/amnesia-a-machine-for-pigs/|publisher=[[Joystiq]]|access-date=22 February 2012|archive-url=https://web.archive.org/web/20120620221829/http://www.joystiq.com/2012/02/22/amnesia-a-machine-for-pigs/|archive-date=20 June 2012|url-status=dead}}</ref>


The third game in the series, titled ''[[Amnesia: Rebirth]]'' was announced on 6 March 2020. ''Rebirth,'' the second ''Amnesia'' game to be developed by Frictional Games. A gameplay reveal trailer was uploaded on 2 October 2020 to a positive reception.<ref>{{cite web|date=2 October 2020|title=Amnesia: Rebirth's Gameplay Reveal is Here and It's Terrifying|url=https://cogconnected.com/2020/10/amnesia-rebirths-gameplay-reveal/|access-date=3 October 2020|website=COGconnected|language=en-US|archive-date=8 October 2020|archive-url=https://web.archive.org/web/20201008122131/https://cogconnected.com/2020/10/amnesia-rebirths-gameplay-reveal/|url-status=live}}</ref> The game was released on 20 October 2020 for [[PlayStation 4]], [[Linux]] and [[Microsoft Windows|Windows]].<ref>{{cite web|url=https://www.gematsu.com/2020/09/amnesia-rebirth-launches-october-20|title=Amnesia: Rebirth launches October 20|website=Gematsu|date=15 September 2020|access-date=15 September 2020|archive-date=15 September 2020|archive-url=https://web.archive.org/web/20200915184753/https://www.gematsu.com/2020/09/amnesia-rebirth-launches-october-20|url-status=live}}</ref><ref>{{cite web |title=''Amnesia: Rebirth'' official website |url=https://amnesiarebirth.com/ |access-date=20 October 2020 |archive-date=22 October 2020 |archive-url=https://web.archive.org/web/20201022145424/https://amnesiarebirth.com/ |url-status=live }}</ref>
Frictional Games did show some trepidation over the game's initial sales after the first week,<ref>[http://frictionalgames.blogspot.com/2010/09/one-week-after-release-of-amnesia.html One week after the release of Amnesia] Frictional Games Blog, September 15, 2010</ref> but were encouraged by continued sales throughout the first month after the game's release, with Frictional recouping all the expenses from creating ''Amnesia'' by early October 2010.<ref>[http://frictionalgames.blogspot.com/2010/10/one-month-after-amnesias-release.html One Month after Amnesia's release] Frictional Games Blog, October 8, 2010</ref> By the beginning of January 2011 the developer reported that nearly 200,000 units had been sold, declaring in response that "With these figures at hand, we must confess that it gives us new confidence for the PC."<ref>[http://frictionalgames.blogspot.com/2011/01/four-months-after-amnesias-release.html Four months after Amnesia's release] Frictional Games Blog, January 7, 2011</ref> The game kept gaining sales and in July 2011 it had sold almost 350,000 units.<ref>[http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia.5 The Terrifying Tale of Amnesia] The Escapist, 2011-07-12. Retrieved 2011-07-30</ref> At the 2011 [[Independent Games Festival]] ''Amnesia'' won awards for both "Excellence in Audio" and "Technical Excellence" along with the "Direct2Drive Vision Award" which included a $10,000 prize.<ref name="igfawards"/>


On 1 December 2022, the fourth game in the series, titled ''[[Amnesia: The Bunker]]'' was announced and was released on 6 June 2023. ''The Bunker,'' is the third ''Amnesia'' game to be made by Frictional Games. The game features combat in a semi-open world, a first for the series.
A year after the original release of ''Amnesia'', the developers revealed that they had sold around 391,102 units and were continuing to sell about 6000 units per month. They also released details about how much money each platform generated for them by analyzing the sales from their online store, with 70% of sales coming from Windows users and 15% coming from users of Linux and another 15% coming from users of Mac OS X. Frictional did however note that their store was the only place anyone could purchase the Linux version of the game, whereas the Mac OS X and Windows versions could be purchased from other sources, meaning that the total percentage of Linux sales is actually considerably smaller compared to other platforms taken collectively. Observing that their own Mac OS X sales did not go down from their own store even as services like [[Steam (software)|Steam]] picked up the game for that platform, meaning that it did not steal customers from their store but instead opened up a new market, they decided this makes a good incentive for other stores to support Linux as well.<ref>[http://frictionalgames.blogspot.com/2011/09/amnesia-one-year-later.html Amnesia – One year later] Frictional Games Blog, September 9, 2011</ref> As of September 2012, the game sits at an estimated 1.4 million sales.<ref>{{cite web|title=Amnesia, two years later|url=http://frictionalgames.blogspot.dk/2012/09/amnesia-two-years-later.html}}</ref>


== Sequel ==
==References==
{{Reflist}}
{{Main|Amnesia: A Machine for Pigs}}


== Further reading ==
An indirect sequel called ''[[Amnesia: A Machine for Pigs]]'' was released on September 10, 2013,<ref name="giaamfp">{{cite news|last=Hilliard|first=Kyle|title=Amnesia: A Machine For Pigs Coming Next Month|url=http://www.gameinformer.com/games/amnesia_a_machine_for_pigs/b/pc/archive/2013/08/16/amnesia-a-machine-for-pigs-coming-next-month.aspx|accessdate=27 August 2013|newspaper=[[Game Informer]]|date=16 August 2013}}</ref> developed by [[The Chinese Room]] and published by Frictional Games. The Chinese Room is known for its Source mod ''[[Dear Esther]]'', which was later released as a standalone game to critical acclaim. Dan Pinchbeck, writer for The Chinese Room, has stated of the new ''Amnesia'' game: "It's not a direct sequel, in terms of it doesn't follow on from the story of ''Amnesia''. It doesn't involve the same characters. The game will be set in an alternate history in the same universe."<ref name="de Matos">{{cite web|last=de Matos|first=Xav|title=Amnesia: A Machine for Pigs is the next title from Frictional Games and Dear Esther dev|url=http://www.joystiq.com/2012/02/22/amnesia-a-machine-for-pigs/|publisher=[[Joystiq]]|accessdate=22 February 2012}}</ref>


* {{Cite journal |last=Addcox |first=J. Stephen |year=2016 |title="The Dark Descent": Amnesia's Debt to Victorian Physiological Psychology |url=https://neovictorianstudies.com/article/view/107 |journal=Neo-Victorian Studies |volume=8 |issue=2}}
== References ==
* {{Cite journal |last=Rosales |first=Anais |date=2020-09-21 |title=Dracula and Amnesia: Character Identities and Constant Subjectivism under Ideological State Apparatuses |url=https://digitalcommons.fiu.edu/etd/4602 |journal=FIU Electronic Theses and Dissertations |doi=10.25148/etd.FIDC009183|doi-access=free }}
{{Reflist|30em}}
* {{Cite thesis |last1=Hellgren |first1=Ryan |url=https://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-504119 |title=The effectiveness of using light to elicit a response in Amnesia: The Dark Descent |last2=Sokolov |first2=Alexander |date=June 2023 |publisher=Uppsala University}}
* {{Cite book |last=Reiss |first=Tom |url=https://portal.dnb.de/opac.htm?method=simpleSearch&cqlMode=true&query=idn%3D1140871846 |title=The only thing we have to fear is fear itself. Horror as a semiotic medium in Amnesia: The Dark Descent |date=August 2015 |publisher=MueSem – Münchner Semiotik}}
* {{Cite book |last=Tosca |first=Susana |url=https://www.taylorfrancis.com/books/edit/10.4324/9780203078112/analyzing-digital-fiction-alice-bell-astrid-ensslin-hans-rustad |title=Analyzing Digital Fiction |date=2013-10-15 |publisher=Routledge |isbn=978-0-203-07811-2 |editor-last=Bell |editor-first=Alice |pages=109–123 |chapter=Amnesia: The Dark Descent: The Player’s Very Own Purgatory |doi=10.4324/9780203078112 |editor-last2=Ensslin |editor-first2=Astrid |editor-last3=Rustad |editor-first3=Hans}}


== External links ==
==External links==
* {{official website|http://www.amnesiagame.com/}}
* {{official website}}
* ''[https://www.mobygames.com/game/amnesia-the-dark-descent Amnesia: The Dark Descent]'' at [[MobyGames]]
* {{GitHub|FrictionalGames/AmnesiaTheDarkDescent|''Amnesia: The Dark Descent''}}
* {{MobyGames | /amnesia-the-dark-descent }}


{{Portal|Video games|2010s}}
{{Portal|Video games}}
{{wikiquote}}
{{wikiquote}}
{{Frictional games}}
{{Frictional Games}}
{{Amnesia series}}
{{Amnesia series}}
{{Authority control}}


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Latest revision as of 13:39, 6 December 2024

Amnesia: The Dark Descent
Developer(s)Frictional Games
Publisher(s)Frictional Games
Designer(s)
  • Thomas Grip
  • Jens Nilsson
Programmer(s)
  • Thomas Grip
  • Luis A. Rodero Morales
Writer(s)
  • Mikael Hedberg
  • Thomas Grip
Composer(s)Mikko Tarmia
EngineHPL Engine 2
Platform(s)
Release
  • Linux, OS X, Windows
  • September 8, 2010
  • PlayStation 4
  • November 22, 2016
  • Xbox One
  • September 28, 2018
  • Nintendo Switch
  • September 12, 2019
Genre(s)Survival horror, adventure
Mode(s)Single-player

Amnesia: The Dark Descent is a 2010 survival horror[1] adventure game developed and published by Frictional Games.[2] It was first released on September 8, 2010, for Microsoft Windows, Mac OS X and Linux. The game follows Daniel, who must explore the dark and foreboding Castle Brennenburg, while trying to maintain his sanity by avoiding monsters and unsettling events.[3] It became a critical and commercial success, earning three awards at the Independent Games Festival, and was cited as one of the most "influential games of the decade" by The Washington Post.[4][5]

Originally self-published via online distribution, the game later received retail releases by 1C Company in Russia and Eastern Europe, as well as THQ in North America.[6][7][8] In 2011, an expansion titled Amnesia: Justine, alongside a collection of five short stories set in the world of the game, written by Mikael Hedberg and illustrated by the game's concept artists, were made available.[9][10] In addition, many fan-made mods were released throughout the years.

The Dark Descent was followed by Amnesia: A Machine for Pigs (2013), an indirect sequel developed by The Chinese Room. The Amnesia Collection – containing The Dark Descent, its Justine expansion and A Machine for Pigs – was released for PlayStation 4 on November 22, 2016, for Xbox One on September 28, 2018, and for Nintendo Switch on September 12, 2019.[11]

Gameplay

[edit]
Daniel is chased by a Grunt, one of several monsters encountered in the castle.

Amnesia: The Dark Descent is a first-person adventure game with survival horror elements. The player takes control of Daniel, who must navigate Castle Brennenburg while avoiding various dangers and solving puzzles. The gameplay retains the physical object interaction used in the Penumbra series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.[3] Smaller items can be stored in an inventory menu, while larger objects can be raised by holding down a mouse button and pushing or pulling the mouse. Objects such as doors or levers can be manipulated by using the mouse in a fashion that imitates moving the said object. The difficulty level can be adjusted before starting the game, but cannot be readjusted once the game has begun.

In addition to a health indicator, Daniel's sanity must be managed, centered around an "afraid of darkness" mechanic. According to designer Thomas Grip, "the idea was basically that the darkness itself should be an enemy."[12] Sanity is reduced by staying in the dark for too long, witnessing unsettling events or looking directly at monsters. Low sanity causes visual and auditory hallucinations and an increased chance of attracting monsters, while its complete depletion results in a temporary drop in mobility, or death in higher difficulties. Light sources help restore sanity, and if none are available, Daniel may use tinderboxes to ignite candles and torches or deploy an oil-burning lantern. However, the number of tinderboxes and the amount of oil available are both limited, even more so in higher difficulties.

If a monster sees Daniel, it will chase him until he evades its sight. Daniel has no means of fighting monsters, so he must either avoid being seen or run away. Daniel can withstand only a few attacks from a monster before he dies, which will cause the most recent save of the game to load. The player can restore Daniel's health by using laudanum found throughout the game. The player can hinder monsters by closing doors and building barricades from nearby objects. However, monsters can destroy doors and knock over objects. Hiding in dark areas where monsters will not notice Daniel is also effective, but will decrease Daniel's sanity. In higher difficulties, the monsters will move faster, deal more damage and search for Daniel for longer periods of time.

Plot

[edit]

On 19 August 1839, a young man awakens in the dark and empty halls of Brennenburg Castle in Prussia with no memory about himself or his past.[2] All he can remember is that his name is Daniel, that he lives in Mayfair, and that someone or something is hunting him.[13][14] Shortly after regaining consciousness, Daniel finds a note he wrote to himself, which informs him that he has deliberately erased his own memory and is being hunted by a "Shadow", an unearthly presence that manifests itself through fleshy, acidic growths spreading throughout the castle. The note instructs Daniel to descend into the Inner Sanctum of the castle in order to find and kill its baron, Alexander.

As he makes his way through the castle, Daniel gradually learns both about its mysteries and about his own past, through notes and diaries he finds as well as through sudden flashbacks and visions. The origin of his situation is a mysterious orb that he recovered from the Tin Hinan Tomb in Algeria, which unleashed the Shadow. Each of the experts he contacted and consulted in person about the orb was later found gruesomely dismembered. Disturbed by this, Daniel desperately exhausted all archaeological leads into strange orbs until contacted by Alexander, who summoned him to Brennenburg. There, Alexander informed him that the Shadow was slowly stalking him, killing everyone he came into contact with, and will not stop until it kills him as well. Alexander promised a means of repelling the Shadow by ritualistically coating the orb with a "vitae" substance, which could only be harvested from living humans experiencing extreme pain and agony. However, Alexander's true purpose is to use Daniel's vitae-enriched orb to return to his native dimension, from which he was banished centuries prior. To achieve this end, Alexander and Daniel gathered vitae by torturing prisoners in the castle dungeons, many of whom were innocent people that Alexander claimed to be murderous criminals.

To maximize the production of vitae, the victims were forced to consume a potion that induced amnesia, so that they could never grow accustomed to their torment. Unbeknownst to Daniel, application of vitae to the orb only served to further enrage the Shadow in addition to briefly repelling it; he had been doomed from the start. Increasingly desperate to escape the impending Shadow, Daniel became sadistic in his attempts to harvest vitae, and accidentally killed two escaping prisoners, a mother and her young daughter, in a fit of rage. Following the final ritual, Alexander sensed Daniel's guilt and declining faith in him and left him for dead as a result. Realizing how Alexander had manipulated him, Daniel swore revenge and consumed an amnesia potion in order to overcome his paralyzing guilt.

As Daniel nears the Inner Sanctum, he encounters Heinrich Cornelius Agrippa, a man who had once studied the orbs with his student Johann Weyer and has since been kept alive and imprisoned by Alexander, due to his extensive knowledge on the subject. He tells Daniel that Weyer has been able to harness the power of the orbs to travel between dimensions, and instructs him in finding the shattered pieces of what used to be his own orb, which is needed to breach the Inner Sanctum. Agrippa also asks Daniel to take with him his head, which can be severed alive using a tonic invented by Weyer, and throw it into the inter-dimensional portal after Alexander opens it.

Once Daniel enters the Inner Sanctum, he finds Alexander preparing to open the portal. From here, there are three possible endings:

  • If the player does nothing, Alexander enters the portal, leaving Daniel to be killed by the Shadow and descends into darkness, while Alexander tells him his sacrifice will be forever celebrated.
  • If the player prevents the portal from opening by knocking over its support columns, the Shadow kills Alexander and spares Daniel, allowing him to leave the castle content with his redemption.
  • If the player throws Agrippa's head into the portal, the Shadow kills both Alexander and Daniel. In the darkness, Agrippa assures Daniel that everything will be alright, calling upon Weyer to help him.

Amnesia: Justine

[edit]

The player takes control of an unnamed woman, who awakens with amnesia in a dungeon cell. A phonograph in the cell contains a recording by a woman named Justine, who tells the unnamed woman that she is the subject of a psychological test. The woman must overcome three puzzles to escape the dungeon. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim to die. She is also pursued by the Suitors, three monstrous characters who turn out to be Justine's former paramours, now twisted by physical and psychological torture. After surviving the puzzle sections, the woman discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to close in and threaten to crush the woman. She passes out, but awakens unharmed and begins to congratulate herself, revealing that the woman is Justine herself, who staged the entire experiment to see if she still had any compassion for humanity within herself. The ending sequence's dialogue differs depending on the number of people Justine had rescued.

Development

[edit]

Work began on the game while Penumbra: Requiem was still being developed, with the company working on both projects at the same time.[15] The game was first known under two working titles: Unknown and Lux Tenebras. It was not until 3 November 2009 that it was announced as its current title, Amnesia, and 13 November with the release of the game's website and a game trailer.[16][17] Initial designs of the game varied considerably from the final game, with the developers interested in reintroducing more combat elements similar to those utilized in their first commercial title Penumbra: Overture. The developers soon discovered that they encountered many of the same problems and difficulties that plagued the combat in that game however, and the design was further changed to be more similar to the style set out by Overture's sequel Penumbra: Black Plague.[18]

On 5 February 2010, it was announced that the game had reached the alpha stage of development on all platforms.[19][20][21] Two weeks later the developers released a new teaser trailer that showed actual gameplay footage, and the developers began accepting pre-orders for the game through their website. Also revealed was that the game was at that point being tested on all three intended platforms. It was also announced that the game would be released simultaneously for all of them in August 2010.[22][23] This was later rescheduled, and the game was then expected to have an 8 September 2010 release.[24] It was then later announced on 27 August 2010 that the game had officially gone Gold and would soon be ready for sale.[25] On 3 September, the game's demo was released containing selected parts of the gameplay and story. It was then successfully released on 8 September 2010.[26]

If the game reached 2000 pre-orders by 31 May 2010, Frictional promised it would release extra content for the game. The goal was finally met in early May, after the pre-orders were offered at a discount made available until 31 May. This was done due to the success of Penumbra: Overture as a part of the first Humble Indie Bundle.[27] The extra content was revealed to be commentary,[28] and they explained in the comments section of the same page that its intended function was similar to that of Valve's commentary system that began in the Half-Life 2 series.[29] The authors cite "Soul Made Flesh" by Carl Zimmer and older horror movies such as The Haunting as being inspirations for the mood and style of the game.[30] Other critics have drawn parallels between the game's story and the writings of H. P. Lovecraft.[31]

Thomas Grip, one of the game's main developers, would later write up a post-mortem of the game titled "The Terrifying Tale of Amnesia" for The Escapist, where he outlined in detail the process of the game's development, mostly focusing on its ever-changing design and the financial problems that plagued the developers for most of the game's development.[12]

A PlayStation 4 version – Amnesia Collection – was released on 22 November 2016 via PlayStation Network; this title includes The Dark Descent, its expansion Amnesia: Justine, and the sequel Amnesia: A Machine for Pigs.[32]

Just two days after its release on PS4, Frictional Games posted a tweet stating that the port managed to recoup all costs and "more".[33]

On 23 September 2020, it was announced that Amnesia: The Dark Descent would be made open source.[34]

Audio

[edit]
Amnesia: The Dark Descent (Original Game Soundtrack)
Soundtrack album by
Mikko Tarmia
Released17 May 2011 (2011-05-17)
GenreVideo game soundtrack
Length34:41
LabelThe Sound of Fiction

The game's music was composed by Mikko Tarmia and released for download on 17 May 2011. Some unused music can be heard in the soundtrack, but not in-game.

Amnesia The Dark Descent Soundtrack track list
No.TitleLength
1."Menu Theme"1:16
2."Darkness"1:16
3."Lux Tenebras"3:22
4."Grand Hall"1:27
5."Ending: Alexander"1:53
6."Next to the Guardian"1:49
7."Theme For Unknown"3:04
8."Dark Water"1:17
9."Daniel's Room"1:08
10."Grunt's Appearance"1:14
11."Back Hall"1:22
12."Ending: Agrippa"1:56
13."Suitor Attacks"1:15
14."Basement Storage"2:12
15."Brennenburg Theme"3:13
16."Hub"1:33
17."Ending: Alexander" (alternative version)2:13
18."Bridges"1:06
19."The End"2:05
Total length:34:41

Downloadable content

[edit]

On 12 April 2011, Frictional Games released an extra free level for owners of the Steam version of Amnesia. This additional campaign is set apart from Brennenburg Castle. Justine was released on Steam as a way to promote the then-upcoming release of Portal 2, as getting 100% on the campaign (all of the collectables, all of the analysis and making correct choices) unlocks a message from the fictional company Aperture Science. The content was made available for all of the game's supported platforms and versions as part of the Amnesia v1.2 update on 17 May 2011.[10]

It is possible to create custom stories for Amnesia that can then be loaded in the game.[35][36] Various tools for the HPL Engine 2 have been released that allow the creation of unique levels, models, particle effects and materials, using an interface similar to Valve's Hammer Editing Software.[37] Game logic can be implemented using the AngelScript scripting language.[38][39][40] A prominent example of a custom story is Penumbra: Necrologue, a fan-made sequel to Frictional's earlier Penumbra series.[41]

On 23 September 2020, Frictional Games announced that they would be releasing the source code for both Amnesia: The Dark Descent and Amnesia: A Machine For Pigs.[42] Both games are available as open-source video games under GNU GPL-3.0-or-later.[43][44]

Reception

[edit]

Amnesia: The Dark Descent has received very positive reviews from critics, with consistent praise given for the ominous atmosphere and horror elements: "By strongly focusing on vision and hearing, the distance between player and game is radically diminished. This is technically reinforced by the game's minimal handling."[52] John Walker of Rock, Paper, Shotgun even went as far as to say that "I think it is safe to say that Amnesia is the most successfully frightening game to have been made."[53] X-Play added Amnesia to its top ten PC games saying "There are a lot of so-called "horror" games out there, this one is no joke. You'll be rocking back and forth and crying in no time".[citation needed]

Frictional Games did show some trepidation over the game's initial sales after the first week,[54] but were encouraged by continued sales throughout the first month after the game's release, with Frictional recouping all the expenses from creating Amnesia by early October 2010.[55] By the beginning of January 2011 the developer reported that nearly 200,000 units had been sold, declaring in response that "With these figures at hand, we must confess that it gives us new confidence for the PC."[56] The game kept gaining sales and in July 2011 it had sold almost 350,000 units.[57] At the 2011 Independent Games Festival Amnesia won awards for both "Excellence in Audio" and "Technical Excellence" along with the "Direct2Drive Vision Award" which included a $10,000 prize.[4]

A year after the original release of Amnesia, the developers revealed that they had sold around 391,102 units and were continuing to sell about 6,000 units per month. They also released details about how much money each platform generated for them by analyzing the sales from their online store, with 70% of sales coming from Windows users and 15% coming from users of Linux and another 15% coming from users of Mac OS X. Frictional did however note that their store was the only place anyone could purchase the Linux version of the game, whereas the Mac OS X and Windows versions could be purchased from other sources, meaning that the total percentage of Linux sales is actually considerably smaller compared to other platforms taken collectively. Observing that their own Mac OS X sales did not go down from their own store even as services like Steam picked up the game for that platform, meaning that it did not steal customers from their store but instead opened up a new market, they decided this makes a good incentive for other stores to support Linux as well.[58] As of September 2012, the game sits at an estimated 1.4 million sales.[59]

In 2011, Adventure Gamers named Amnesia the 34th-best adventure game ever released.[60] In 2015, Kotaku originally ranked Amnesia as the 2nd best horror game of all time, beaten only by P.T., but moved it to 1st after P.T. was removed by Konami.[61] In 2017, GamesRadar+ ranked Amnesia as the 3rd best horror game of all time, although in a revised list in 2018, moved the game down to 13th place.[62] In 2018, The A.V. Club ranked Amnesia as the 7th greatest horror game of all time in a list of 35.[63]

Sequels

[edit]

An indirect sequel called Amnesia: A Machine for Pigs was released on 10 September 2013,[64] developed by The Chinese Room and published by Frictional Games. A Machine for Pigs is an indirect sequel to The Dark Descent which, while set in the same universe, takes place in an alternative history with different characters.[65]

The third game in the series, titled Amnesia: Rebirth was announced on 6 March 2020. Rebirth, the second Amnesia game to be developed by Frictional Games. A gameplay reveal trailer was uploaded on 2 October 2020 to a positive reception.[66] The game was released on 20 October 2020 for PlayStation 4, Linux and Windows.[67][68]

On 1 December 2022, the fourth game in the series, titled Amnesia: The Bunker was announced and was released on 6 June 2023. The Bunker, is the third Amnesia game to be made by Frictional Games. The game features combat in a semi-open world, a first for the series.

References

[edit]
  1. ^ "Amnesia: The Dark Descent for PC". GameRankings. Archived from the original on 14 October 2012. Retrieved 5 February 2012. Age rating=Pegi 16, M for mature
  2. ^ a b Amnesia: The Dark Descent – Game Information Archived 22 September 2010 at the Wayback Machine Frictional Games
  3. ^ a b Amnesia: The Dark Descent – PC Hands On Archived 11 September 2010 at the Wayback Machine Eurogamer, 25 July 2010.
  4. ^ a b "Indie Rock: 2011 IGF Winners Announced". Rock, Paper, Shotgun. 3 March 2011. Archived from the original on 9 September 2014.
  5. ^ Park, Gene; Favis, Elise; Klimentov, Mikhail (19 December 2019). "The most influential games of the decade". The Washington Post. Retrieved 19 December 2019.
  6. ^ 1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe Archived 20 June 2017 at the Wayback Machine Frictional Games, 3 May 2010 (Article by Jens Nilsson)
  7. ^ Chalk, Andy (16 February 2011). "Amnesia: The Dark Descent Coming to Retail". The Escapist. Archived from the original on 29 July 2012. Retrieved 25 March 2011.
  8. ^ Mitchell, Richard (16 February 2011). "THQ places Amnesia: The Dark Descent in a retail box". Joystiq. Archived from the original on 21 February 2011. Retrieved 25 March 2011.
  9. ^ "Amnesia: The Dark Descent gets a free expansion!". In the Games of Madness: Official Blog of Frictional Games. 12 April 2011. Archived from the original on 22 April 2016.
  10. ^ a b Bardin, Maxim (17 November 2010). "Amnesia: Justine – Now Available To Everyone". Linux Gaming News. Archived from the original on 22 May 2011. Retrieved 18 May 2011.
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  25. ^ Amnesia: The Dark Descent Gone Gold Archived 2 September 2010 at the Wayback Machine Linux Gaming News, 29 August 2010 (Article by Maxim Bardin)
  26. ^ Scary New Horror Adventure Available for Linux Archived 17 September 2010 at the Wayback Machine Linux Journal, 13 September 2010 (Article by Susan Linton)
  27. ^ Insane Amnesia Discount! Archived 24 September 2010 at the Wayback Machine Frictional Games, 5 May 2010
  28. ^ "some commentary for the release" Archived 8 July 2011 at the Wayback Machine Frictional Games, 11 May 2010
  29. ^ "similar to the way HL2ep2 does it" Archived 8 July 2011 at the Wayback Machine Frictional Games, 11 May 2010
  30. ^ Thomas Grip of Frictional Games Speaks on Amnesia: The Dark Descent With GaeaTimes.com Archived 21 September 2010 at the Wayback Machine Gadgetophilia; 15 September 2010
  31. ^ Condon, Niall (24 October 2018). "How 'Amnesia: The Dark Descent' Is STILL The Greatest Lovecraftian Horror Game". Bloody Disgusting. Archived from the original on 6 November 2018. Retrieved 3 December 2018.
  32. ^ Nunneley, Stephany (19 October 2016). "Amnesia Collection heads to PS4 in November". VG247. Archived from the original on 20 October 2016. Retrieved 19 October 2016.
  33. ^ Treese, Tyler (24 November 2016). "Amnesia Collection Already Turning a Profit For Frictional Games". Archived from the original on 26 November 2016. Retrieved 26 November 2016.
  34. ^ "Amnesia is now open source!". frictionalgames.com. 23 September 2020. Archived from the original on 23 September 2020. Retrieved 23 September 2020.
  35. ^ In The Games Of Madness: Editors are out! Archived 26 January 2011 at the Wayback Machine Frictional Games
  36. ^ Williams, Hayley (1 July 2021). "The Legacy Of Amnesia: The Dark Descent". Kotaku. Archived from the original on 18 January 2022. Retrieved 31 January 2024.
  37. ^ Tools – HPL2 Documentation Archived 18 September 2010 at the Wayback Machine Frictional Games
  38. ^ "Addons - Amnesia: The Dark Descent". Mod DB. 3 September 2010. Archived from the original on 18 September 2010. Retrieved 9 January 2011.
  39. ^ "Mods - Amnesia: The Dark Descent". Mod DB. 3 September 2010. Archived from the original on 17 November 2010. Retrieved 9 January 2011.
  40. ^ Finished Custom Stories for Download Archived 14 January 2011 at the Wayback Machine Frictional Games Forum
  41. ^ Chitty, Nelson. "15 Best Mods & Custom Stories For Amnesia: The Dark Descent". FandomSpot. Retrieved 31 January 2024.
  42. ^ Brown, Fraser (23 September 2020). "Amnesia: The Dark Descent and A Machine for Pigs are now open source". PC Gamer. Archived from the original on 11 January 2021. Retrieved 23 September 2020.
  43. ^ "Amnesia is now open source!". Frictional Games. 23 September 2020. Archived from the original on 23 September 2020. Retrieved 23 September 2020.
  44. ^ Amnesia: The Dark Descent Source Code, Frictional Games, 23 September 2020, archived from the original on 23 September 2020, retrieved 23 September 2020
  45. ^ "Amnesia: The Dark Descent for PC Reviews". Metacritic. CBS Interactive. Archived from the original on 30 August 2010. Retrieved 23 July 2010.
  46. ^ Berens, Nathaniel (8 September 2010). "review: Amnesia: The Dark Descent". Adventure Gamers. Archived from the original on 11 September 2010. Retrieved 9 September 2010.
  47. ^ Smith, Quintin (7 September 2010). "Amnesia: The Dark Descent PC Review". Eurogamer. Archived from the original on 9 September 2010. Retrieved 7 September 2010.
  48. ^ Biessener, Adam (8 September 2010). "Horror Done Right". Game Informer. Archived from the original on 11 September 2010. Retrieved 9 September 2010.
  49. ^ Onyett, Charles (3 September 2010). "Amnesia: The Dark Descent Review". IGN. Archived from the original on 6 September 2010. Retrieved 7 September 2010.
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  52. ^ Tom Reiss (2015). "The only thing we have to fear is fear itself. Horror as a semiotic medium in Amnesia: The Dark Descent" Archived 5 May 2019 at the Wayback Machine MueSem - Muenchner Semiotik 2015
  53. ^ Wot I Think: Amnesia – The Dark Descent Archived 10 October 2010 at the Wayback Machine Rock, Paper, Shotgun, 7 September 2010 (Article by John Walker)
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Further reading

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