
Now we had a clear aim: to scare the player senseless. Our goal became to make the most frightening game we possibly could.

It seemed that we knew how to scare people - and more importantly, it was something people wanted more of. But the recent sale had almost doubled our fan base, and everyone praised the horror aspects of our past titles. The trouble was that our work-in-progress game just wasn’t very good.

We worked out that if everyone cut their salaries in half, we could go on for another 12 months - enough time to finish a game. Our older games - the Penumbra series - went on sale, and against all expectations we got an injection of cash.
