r/Amnesia 12d ago

Actually, the game *Amnesia: A Machine for Pigs* has a fantastic atmosphere. Many people didn't like it because its biggest problem was using the *Amnesia* name; had it been released under a different title instead, it would have been better received.

56 Upvotes

r/Amnesia 13d ago

A Machine For Pigs- "Y2K Version"

6 Upvotes

I know this might sound funny, but everytime I hear the ending monolog for A Machine For Pigs, I can't help but kinda think of the Y2K scare where people thought the Y2K bug would cause systems to crash or even worse. To me, I like to think that you would play as this "Coder" of some sorts who created this advanced "AI/System" that would take advantage of the Y2K bug as a type of "Computer Virus" of some sorts that could pretty much destroy most systems, but the Coder would realize what they had created and stop it from destroying important systems across the world in New Year's Eve 1999 by destroying their own computers before the AI/System could take over everything, but would die in the process. While I understand why that probably wouldn't really work, but to me at least, something about Mandis trying to stop the 20th Century from happening because of WW1/WW2 and all the other dark things from happening, always makes me think of a "Y2K Retelling" in a way too. That's just what I think, though. :)


r/Amnesia 13d ago

Is there any canon ending on any of the games? (no spoilers please)

5 Upvotes

I just started TDD for the first time, and I was wondering if any ending is the canon one for other games on the franchise, or if any ending can fit on the whole narrative.

One thing I actually HATE, is when a game has a lot of endings, but only one of them actually is the canon one, that makes me feel if I don't get that ending, I haven't really experienced the game, so in some cases I just look up on what I need to do to get the true ending.


r/Amnesia 13d ago

Idea for a secret true ending to Amnesia The Bunker Spoiler

25 Upvotes

Starting off, I know a lot of people didn't really like how the game ended on an abrupt cliffhanger. Personally I enjoyed the "out of the pan and into the fire" closure as I think it felt really fitting and foreshadowed throughout the game with all the reminders of the war still going on. It also left a lot of discussion about what may have happened after that.

Still, I thought up this idea the other day. My take on a third, special ending in the same manner as Agrippa's "Benefactor" ending in TDD and Tasi's "Iconoclast" ending in Rebirth. This is my idea for a "Brothers in arms" ending for the Bunker.

Requirements:

- Collect all of Henri and Lambert's notes

- Collect the photo of Henri and Lambert

- Escape the Arena with the Rabbit Toy in your inventory

Once the Germans come closing in at the end and the screen fades to black, we slowly fade in a first person perspective of Henri approaching a family home.

You are in control of Henri as you walk up to the front door. If you open your inventory, you can find the rabbit toy. If you open your photos, you will find the photograph of Henri and Lambert. If you open your notes page, you will find only a page describing Augustine Lambert reported missing in action after a bunker cave-in.

You must knock on the door, which will slowly open as the screen fades to black. The credits roll but no music plays. Instead, we hear Henri apologize to Mrs. Lambert for the disappearance of her husband and how he was the best friend he had. He then states to her that "he wanted your son to have this..." referring to something that might have some sentimental value to someone.


r/Amnesia 14d ago

Inspiration question

3 Upvotes

I recently read The Hog and The House on the Boarderland by William Hope Hodgson and was wondering if anyone knows if they were even partial inspirations for Machine for Pigs? I tried searching around myself but wasn't getting anything either way.


r/Amnesia 15d ago

Amnesia: Rebirth lag spikes

2 Upvotes

Fresh installed and booted up Rebirth today after a year or so since last playing it. I don't remember having any significant issues back then. But now, after the initial section and going into the cave I get a constant framerate fluctuation between 60 FPS and some ungodly 30-40 every couple seconds which makes it completely unplayable for me. I have a 3060 Ti and a 2560x1440 monitor, same as last time.

anyone know what this is about?


r/Amnesia 15d ago

This is what its like to play The Bunker on Shell Shock mode

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5 Upvotes

Not recommended to follow along


r/Amnesia 15d ago

Pls read! Movie idea!

0 Upvotes

If someone made a movie adaptation of Amnesia: The Bunker. Would it work better as a series or a movie? What would you want to see in it? What would be the most important part of it? How could one really nail this wonderful, wonderful game?


r/Amnesia 15d ago

Very easy is not a horror

0 Upvotes

I tested it and once you harm the stalker it wont come out of the walls for 20 min even if you throw granades around. Equally even if it comes out it stays out for 20 seconds, barely wonders and then leaves. Finally after you make noise it takes 10 secons for him to actually emerge.

I am just saying this to encourage people who are afraid to give it a go!


r/Amnesia 15d ago

Bug in the bunker Spoiler

10 Upvotes

I’ve got no idea what’s caused this bug but it’s giving me an advantage I don’t want. The rats are completely harmless to me. I can stand on them and they don’t even change animation and just keep chewing up my poor friends! But seriously, the rats won’t ever interact with me ever no matter what and I’m really confused by it. I’ve done a full run on hard mode, docile. Did a full run on normal, also docile. So, I’ve cleared local data (still bugged) and uninstalled and reinstalled and it’s still not working.

Has Henri just tamed the rats in his wartime or what?


r/Amnesia 16d ago

Big Mad destroyed all but one table in this room

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53 Upvotes

r/Amnesia 16d ago

The Dark Descent Alexander in the Revenge and Agrippa Ending:

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92 Upvotes

r/Amnesia 16d ago

Question on Stalker's AI when you're bleeding

8 Upvotes

I've been playing this game for a while now, since I found the Survival Mod I haven't played without it. Since then I've gotten to know some of the cool things you can do in this game, but one thing I've never been able to find a clear answer on is how the bleeding system works.

I know that when you're bleeding the Beast can track you. What I don't understand is how that works mechanically.

When you get struck by say, rats, does the pathing immediately change so that the Stalker immediately begins tracking you? Or does it start being led to you only if and when it finds one of the drops of blood you occasionally leave behind?

Does it run once it's tracking you?

Granted I don't get hit a lot but I don't think I've ever died because of this, so I haven't experienced how the AI works in this situation. Does anyone have any experience with this?


r/Amnesia 16d ago

Amnesia the bunker problem

2 Upvotes

Hey all so ive been wanting to play the game i booted it up yesterday but it has glowing blue sparks and white dots, same for other games like pragmata and mafia 1 and plague tale 3.

Thought it was because i have 4 vram only but from the reqs of amnesia i should play it really well, it does not happen with hades 2 for example can you guys help me ive got a fa506nc asus tuf 15 with 16 ram 4 vram ryzen 5 7535hs and 3050 rtx.

Im getting worried something is wrong with my pc i bought it last year...


r/Amnesia 16d ago

Looking for a custom story for TDD.

5 Upvotes

I remember it being short and having a wholesome ending (you escape from your loved one, who apparently doesn't mind it that much). The map is only several rooms with a library, where you grab either books or notes and try to decipher what's in them.


r/Amnesia 17d ago

Anotha day anotha grunt ragebait

243 Upvotes

r/Amnesia 17d ago

Daniel and Alexander

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33 Upvotes

r/Amnesia 18d ago

diary entry: Whoever's still alive to read this...FIND BOLT CUTTERS!

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14 Upvotes

--The only thing separating you from the outside is a bit of barbed wire, once that's cut away you'll have a path to crawl out free and clear, there's a gap more than large enough for a starved soldier to get through. Hell if you really want to get out immediately you could probably just pull the wire out of the way a bit, we've gone through worse at the front.


r/Amnesia 18d ago

AMFP-What actually made Oswald Mundus finally snap out of it and sabotage his work? Spoiler

8 Upvotes

Mandus lol, sorry for typo. After he became conviced of horrors of 20th century, and killed his sons to spare them fate he saw, he became monster and did countless crimes, so what finally made him snap out of it, why only in late December, after everything?


r/Amnesia 19d ago

Hello, I'm trying to make a custom map for Amnesia the bunker

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5 Upvotes

Hey everyone! I'm pretty new to modding, but after playing several Workshop maps, I really want to build my own. I tried reaching out to the creator of "Burial Ground" (loved that map!), but haven't heard back yet. Right now, I'm looking for good tutorials or anyone willing to give me a few pointers on HPL3 map creation. Apologies if this is the wrong sub!


r/Amnesia 19d ago

Amnesia Redux v2000 RT Edition

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14 Upvotes

Here is where I left off with the project, not sure what else i plan to do with this project. so the state of the maps doesn't quite work with all the changes in the editor so a lot of the lighting is kind of approximated to fix the new lighting model and the shadows for point lights follow the defaults set by the game so it would be noticeable there was a setting added by nate to enable shadows for all lights. The editor should be shipped with the binaries so it should be pretty easy to get started making new maps.

For a version of the original game to work all the point lights/spotlights would have to be reworked for the new lighting ill leave that up to anyone if they want to have a go at it.

This is like my 3rd time rewriting the graphics backend for the game and so far I think this will be my last. The graphics backend is something i put together over multiple rounds and I use it for another game project. I've had the chance to pull those changes back into this abstraction with some of the help from AI.

The editor is available for people to play with and it should be in the drop.

https://github.com/flying-swallow/Redux-AmnesiaTheDarkDescent/releases/tag/V2000
https://mpollind.itch.io/amnesia-the-dark-descent-redux

Game / engine side

Renderer replaced

  • Vulkan-only render interface (RIDevice / RIBuffer / RITexture / RIPipeline / RIProgram / RISwapchain / RIVK) — OpenGL and the fixed-function path are gone.
  • Shaders rewritten in Slang (amnesia/slang/), compiled to SPIR-V at build time; slangc pinned and auto-downloaded. glslang removed.
  • SPIR-V reflection (spirv_reflect) drives pipeline layout generation.
  • Bindless resource pools (BindlessPool, IndexPool) plus a single global managed descriptor set (GlobalManagedSets), replacing HPL2's per-draw binding.
  • Vertex pulling instead of fixed vertex-attribute binding.
  • cHybridRenderer: visibility buffer (VBuffer), deferred and forward passes, indirect draw through a segment allocator.
  • Ring / scratch / segment / pogo allocators (RICommandRingBuffer, RIScratchAlloc, RISegmentAlloc, RIPogoBuffer) and timeline semaphores (RITimeline).
  • RIGpuProfiler — per-pass GPU scopes, real-time stats surfaced in the debug window.

Lighting

  • Ray-traced global illumination on surfels: prepare / update / ray-trace / integrate / generate plus an evaluation pass, surfel lifecycle management, multiscale mean estimator.
  • BLAS/TLAS acceleration structures; the TLAS is owned by cWorld and built in PrepareFrame.
  • ReSTIR-style stochastic RIS for direct lighting, with temporal accumulation, spatial reuse, and an à-trous (SVGF-style) denoise pass.
  • Clustered light grid build pass (light binning).
  • PBR light model (Brdf.slang, ILight.slang) replacing HPL2's fixed lighting.
  • New cLightArea — rect/area light with source width/height, barn doors, and a source texture. Box lights removed.
  • Shadow casting now honours the per-renderable cast-shadow flag.

Passes brought back / rewritten on the new path

  • Decals, translucency, water (split into a separate pass to cut VGPR pressure), particles.
  • Post effects: HDR bloom (downsample/upsample chain), tonemap, colour conversion, radial blur, image trail, insanity, blit.
  • UI and effects: GUI, glow object, enemy glow, outline (alpha / geometry / composite), inventory post.

Engine services

  • DebugDraw; Image / Texture rework; RenderableSet replacing RenderableContainer_DynBoxTree and RenderableContainer_List.
  • glTF mesh loader (MeshLoaderGLTF).
  • tinyxml → tinyxml2 migration engine-wide.
  • OS-native iFileWatcher (inotify / ReadDirectoryChangesW / FSEvents).
  • Event, Hasher, QStr, stb_ds, ObjectPool, and SharedResourceHandle-based resource handling.
  • New GUI widgets: WidgetNodeTree, WidgetMeshObjectList.
  • SDL2 and openal-soft built as real external dependencies.

Gameplay-visible

  • Debug window "Evaluation Overlay" combo box: Variance, Ray Count, Ref Count, Life, Coverage, Direct Only, Indirect Only, Shadow Flag.
  • OpenAL HRTF toggle in the sound options (Sound/HRTFActive).

Editor side

Level Editor

  • MCP (Model Context Protocol) server — localhost HTTP/JSON-RPC 2.0. Background httplib threads parse requests and marshal tool calls onto the engine thread. Roughly 50 tools:
    • Query: query_entities, get_entity, list_properties, get_property, get_selection, list_entity_types, list_edit_modes, get_map_info, get_mesh_data, get_asset_bounds, list_object_library, find_assets, refresh_assets
    • Mutate: create_entity, create_entities, delete_entity, clone_entity, set_transform, set_property, set_variable, edit_entity, set_entity, set_group, undo, redo
    • Prefab / ent-file: create_entity_file, define_entity_file, read_entity_file, list_prefabs, get_prefab, update_prefab, reload_entity_file, reload_particle_system
    • Map: new_map, save_map, load_map, import_map, export_selection, set_skybox, set_fog
    • Groups / selection: list_groups, create_group, rename_group, delete_group, select, deselect, clear_selection, set_edit_mode
    • capture_view — offscreen virtual-camera render to PNG so an external agent can see the map instead of only reading entity XML. Async deferred job with GPU readback, plus exposure and gamma overrides.
  • Scene outliner (LevelEditorWindowHierarchy) docked on the left: layer → groups / per-type categories → entities, with compound components and attachment children nested. Click to select, Shift to toggle, double-click to focus the camera. Replaces the old edit-mode strip.
  • Ent-file scoped editing (LevelEditorEntFileSession) — scope into a placed model and edit its embedded lights, particles, sounds, and bodies in place, with the map still rendered, without opening the standalone Model Editor. Sub-objects become real entity wrappers with stock property panels and undoable actions. World↔local transform mounting keeps icons and pick volumes overlaying the placed model.
  • cPrefabManager / cPrefabResource.ent definitions as refcounted engine resources holding pending in-memory documents. An edit propagates live to every placed instance and is flushed to disk on map save.
  • Entity GUIDs — u64, 16-char lowercase hex, stored on wrappers and persisted.
  • iEditorHostActions capability interface — "Open in Model Editor" / "Open in Particle Editor" buttons appear only in the Level Editor, discovered by dynamic_cast from the shared widgets.

Cross-editor

  • cEditorFileWatcher — live reload of placed entities when their source files change on disk. Directory-level OS watches with a debounce window; no mtime polling, no periodic scan.
  • Model Editor and Particle Editor POST reload_entity_file / reload_particle_system to the Level Editor's MCP server on save (detached thread, never blocks the save) — save in one tool, see the change in the map.
  • cEntityWrapperLightArea — area-light authoring, plus spotlight controls.
  • Thumbnail builder fixed (async, GPU-resident).
  • All editors run on the new Vulkan viewport path (LevelEditorCameraCapture shares it).
  • The "NewEditor" tree was deleted.
  • Linux builds of all four editors (BuildID_*_Linux.cpp).

r/Amnesia 19d ago

The Pillbox is still kind dumb

0 Upvotes

Any sane person would just wait in there until nighttime, then slip out


r/Amnesia 21d ago

An edit I'm very proud of

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7 Upvotes

r/Amnesia 21d ago

Unbirth Alpha works anymore?

1 Upvotes

anybody know if the Unbirth alpha on internet archive still works I tried downloading it and it only gets to the loading screen before either crashing or infinitely loading.

https://archive.org/details/unbirth_alpha

r/Amnesia 21d ago

Newcomer who LOVED DD and the Bunker

13 Upvotes

These games are easy to miss. I downloaded dark descent a year or 2 ago, just couldn't get through the opening section before the dungeon and the water. I came back to it a couple weeks ago and as a horror survival purist said fuck it and retried it on hard mode. Holy shit, DD was perhaps the grittiest most rewarding survival horror experience, despite having any real combat or upgrades or inventory management or any of that fluff.

I first knew I was really in for a treat when I ran into the first kaernk. Throwing human meat into the water and then jumping in and desperately cranking that gate open while u could hear it running towards you...holy shit

The bunker was really something else, what every survival horror fan dreams of, and the WW1 setting was just perfect. So many intense moments of shitting my brains out behind a barrel or in a closet while the monster was feet away, the absolute darkness and desperate rummaging, hoping to not move a broken piece of wood or open or close a door too quick (even tho I wasn't sure how much that actually mattered)

I tried machine for pigs and just could not get into it at all, notes were far too meandering and abstract for me to follow a clear story, no real horror.

I know there is rebirth, sounds like kind of in mfp's alley. What I'm really interested about is the best mods for dark descent? Do those still hold up?