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- #Amnesia machine room pressure order mod
- #Amnesia machine room pressure order update
- #Amnesia machine room pressure order mods
Secondly when we released Amnesia there weren't many other similar horror games around, and as a result many of Amnesia's mods got played by popular streamers. The first and most obvious answer is that SOMA is simply not as popular as the mega-hit Amnesia: TDD. It feels worthwhile to discuss why modding hasn't been as successful as it was with Amnesia.
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Both of these are very cool modifications, but considering that the game could have been changed into an RTS or a racer, we'd hoped to see more experimental stuff. Because of this, we'd hoped to see people do really crazy things with mods, but apart from Wuss Mode and a location tracking Omnitool there isn't much out there. Just about everything in the game is controlled via script and modding allows you to replace any file, making it much more powerful than in Amnesia. So far only 5 custom stories (2 on moddb and 3 on steam workshop) have been released, and while it's amazing that people spend time making mods for SOMA at all, we expected that there would've been a few more. Unfortunately the modding community around SOMA hasn't really taken off.
#Amnesia machine room pressure order mod
So with SOMA we wanted to make sure we allowed even better mod support, so we would hopefully get as many mods made as we did for Amnesia. This is despite the game's mod support being far from good. So far almost 450 Amnesia finished mods have been released. User created custom stories was (and still is) a big part of the Amnesia community. I'll discuss this in more depth later on. While we think the mix works very well for the game, it seems quite possible that this has put off potential buyers. What this means is that the game might feel a bit too sci-fi for someone looking for a pure horror experience and vice-versa. One stand-out thing that we've identified is that the game falls between two genres: horror and sci-fi. Still, it's interesting to ponder what kept the game from selling even more. This makes us a lot less worried about making another game of similar scope. Yet SOMA is well on the way to becoming profitable after just 6 months, despite not being a runaway success. SOMA was a really ambitious project which took 5 years to develop, used a load of external help and had a big chunk of money spent on a live action series and so forth, making it a very costly affair. It might seem weird, but this is actually very encouraging for us. For instance, Firewatch (which has quite a few elements in common with SOMA) sold over 500k in just a month, so there's obviously room for SOMA to sell a lot more. While this is a good result for us, it's by no means earth shattering. Given that the daily sales are still solid (about 125 units a day) and we have regular boosts from various sale events, this is bound to happen well before this year is over. This is pretty good it'll only take 20k - 30k more until we've earned back our entire investment in the project. The total number of sales, across all platforms, is currently at a bit over 250 000 units.
#Amnesia machine room pressure order update
It is now a bit over 6 months since SOMA was released, so it feels like it's time for an update on how everything has gone so far.