

The goal was finally met in early May, after the pre-orders were offered at a discount made available until May 31. If the game reached 2000 pre-orders by May 31, 2010, Frictional promised it would release extra content for the game. The game was then successfully released on September 8, 2010. On September 3, a demo for all three supported platforms was released containing selected parts of the gameplay and story. It was announced on Augthat the game had gone Gold. This was later rescheduled, and the game was then expected to have a Septemrelease. Also revealed was that the game is currently in-testing on all three platforms and the game would be released simultaneously for all of them in August 2010. Two weeks later the developers released a new Teaser trailer showing actual game-play footage, as well now allowing for pre-orders. On Februit was announced that the game had reached the alpha stage of development on all platforms.

Amnesia was first announced on Novemwith the release of the games website and a game trailer. Work began on the game while Penumbra: Requiem was still being developed, with the company working on both projects at the same time. Game logic can be implemented in a scripting language similar to C. Various tools for the HPL Engine 2 have been released that allow the creation of own levels, models, particle effects and materials. It is possible to create custom stories for Amnesia that can then be loaded in the game. Even the engine which powers all Frictional Games's titles, the HPL Engine and the HPL Engine 2, bears the aforementioned author's initials. This makes sense when considering the frequent homages the developers make to the author H.P. The game's story seems to be, at least in part, inspired by the short story "The Outsider". All that he can remember is his name and that something is hunting him. The game casts the player in the role of Daniel, who awakens in a dark castle with little or no memories about himself or his past. The game also retains the physical object interaction used in Penumbra, allowing for advanced physics based puzzles. The player has no access to weapons, and they must use their wits to avoid or hide from enemies. In a similar vein to the developer's previous games, Amnesia is an exploration-based adventure game played from a first-person perspective.
