The most important thing, design-wise, is probably to not have combat in a horror game. This in turn has enabled us to work more on the details, do things that previously were not really possible. The work-flow we have had on Amnesia is a gigantic leap forward from what we used to have. How we should organize things and go about designing a game. Thomas: The main thing we have learned is how to do development. Can you tell us a little about the evolution of Amnesia, and what you learned from making Penumbra? PC Gamer: There seems to be a logical extension of ideas from Penumbra to Amnesia. But considering the amount of people that now know of Penumbra, we are extremely pleased with the success! Hearing Penumbra mentioned along with Silent Hill and the other established horror games makes us all warm and fuzzy on the inside. Financially, it has kept us afloat and enabled us to work full-time with games, but just barely. Thomas: Even though there were a bunch of problems, I would have to say that the game was pretty successful.