Fact-checked by Grok 2 weeks ago

Scanner Sombre

Scanner Sombre is a first-person video game developed and published by , released on April 26, 2017, for Windows, macOS, and platforms. Players awaken in a dark, damp chamber and must use a handheld scanner to illuminate and map the unseen environments of an underground system, where darkness serves as the primary antagonist. The game's innovative mechanics emphasize light and shadow, creating an immersive horror experience inspired by titles such as , , and . Gameplay centers on methodical exploration, with the scanner producing a of neon dots to gradually reveal the cave's eerie beauty, hidden artifacts, and narrative fragments. A helmet-mounted light source with adjustable width provides limited visibility for navigation, heightening tension through restricted sight and ambient that amplifies the sense of . The experience unfolds over approximately 2.5 to 3 hours, uncovering a subtle through environmental and scanned discoveries, without traditional puzzles or . A virtual reality version for followed on December 7, 2017, enhancing the immersion with headset and controller support. Introversion Software, known for Prison Architect, crafted Scanner Sombre as an experimental project to explore perceptual gameplay, drawing from real-world LIDAR technology used in spelunking. The game launched to generally positive reception, praised for its atmospheric visuals—described as "neon pointillism"—and unique scanning mechanic that transforms darkness into a tangible element. Critics highlighted its haunting audio and brevity as strengths, though some noted the narrative's lack of depth and the short runtime as limitations. On Steam, it holds a "Very Positive" rating from approximately 3,000 user reviews as of 2025, reflecting appreciation for its innovative approach to horror exploration.

Gameplay

Exploration mechanics

Scanner Sombre employs a first-person perspective to immerse players in the navigation of a vast, dark system steeped in ancient dread, where visibility is perpetually limited to foster a sense of and . The player moves through pitch-black passages that evoke the terror historically associated with such subterranean realms, relying on incremental revelations to progress without traditional aids like torches. This approach emphasizes deliberate, cautious exploration, as unlit areas remain impenetrable voids that heighten the psychological tension of the unknown. The game's virtual reality-style helmet simulates restricted visibility by rendering the environment solely through a scanner's output, transforming the cave into a haunting point-cloud landscape that builds horror through obscurity. In non-VR mode, locomotion uses standard keyboard controls for forward movement, combined with mouse-look for orientation, allowing smooth traversal while maintaining the disorienting darkness. For VR play, movement adopts a teleportation-style system via thumbstick input, enabling players to "snap" to designated spots and preserving in confined physical spaces, though it lacks smooth analog walking to prioritize comfort. Interactions are confined to observation and the scanning system as the core tool for environmental disclosure, eschewing combat, puzzles, or object manipulation to center pure discovery. Players cannot run or crouch, but jumping facilitates access to elevated ledges, reinforcing a methodical pace amid the cave's unforgiving terrain. Atmospheric dread emerges through echoing footsteps, distant drips, and subtle creaks that amplify isolation, while gradual scanning unveils features such as weathered altars and abandoned mining remnants, each emergence compounding the eerie foreboding without direct confrontation.

Scanning system

The scanning system in Scanner Sombre revolves around a handheld LIDAR-inspired device that serves as the primary tool for revealing the game's pitch-black environment. Players activate the to emit , which attach to surfaces and construct a persistent point-cloud model, forming a wireframe outline of the surroundings. Denser scanning in an area yields more detailed representations, allowing players to discern shapes, paths, and obstacles that would otherwise remain invisible. This mechanic draws from industrial principles, where the simulates pulses sweeping across to calculate distances and positions for accurate point placement. As players explore, they collect upgrades that enhance the scanner's capabilities, including adjustable aperture controls to vary the beam's range and precision, a burst mode that rapidly scans large volumes ahead, and a high-resolution module for quicker, more comprehensive surface detailing. A color-coding system is introduced via upgrades, applying a rainbow spectrum to points based on depth—blue for distant surfaces, red for nearby, and intermediate hues like yellow and green for mid-range—to aid in spatial awareness and navigation. Additionally, a zoomed-out overhead view becomes available, rendering all accumulated scan points from above to provide an overview of mapped areas and facilitate orientation in the labyrinthine caves. These upgrades progressively transform the from a basic tool into a sophisticated mapping device, integrating seamlessly with movement to encourage deliberate exploration. The point-cloud visualization is rendered using a particle system capable of handling millions of points, creating a dynamic, effect that emphasizes the game's theme of gradual revelation. Scanning simulates real by generating grid-like patterns during sustained or burst emissions, though it adapts these principles for interactive , such as persistent point retention without cooldowns or usage limits during sessions. Visibility remains constrained to scanned regions, with unscanned areas engulfed in total darkness to heighten tension and immersion; reflective elements like cause points to dissipate rapidly, complicating mapping in certain zones. In New Game+ mode, the scanner gains access to a material detection mode, which overrides the depth-based coloring to highlight specific environmental materials and uncover hidden elements not discernible in the initial playthrough. This fully upgraded configuration, available from the start in New Game+, enables more thorough analysis of previously explored spaces using the enhanced toolkit.

Plot and themes

Story summary

The awakens in utter darkness inside a sprawling system, disoriented and grappling with fragmented memories of their arrival. Compelled by an inner drive, they equip a headset and scanner to pierce the blackness, embarking on a solitary exploration of the treacherous underground expanse. Through systematic scanning, the uncovers a rich tapestry of environmental lore that spans millennia. Revelations include the remnants of an ancient cult's rituals, evidenced by temples, statues, and symbolic artifacts etched into the stone; echoes of early-modern witch-hunts; and scars from industrial mining operations, such as collapsed tunnels and forgotten machinery tied to deadly accidents. Personal artifacts, including intimate relics suggesting deep family ties, emerge amid these historical layers, gradually illuminating connections to the 's own life. The story unfolds non-linearly, propelled by the act of rather than a fixed path, with the scanning system serving to reveal hidden "memories" in the form of environmental details and introspective narrations. Lacking any or on-screen characters, the narrative relies on atmospheric environmental to reconstruct the protagonist's past and emerging purpose, building toward a climactic realization of their and ghostly state, which paves the way for a poignant in the .

Narrative elements

Scanner Sombre explores profound themes of , , and the through scattered personal mementos and manifestations that evoke the lingering presence of the deceased. These elements, such as remnants of past inhabitants and ghostly afterimages, serve as poignant reminders of absence, inviting players to reflect on mortality and unresolved sorrow without explicit exposition. The game's narrative relies heavily on environmental storytelling, drawing inspiration from walking simulators like and , where implication and absence convey history and emotion more than direct dialogue. Players uncover the cave's layered past—marked by ancient rituals, mining tragedies, and cult activities—through contextual artifacts and spatial arrangements, fostering a sense of discovery that builds emotional resonance organically. Central to the is the of versus , with the scanner's luminous particles acting as a for and , piercing the oppressive void to illuminate hidden truths and personal histories. This not only heightens but also represents the fragile process of confronting and preserving the past amid oblivion. The emotional tone masterfully blends subtle with deep , creating an atmosphere of and that culminates in a sense of resolution and acceptance. Moments of unease arise from the , tempered by the serene of revealed spaces, evoking a quiet on fragility. Subtle and hidden details, including developer nods and optional secrets accessible in subsequent playthroughs, enrich the narrative's depth and encourage replayability, rewarding attentive exploration with layers of additional context without disrupting the core emotional arc.

Development

Conception

Scanner Sombre was developed by , a British studio founded in 2001 by Chris Delay, Mark Morris, and while they were undergraduates at . For this project, Delay served as lead designer and director, Morris as co-director, Arundel handling financial and business aspects, and Dean Tate contributing as level designer focused on mesh modeling and environmental decoration. The game was conceived in 2015 by Delay as a short experimental project during a creative break from the ongoing development of , serving as a "" to explore new ideas distinct from the studio's simulation-style titles. Inspirations drew from the genre, including titles like , , and , which emphasize atmospheric exploration and narrative through environment, as well as real-world technology used for cave mapping and Radiohead's 2008 "House of Cards" music video featuring LIDAR point clouds. This blend aimed to create an "inhuman, depersonalised" visual style mimicking , prioritizing mystery and unease over conventional realism. Prototyping occurred over one month in 2015 as one of two experimental demos created alongside another project called Wrong Wire, resulting in a 15-minute playable build designed for quick iteration and feedback. The core scanner mechanic, which uses colored point clouds to reveal the instead of traditional lighting, was central to differentiate the and heighten immersion in darkness, debuting at EGX Rezzed 2016 where it garnered positive attention for its unique, haunting aesthetic despite early navigation challenges like player disorientation. The initial goal was to craft a compact atmospheric experience completable in under two hours, emphasizing the of the unseen through incremental revelation and environmental in a pitch-black system. This focus on brevity and tension informed the prototype's linear structure, setting the foundation for an exploration-driven without combat or complex puzzles.

Production

Development of Scanner Sombre spanned nine months from late 2016 to early 2017, serving as a focused project for while the studio continued supporting Prison Architect. The game originated from an experimental prototype created in just over a week during a break in Prison Architect's long alpha phase, but expanded into a full production effort as a creative "" to alleviate team burnout from the larger title's six-year cycle. This timeline allowed the small team to prioritize rapid iteration without the that plagued prior projects. Technical implementation centered on adapting Introversion's custom engine to handle LIDAR-inspired point-cloud rendering, utilizing a dedicated capable of managing millions of points for dense environments. The scanning mechanic was built around dynamic sweeps that emit thousands of rays per second, simulating real data with color-coded distances—blue for distant surfaces, red for close ones, and greens/yellows for mid-range—to create an immersive, grid-like effect without traditional . Performance optimization was critical, involving restarts of the to eliminate caps (initially limited to 10,000 particles) and ensure smooth rendering of burst and continuous scans amid complex geometry. Design choices emphasized balancing scanner progression through upgrades—like increased ray density and an in-game map—to prevent player frustration in the pitch-black setting, while promoting non-linear exploration that rewards personal discovery over guided paths. The team, comprising lead designer Chris Delay, producer Mark Morris, audio specialist Alistair, and programmer Leander, integrated art, programming, and narrative in a collaborative , drawing from walking simulators like and to craft an atmospheric cave devoid of jump scares. This holistic approach ensured the LIDAR aesthetic remained industrial and inhuman, enhancing the sense of isolation. Key challenges included synchronizing atmospheric audio with visuals, where Alistair's incorporated dynamic reverb, footsteps, and ambient cues (e.g., water drips scaled to cavern size) to complement the evolving point clouds without overwhelming the tension. Optimizing for dense geometry required extensive playtesting to refine readable shapes and subtle guidance elements like railings, avoiding player disorientation while maintaining the unnerving mood inspired by visuals in media like Radiohead's videos. These hurdles were addressed through iterative feedback, ensuring the final product delivered a cohesive, performance-stable experience on PC.

Release

Platforms

Scanner Sombre was released on April 26, 2017, for Microsoft Windows and macOS. The game was distributed digitally through and , with serving as both developer and self-publisher. As an title, it features modest system requirements, including support for 11 on Windows and on macOS; the minimum specifications require a 64-bit operating system such as or later, an i5-2500K processor or equivalent, 4 GB of RAM, and a like the HD 2000 or , with 3 GB of storage space. At launch, was priced at $11.99 USD, available exclusively as a digital download with no physical release. Accessibility features include partial controller support for and similar devices, along with options to adjust scanner sensitivity for customized gameplay. A full virtual reality version for followed on December 7, 2017.

Updates

Following its April 2017 launch, Scanner Sombre received a major post-release update introducing (VR) support as a free beta on June 23, 2017, compatible with and headsets and offering both room-scale and seated play modes; this beta remains experimental as of 2025. This addition was intentionally delayed from launch to prevent the game from being misperceived as VR-exclusive, drawing from lessons learned with prior titles like Defcon VR that struggled due to limited market adoption. VR adaptations emphasized immersive enhancements, including support for the core scanning mechanic—allowing players to physically aim and activate the device—and head-tracking for spatial awareness in the claustrophobic cave setting, while retaining teleport-based locomotion to minimize . The branch was accessible via properties, with the update rolling out progressively to ensure stability for early adopters. Initial patches accompanying and following the VR release addressed bug fixes and optimizations, such as resolving compatibility issues and improving performance on various hardware configurations, including extending VR functionality to the GOG version through dedicated executables. These efforts prioritized technical reliability over new content, reflecting the game's niche appeal in the emerging VR space. A minor update on September 18, 2024, fixed an OpenSSL-related crash on Intel 10th generation and later CPUs. No major downloadable content (DLC) or expansions were produced, with developer Introversion Software concentrating instead on iterative stability improvements tailored to the smaller VR player base. Community discussions on platforms like Steam influenced minor refinements, including feedback on locomotion mechanics, though the overall structure remained unchanged to preserve the original atmospheric experience.

Audio

Soundtrack

The soundtrack for Scanner Sombre was composed by Alistair Lindsay, who has collaborated with developer Introversion Software on audio for over a decade, including previous titles like Prison Architect and Darwinia+. The score consists of 10 tracks that blend dark ambient electronica with droning synths and subtle, ethereal melodies, creating an atmosphere of isolation and creeping unease to complement the game's subterranean exploration+. Released on August 13, 2018, as a free digital download for owners of the game on Steam, and added to GOG accounts on January 14, 2019, the soundtrack emphasizes minimalist soundscapes that underscore the protagonist's vulnerability in darkness+. Key tracks include "As Above So Below (Surface)," which establishes initial tension during the opening sequences with its sparse, echoing drones, and "Halls of the Fallen (Mine)," evoking deeper unease through layered ambient swells as players navigate abandoned caverns+. The album concludes with a 10-minute "Behind the Scenes with the Composer" track, offering raw audio sketches and insights into Lindsay's creative process+. Integrated dynamically into gameplay, the music features mood-altering cues that intensify during scanning actions and key discoveries, heightening without relying on or dialogue+.

Sound design

The sound design in Scanner Sombre, led by audio designer Alistair Lindsay, prioritizes ambient cave sounds to evoke the profound emptiness and depth of the underground setting. Dripping water from stalactites, distant echoes of falling rocks, and subtle wind effects simulate an isolated, vast environment, with these elements often signaling environmental hazards like approaching puddles before they become visible through scanning. Footsteps provide dynamic auditory feedback, varying by surface type—echoing thuds on hard stone, crunches on gravel, and sloshes through water—to convey terrain details and room scale in the absence of full visual information. The scanner's audio feedback consists of pulsing beeps, whirs, buzzes, and a characteristic analogue burbling hum that grows more intense with increased scan density, creating a of responsiveness and building during . These sounds, reminiscent of a makeshift device, integrate seamlessly with the mechanic to make the act of revealing the feel tactile and immersive. Unsettling audio cues, such as bone-crunching impacts upon falling or distant noises near lore elements like the , further heighten vulnerability without relying on overt tropes. Lindsay employed dynamic layering to evolve sounds based on player proximity and context, incorporating hundreds of unique footstep variations (e.g., "walking fast on " or "stepping on ") alongside tailored emotional cues that shift the atmosphere from quiet to anxious dread or sudden scares. This approach, which Chris Delay described as comprising fully half of the game's experience, uses audio to hint at unseen and depth, amplifying the player's sense of disorientation. The VR mode supports headset audio, though some users reported initial technical issues with output routing. The overall philosophy adopts a minimalist aesthetic, embracing punctuated by sparse, evocative effects to underscore vulnerability and the cave's oppressive quietude, allowing ambient details to carry emotional weight in tandem with the sparse musical score.

Reception

Critical response

Scanner Sombre received mixed reviews upon release, with a score of 67/100 based on 13 critic reviews for the PC version. Critics praised the game's innovative scanning mechanic, which creates a tense and immersive experience by gradually revealing the cave through point-cloud visuals. The atmospheric elements were highlighted for their effectiveness in building unease and emotional depth within an approximately 2.5 to 3 hour runtime, evoking a sense of isolation and melancholy. noted the game's ability to deliver "immersive " through its unique scanning system, describing it as a "short but sweet" expedition that effectively uses darkness as a core threat. Similarly, commended the "unique scanning tension" that makes even simple navigation feel compelling and awe-inspiring. On the critical side, reviewers pointed to repetitive exploration mechanics that limited player agency, resembling a linear with minimal interactivity beyond scanning and movement. The narrative was sometimes described as contrived and overly directive, interrupting the otherwise solitary atmosphere. Early VR support, added post-launch as an experimental feature for and , faced technical glitches including crashes, menu freezes, and input issues, deterring some players despite the heightened immersion potential. The game garnered no major awards, though its prototype received positive indie recognition at EGX Rezzed 2016, where it impressed attendees and critics with its novel visual style and horror potential.

Commercial performance

Scanner Sombre sold approximately 6,000 copies in its first two months after release on , generating around $50,000 in revenue. Chris Delay, co-founder of , described the performance as having "bombed in a big way," though he noted it still ranked in the top 25% of Steam games by sales volume. As a low-budget title developed by a small team following the massive success of , the game targeted a niche audience in the exploration , emphasizing atmospheric tension over traditional mechanics. Despite receiving mixed reviews with a score of 67/100, it maintained a dedicated following through word-of-mouth in online communities. The game's legacy endures as a favorite, evidenced by ongoing playthroughs, including full-game videos uploaded in 2024 and 2025 that highlight its unique LIDAR mechanics. It frequently appears in discussions on "underrated games," where users praise its innovative darkness-based exploration. Community engagement remains limited but active, with only one mod available on as of 2024, focusing on visual enhancements. Steam features a handful of player-created guides offering optimization tips, alongside threads analyzing its atmospheric design and sound immersion. Lacking ports to consoles or devices, Scanner Sombre has sustained availability exclusively on PC and platforms, supporting a steady but small player base with current concurrent counts around 3 and an all-time peak of 194.

References

  1. [1]
    -60% Scanner Sombre on GOG.com
    In stock Rating 3.7 (95) The game is essentially a LIDAR walking simulator. + Unique LIDAR mechanic + Graphically interesting. = Atmosphere. I didn't feel claustrophobic or really under ...
  2. [2]
    Scanner Sombre on Steam
    Rating 4.5 (2,229) · 14-day returnsApr 26, 2017 · Scanner Sombre is a 3d horror cave exploration game where darkness is your greatest foe. Illuminate the unseen with your LIDAR scanner.
  3. [3]
    Scanner Sombre review
    ### Summary of Scanner Sombre Review
  4. [4]
  5. [5]
    Scanner Sombre review
    ### Scanner Sombre Review Summary
  6. [6]
    Scanner Sombre review - Rock Paper Shotgun
    May 10, 2017 · The cave system is pre-designed rather than randomly-generated or anything like that, but every player will wave their LIDAR around in both ...Missing: dread | Show results with:dread
  7. [7]
    Scanner Sombre - Introversion Software
    Explore the dark through light. Regaining consciousness you smell the damp. Opening your eyes you see the stone walls of the chamber flickering by the light of ...
  8. [8]
    Scanner Sombre - Gameplay - Overclockers Club
    Dec 20, 2017 · If you tag the place you want to go, you can see it from almost anywhere, until you scan objects that obscure it. This allows you to explore and ...
  9. [9]
    State of the Art: Chris Delay talks Scanner Sombre
    Apr 26, 2017 · In Scanner Sombre you use a scanning gun to reveal the world around you and to navigate its secrets. A spectrum of colour helps you parse ...
  10. [10]
    Dark, Damp, Colorful: Scanner Sombre Review - GamingTrend
    May 3, 2017 · Scanner Sombre can be completed in just three hours, but it does offer a New Game+ mode. Playing a second time allows you to uncover secrets ...
  11. [11]
  12. [12]
    Dear Player: Scanning Time
    Jun 21, 2017 · This place was home to ancient cults, early-modern witch-hunters and industrial mining accidents. The core takeaway here is that this ...
  13. [13]
    Scanner Sombre Review - TheSixthAxis
    May 1, 2017 · What's Good: Mesmerising visual style; Painting the world with LIDAR dots never gets dull; Great sound design; Eerie atmosphere at times. What's ...<|control11|><|separator|>
  14. [14]
  15. [15]
    Computing alumni win Best Persistent Game at the 2016 BAFTA ...
    Aug 23, 2016 · It was founded by Chris Delay, Mark Morris and Thomas Arundel after they met as undergraduates at Imperial. ... The two new games: Scanner Sombre ...
  16. [16]
    Scanner Sombre - Dean Tate - Game Developer Portfolio
    Scanner Sombre is a game where players use a LIDAR scanner to explore dark caves, with a deeper narrative, and a variety of spaces.Missing: interview | Show results with:interview
  17. [17]
    Thomas Arundel - MobyGames
    Thomas Arundel founded Introversion Software Limited with Chris Delay and Mark Morris in June 2001 ... Scanner Sombre (2017, Windows), Financial Director.
  18. [18]
    Scanner Sombre finds the mystery in laser-based surveying ...
    Apr 15, 2016 · The main concept is based on LIDAR, a type of surveying technology that measures distance and illuminates nearby objects using lasers.Missing: walking EGX<|control11|><|separator|>
  19. [19]
    Scanner Sombre - The Introversion Forums
    Apr 24, 2017 · Scanner Sombre is intended to be a deeply atmospheric experience, inspired by similar games such as Gone Home, Dear Esther, and Proteus.
  20. [20]
    How Scanner Sombre immerses players in a pitch-black cave
    May 18, 2017 · Waking up in a pitch-black cave, the player uses a LIDAR (Light Detection and Ranging) sensor to travel through the darkness.Missing: themes | Show results with:themes
  21. [21]
    'Scanner Sombre' arms you with lidar for a gorgeous, creepy explore ...
    Apr 24, 2017 · “Scanner Sombre” was announced today, and the general idea is that you find yourself in a cave in complete darkness, armed with just a lidar scanner and ...
  22. [22]
    Scanner Sombre Review - Overclockers Club
    Dec 20, 2017 · I do wish to say that Introversion identified games Gone Home, Dear Esther, and Proteus as inspiration for Scanner Sombre, and I personally ...
  23. [23]
    Introversion's latest game has "bombed in a big way"
    Jun 26, 2017 · Introversion Software's latest game, Scanner Sombre, has "bombed" in terms of sales, an outcome the company's co-founders thought ...Missing: conception | Show results with:conception<|control11|><|separator|>
  24. [24]
    Introversion Software on why Scanner Sombre is its Prison Architect ...
    Apr 24, 2017 · After six years of working on Prison Architect, developer Introversion Software announced today that its next game would be coming out in just a couple days.Missing: development | Show results with:development
  25. [25]
    Introversion's Scanner Sombre surfacing on Wednesday
    Apr 24, 2017 · Scanner Sombre will cost $11.99 but launch with a 20% discount. It's coming to Windows and Mac via to Steam, GOG, and the Humble Store at 3pm on ...Missing: price | Show results with:price
  26. [26]
    Go spelunking with rainbow lights in the mysterious Scanner Sombre
    Apr 24, 2017 · The surprise release will bring Scanner Sombre to Windows PC ... launch-week discount that drops the price to $9.59. For more, check ...
  27. [27]
    Scanner Sombre - PCGamingWiki PCGW
    Aug 31, 2025 · Scanner Sombre is a singleplayer first-person adventure game. VR support is experimental and may not work with all devices.
  28. [28]
    Scanner Sombre's VR update is now available in beta - PCGamesN
    Jun 25, 2017 · Update June 25, 2017: After teasing it back at PDXCon, players can now opt into the VR beta for Scanner Sombre. The roll-out of Scanner ...
  29. [29]
    Beautiful Adventure Scanner Sombre Will Get VR Support - UploadVR
    May 16, 2017 · He explained that the game had deliberately been released without VR support first so that people wouldn't mistake it for a VR-only title. Such ...Missing: June | Show results with:June
  30. [30]
    Scanner Sombre VR: Colorful spelunking game where you explore ...
    Jun 23, 2017 · ... VR. It supports full roomscale with VR motion controls. Scanner Sombre takes place deep inside an underground cave system, and you have to ...
  31. [31]
  32. [32]
    Introversion Software on why Scanner Sombre is its Prison Architect ...
    Apr 24, 2017 · Scanner Sombre is not only a big shift from Prison Architect in terms of gameplay, but also development time. You spent six years on Prison ...
  33. [33]
    Feedback for VR beta :: Scanner Sombre General Discussions
    Jun 25, 2017 · - The sound of the game doesn't heed the Oculus device setting "Audio output in VR". It always goes to Windows, which in turn sent it to my ...
  34. [34]
    Scanner Sombre Reviews - Metacritic
    Rating 67% (15) Scanner Sombre. Released On: Apr 26, 2017. Metascore Mixed or Average Based on 13 Critic Reviews ... Agree, not really any replayability (new game+ gives you all the upgrades at ...
  35. [35]
    Scanner Sombre - VR mode released into beta! - Steam News
    We are very proud to announce you can now play Scanner Sombre in VR, using a HTC Vive or Oculus Rift. We've been busy working on this since Scanner Sombre ...
  36. [36]
    Game stuck on menu screen :: Scanner Sombre General Discussions
    Aug 15, 2020 · When I try to launch the game (in experimental VR mode) I am stuck on the main menu screen, with the start new game tab being selected and unselected ad ...VR unplayable :: Scanner Sombre General DiscussionsGame stuck on menu screen :: Scanner Sombre Allgemeine ...More results from steamcommunity.com
  37. [37]
    Dabbling with… Scanner Sombre - Electron Dance
    Introversion Software were showing off a couple of prototypes at Rezzed. Today, I'm going to talk about Scanner Sombre which I absolutely fell in love with.
  38. [38]
    EGX Rezzed 2016 - Introversion Prototypes hands-on - TechRaptor
    Apr 15, 2016 · The two games in question are Wrong Wire and Scanner Sombre. Both of these titles seem to represent a rather big departure from themes explored ...
  39. [39]
    VOD 27th January 2025, scanner sombre playthrough - YouTube
    Feb 2, 2025 · This is cool where resolution was astonishing never before such a powerful geological scanner have been available.
  40. [40]
    Six great games you've probably never played : r/patientgamers
    Aug 8, 2023 · Scanner Sombre (2017). I recommend not looking at the screenshots or reviews for this one. Lots of spoilers, everywhere! In a world without ...
  41. [41]
    Guides - Scanner Sombre - Steam Community
    step 1. make a well mapped room before moving foward step 2. walk only where the dots say where it is safe to step on step 3. if you run out of dots then do ...Missing: feedback locomotion tweaks
  42. [42]
    Scanner Sombre Steam Charts - SteamDB
    Rating 86% (4,344) Steam player count for Scanner Sombre is currently 3 players live. Scanner Sombre had an all-time peak of 194 concurrent players on 6 October 2017.Missing: count | Show results with:count