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NIRAVASI Devlog (02/03/2021): The Perfect Protector



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Hey everyone,

It's time again for another weekly developer log for NIRAVASI. Last week, I talked about the SOVERAM business, the next demo release and some talk about the potential of monthly video devlogs. This week, we're going to finally unveil everything about the presence within NIRAVASI that players need to absolutely avoid.

But before we do that, I need to inform all of you of a massive oopsy that I've accidentally left in the game's demo. As it turns out, there's a massive sequence-break in the game's 2nd level, where you can essentially skip the entire level by entering/exiting a specific door. This will cause the puzzle to automatically solve itself, since it's technically another map instance. I won't tell you which one it is (to leave the mystery of the game's 2nd level up for those that still want to try the demo out), but just be aware it's an issue I'm aware of.

Anyway, let's talk about perfection!





Perfection in Protection

For those of you that have finished the NIRAVASI demo, or have a keen eye, you'll recognise this beauty. If not, allow me to shed some details on who this beautiful triangle boy is. This is the game's central antagonist and the one that Mura will need to hide from at all times.

AEON (The Artificial Ecological Overseer Network)

AEON is an artificial intelligence that was created by the ancient humans living within the city of Niravasi, centuries ago. A technological marvel of his time, he was created to serve two purposes. The first of which was to protect Humanity at all costs, no matter the threat. The second (and probably the most insidious) was to perfect Humanity. With these two directives working in tandem, AEON's purpose certainly is a ethically difficult one. At first, things were okay and he did his job very well. But after the planet of Aetherius shattered, a series of events occurred and led to AEON modifying his own directives to ensure that its mission could be fulfilled, no matter the cost.

As you can imagine, an artificial intelligence built to protect and perfect humans doesn't take too kindly to a non-human organism. Niravasi is the capital of humanity, after all, and you're definitely an intruder. As you may have seen in the demo, AEON controls a vast army of malevolent robots. You've seen both the Proxies and Sentries, but these aren't the only machines at his disposal. Let's now talk about the biggest threat you'll have to face within the AI's arsenal.



Harvest Life

If AEON is the warrior, CALI (the Computerised Artificial Liberation Intelligence) is the spear. For those of you that still remember, Mura's team was taken by a mysterious creature. CALI is that creature and will be the most dangerous robot you'll have to escape within the game. Unlike the Proxies and Sentries, CALI will be able to catch up with your quick little feet and catch you more quickly. Not just that, but one does not simply escape it. While Proxies and Sentries can only chase for a little while, CALI can chase you indefinitely throughout all of Niravasi's decrepit halls. The only way you'll be able to escape its wrath is to find a safe place to hide. Make no mistake; CALI is not a force to be reckoned with and there's no shame in running.

For those of you wondering why the Proxies/Sentries in the game are so slow, CALI is the reason why. Starting on from the game's third level, CALI will be a constant threat that players will have to be aware of. Got spotted by a Proxy in a derelict building? CALI will be on its way. Got caught off-guard by a Sentry? CALI's on speed-dial. Accidentally tripped an alarm? CALI will come. Thankfully, you will have a set amount of time to find yourself a safe spot, but after that time expires, you can kiss your sorry butt goodbye. I'm extremely eager to see how players will react to CALI as they head deeper into the game and will be keeping a very close eye on making sure this is not a frustrating mechanic. Definitely going to see if I can hit that sweet spot.



That's all for this week's Devlog! Right now, I'm currently working on getting the first section of the game's third level (Ishani Bazaar) sorted out, as well as fixing some bugs/hiccups players have identified during playtesting of the demo. I'm not sure what the topic for next week's Devlog will be, but I'm sure I'll think of something! Until then, thanks for reading the news this week and I'll catch you all again later.

Remember to spread the word of the game's Kickstarter to your family/friends; we've only got 3+ more weeks to go!

Kind regards,
Angus (Sangos)