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Progress Report

NIRAVASI Devlog (05/04/2022): Triple Closure



Hey everyone,

Welcome back to another NIRAVASI Devlog. Last time, I spoke about some pretty exciting news regarding the project’s release and other additional goodies. I should also mention that I made a little bit of a mistake with the release date announcement for the game, in that it would be released on July 9th 2022. This was a mistake, and I meant to say July 6th 2022. But don’t worry, I’ll make a more official announcement for that when the time comes, so with that said, let’s get straight into today’s topic.





An End To Things

As of this moment, I am happy to announce that the majority of the seventh level is finally complete. Players are now able to fully explore the Palace of Nira Ishan, as well as face the horrors of AEON’s work in the form of the Imagos. But as you might expect, simply finishing the palace itself is not enough to conclude the story I have been working on for almost two years. Instead, I believe it’s time to start talking about what the final areas of the game will be like.

After lighting one (or all, if you’re eager for a more complete ending) of the beacons within the Palace of Nira Ishan, AEON will welcome you into the very final room of the game. Taking a trip by elevator, Mura and AEON make their way to the darkest depths of the mountain the city was built on top on, eventually reaching a great chamber hidden from all. There, they’ll find the Heart of Niravasi, the city’s greatest treasure and the object that is responsible for keeping the malevolent AI tethered to the city. It’s also this treasure that Willow Eugenics originally hired the teams that Mura and Clovis worked to find. I don’t want to spoil any details specifically, but know that it’ll be unlike anything you’ll have seen before in-game (with the exception being a certain relic found at the end of the Stepwell level).

It is at this point where the player holds one final conversation with AEON, which ultimately will decide the fate of the player going forward. These will be given to the player in the form of three endings.

Normal Ending: Escape

True Ending: Acceptance

Secret Ending: Reincarnation



Normal Ending

This is the default ending for NIRAVASI, and the one you’ll get if you simply play the game from start-to-finish. Here, AEON will continue his plan of showing Mura the Heart of Niravasi, before a great disaster strikes. In the ensuing chaos, Mura finds himself in contact again with Clovis and Lynx, who warn the Antherian that things within the city are going crazy. In the chaos, all of AEON’s machines begin to shut down and the Harvester itself becomes prone to glitches.

Wasting no time at all, Mura grabs the treasure and makes a mad dash towards the elevator. This in turn will result in a final escape sequence, where Mura must escape the Harvester one last time before making it to Clovis and Lynx’s ship safely. In the final confrontation, Mura and his friends escape the city of Niravasi, resulting in AEON being trapped once more within the lost city.

Sounds like an ideal situation, right? Well, that’s because it is. One of the main design philosophies I wanted for the endings of NIRAVASI was to not punish the player in how they chose to play the game. I’ve seen a lot of other RPG Maker Games that penalise the player at the climax, just because they didn’t go out of their way to pick up some additional details/items. NIRAVASI’s goal has always been simple and I wanted to reinforce that with this ending; find your friends and escape the city of Niravasi. Now if you’re more of a completionist, you’ll be instead focusing on the True Ending of the game.



True Ending

Following the same path as the Normal Ending, Mura will have a final confrontation with AEON. But instead of going through with the AI’s plans, Mura instead will have the option to ask a very simple question of the great machine.

Scattered throughout each of NIRAVASI’s levels are a specific set of areas that I call the Tragedy Rooms. Each of these rooms contain a rather sad story involving the tragic end of a former citizen living in Niravasi. For example, the first level contained a sad fate regarding a group of survivors trying to escape the chaos of a dying city. These rooms play a pivotal role in the ending of the game, as they highlight the key concept behind the game’s narrative that there is no such thing as a Good Human or a Bad Antherian. There are good and bad people in the world, and the Antherians themselves are no different from the humans they co-exist with. Mura will come to this understanding only by experiencing all of the tragedies within these rooms, before posing a very important question towards AEON.

The results of this conversation surprisingly will lead to a fairly peaceful resolution between Mura and the machine, resulting in a end of all hostile encounters within the game. After which, the player is free to collect the treasure of the city unopposed, resulting in a very similar ending to that of the Normal one. However, if you truly are a masochistic individual, you may perhaps be interested in the game’s Secret Ending instead.



Secret Ending

Now I should warn you beforehand that this ending in particular will be vastly different than the other two. I don’t really want to give away too much about it, so instead I’ll just throw a few little teaser points here and there.

During previous demo releases, some of you may have noticed some very ominous looking doors in each of the game’s levels. While seemingly unimportant at the time, these doors play an important role into how the Secret Ending of the game will work, resulting in some very bad stuff happening. My hope for this ending is that it’ll completely break any semblance of realism or solid footing in terms of the narrative, resulting in an experience that’ll be truly out of place.



That’s it for this Devlog for NIRAVASI. I know it wasn’t as significant as the last one’s was, but a big part of the work that’s gone into the game now has been with wrapping things up before its release on July 6th 2022. I’ll have to admit that I’m getting quite nervous about this on my end, but I’m certain that as long as I keep my head in the game, NIRAVASI’s launch will be a great success. With that said, thank you all so very much for reading and I’ll speak to you again next time.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (23/03/2022): In Conclusion



Hey everyone,

First off, I'd like to apologise for the slight delay with this latest Devlog's release (as well as the general lack of updates this past week). I've had a fairly busy weekend and also had some things I wanted to wrap up in a nice bundle for what we're going to talk about now. Strap yourselves in, everyone, for this is going to be quite the Devlog update.





The End is Coming

That's right, you read that correctly. After months of speculation and half-hearted assumptions, NIRAVASI finally has a release date. Mark it down on your calendars, as the full-game experience will be released on July 9th, 2022. Now some of you may be wondering why I chose this date instead of the original February/April release dates I had proposed before. And the answer to that is that I wanted to give myself the time to get the game as polished as it could be before releasing it to the general public. Right now, the game is almost complete, with the seventh level of the game likely finishing production by the end of April. But from then on, there'll be a large period of time that'll allow me to run the game through a bunch of quality checks, as well as stamp out any bugs I may have missed. Furthermore, the extended duration also allows me to push the game's marketing into overdrive and getting it out there for everyone to see. I made a push like this when I launched the game's Kickstarter campaign, but I feel like I can take what I learned from that and put it into practice here.

Speaking of experiencing the game, you're probably wondering how on earth you'll be able to get your hands on it when it comes out? Well, I'll be releasing the game commercially on Steam, itch.io, and GameJolt. The itch.io and GameJolt pages are already up and will continue to be updated whenever necessary, but I'll be waiting to get a full build of the game roughly complete (as well as a proper Demo/Trailer) before making a push for a Steam Page for the game. I currently have no plans to make a physical release for the game, but we'll see what happens as time goes along.



Change of Heart

Some of the more observant users/fans of the project may have noticed that the game is no longer being marketed as an Adventure/Horror game (instead being represented as a Dark Adventure). This was something I'd been deliberating about for a while during the game's development. A fairly common sentiment most players had about the project was that NIRAVASI to them felt more like an Adventure game with horror elements, rather than a full-on Horror game. I initially chose to market the game as such as I had planned to aim towards a more psychological/theoretical sense of Horror, rather than an outright visual horror story. Other games made with the RPG Maker engine like Yume Nikki and OMORI had taken this approach, so I felt the project was fairly safe to fall under the same umbrella. But as work on the project continued, it's clear that people couldn't shake off the idea that NIRAVASI was an Adventure game. And if they felt this way before the game was released, that also meant there was a risk that I would be misrepresenting the game to any potential newcomers when the full release comes out in July.

Because of this, I've chosen to remarket the game as a "Dark Adventure", instead. This won't change anything within the game and is more of a formality for newer players, looking to see what this game is all about. There will still be the jumps and scares found in previous builds on the game, but the game overall won't be as heavily marketed to be one.



Direct Control

Finally, I just wanted to say that after some tinkering around with RPG Maker's controls, I've managed to make it so that NIRAVASI supports Gamepad controllers (Xbox One and PlayStation 4). If you're sick of playing the game through Mouse 'n' Keyboard, the game now gives you that option to plug in your controller and experience the world it sets out to create that way. I'll also be updating the Instruction Manual featured in the game to change if it detects you've attached a controller to your PC (I won't be able to determine what controller specifically, so I'm afraid I'll just have to list it down to a set of generic inputs). Furthermore, you won't be able to rebind your inputs to whatever you desire, but who knows what the future may hold?

I'll also be tinkering around to see if it's a possibility to get the game working with Nintendo Switch controls, but that's definitely a big reach at the moment. For now, I'm just happy knowing that players can experience the game with a Gamepad (saves everyone a lot of hassle, really).



That's about it for this Devlog for NIRAVASI. I'm extremely excited to get the chance to show the game off to everyone on July 6th. My goal right now is to get the seventh level complete as fast as I can, as well as sort some other things out outside of the game's development. With that said, thank you all so very much for reading this Devlog and I look forward to the next one.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (09/03/2022): Rumination



Hey everyone,

It's me again, back with another NIRAVASI Devlog that you all enjoy so much. Last time, I spoke about the Palace of Nira Ishan and what you'll find wandering its halls. To that end, I'm happy to report that a majority of the outdoor sections of that level are finally complete (with additional tweaking to be followed should the need arise). With that said, I wanted to bring things back a little bit for this week and instead talk about the concepts behind NIRAVASI and how they evolved into what they are today. With that said, let's get straight into it.



The Lost City

At the end of 2017, I was preoccupied with working on The Spirits Within Expansion for my first RPG Maker Game, BLANK (which I ended up cancelling later on for personal reasons). But during my time on its development, I was batting around ideas for another video game project that I held interest on creating. One of them was a reimaging of a much older project I was worked on called "OSIRIS", a story about a crew of survivors discovering an ancient human civilisation deep within the deserts of a distant planet. While there, they would be hunted one-by-one by nightmarish creatures living within the ruins. While I ended up scrapping the project early on due to a lack of experience in my part as a content creator, the idea of a lost city buried beneath the sands was something I still really wanted to create.

But the Lost City I had initially envisioned back then is a far cry from the city of Niravasi today. In fact, I seem to recall that the style of the city of old featured a much heavier influence Egyptian/Mesoamerican architecture, with the story behind it being a place created by an alien race that worshipped a dark god that later ended up wiping them all out, leaving only a legion monstrous husks that would continually hunt the player down. Fun fact: A large part of the assets I made for this early prototype would end up being used for the Temples within Old Hanirr. But as I worked on this idea more and more, I felt that this idea had lost a lot of the impact I had initially envisioned for the project. I wanted the city of Niravasi to be a character of its own, and not just some ancient ruin created by a nameless alien race. To this end, I looked towards the ancient histories of both the country of India and the religions of both Hinduism and Buddhism.

Almost two years later since that decision, the setting of the game has definitely taken a dramatic turn (one I believe resulted in a more impactful environment for the player to interact with). Also, speaking of maladaptive machines, let's talk a little about the concept behind A.E.O.N. and his blood-thirsty robots.



The Overseer

Unlike the city of Niravasi itself, the conception stage behind A.E.O.N. is a bit of a mixed bag. I don't want to spoil anything too much, but the primary idea behind this character was a result of a conversation I had with my brother in regards to something called "Instrumental Convergence". For those of you that don't know, Instrumental Convergence posits that an intelligent agent with unbounded but apparently harmless goals can act in surprisingly harmful ways. Or in layman's terms, a machine or artificial intelligence can potentially endanger human lives as a consequence of being given simple tasks. To give you an example, let's say that you create a machine that's only purpose is to create paperclips. Sounds good, right? Well, let's say that the AI runs out of metal to use. It still wants to make paperclips, so it looks for other materials to use instead. And as this cycle continues, you eventually figure out that the AI may in fact look towards biomatter like skin and bones to use in the future. That would obviously be very bad for humanity as a whole, so it's time to shut this machine down. Well, the AI figures out that if it's shut off prematurely, it can't make paperclips, which would be in violation of the directive it was given. Therefore, the AI has no choice, but to eradicate all human life on the planet to keep making more paperclips.

Using this idea as a basis and reading up on the story of Frictional Games' SOMA and its approach to artificial intelligence, I wanted to create a machine that was built for one purpose; protecting and perfecting humanity. How would the machine interpret this directive? How does this machine know what it means to perfect people? How does something that was created by imperfect beings know what it means to be perfect? From this concept, A.E.O.N. was born; the Artificial Ecological Overseer Network of the city of Niravasi.



The Survivor

Now we get to our adorable little protagonist, Mura. Antherian Archaeologist and Explorer Extraordinaire. So what was the founding basis behind this little guy? Well, that's a little harder to explain clearly, so I'll try my best to summarise it up as best as I can.

So before Mura was, well, Mura, I wanted to create a character that was significantly out of place within the Lost City, but still intelligent enough to rationally get himself out of some nasty situations. While working on BLANK, my intention was to create a young girl that was largely naïve and eager to protect her hometown of Finima, but still strong enough to face some of Transech's more horrific opponents. But when BLANK was released to the general public, one of the biggest points people made was that Veta as a character was surprisingly short-sighted and dim-witted at times (with Let's Players often calling her "not very smart" or "very, very dumb"). While this did initially end up working well with the setting of the game, I really wanted to avoid making another character like this, so I got to work on drafting up a character design that would fit better with the new narrative I wanted to create.

I knew I wanted the character to be skilled enough in their craft that they could still get around, despite being put in such a horrible situation. I also wanted them not to be human to better reinforce the concept behind wanting to explore an ancient city in the first place. If you were an explorer and discovered some alien ruins, wouldn't you want to explore them to your heart's content? Also, they needed to have both a recognisable and charming design that would contrast against the darker environments that the game would explore. One of my earliest concepts was a Jackal-like human that could run long distances. I ended up scrapping this design as it looked too goofy compared to the rest of the game's setting. Unfortunately, my solution behind Mura's design would come from the tragic passing of a Cat I absolutely adored; an adorable ball of fluff called Pooka. Thinking back on it, a cat was the perfect candidate to use as a basis for Mura's character. cats are naturally agile and perceptive creatures and hold the ability to walk across large stretches of land, all of which I wanted my game's protagonist to have. Plus they're a cat, and most people love cats.



That's about it for this Devlog for NIRAVASI. It was a lot of fun writing this one and I'll definitely be talking a bit more about some other concepts/designs I had for the project in the next Devlog. But with that said, thank you all so very much for reading and I hope you all have a pleasant day.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (24/02/2022): Royal Etiquette



Hey everyone,

I'm back with another NIRAVASI Devlog to discuss with you all today. But first I want to apologise for the delay with this Devlog's release. I was all ready and prepped to get it out on Tuesday, but unfortunately fell into a rather sour mood later that day. Because of that, I couldn't really find the energy/enthusiasm to sit down and properly convey my thoughts in written form. That's why I decided to take a few days off to relax a little bit and regain my thoughts (as well as play some Destiny 2 in lieu of the new expansion's release). But you're not here for that, are you? You're here for NIRAVASI news.

In the previous update, I announced that the Perfection Complex Demo was going to arrive soon, as well as discuss a little bit about the Palace of Nira Ishan, the final level of NIRAVASI. For this update, I'm going to go over a few more things, before getting deep into narrative details in regards to the Palace of Nira Ishan level. Let's get into it, shall we?





Perfected Demonstration

On February 16th, I announced that work on the Perfection Complex level was finally complete and that I would be sending out Demo builds within the hour. As of this point, the 6th Level of NIRAVASI is finally free for all players and available to get your hands on. I'm particularly proud of the work that's gone into this level, so I'm eager to see what all of you think of AEON's maladaptive lair of doom.

But it's also come to my attention that over the recent months, a number of you are all holding off from indulging in Demo spoilers and instead patiently waiting for the final release to make its debut. That's definitely an understandable position, considering NIRAVASI at this point is almost complete (recent playtests of the game have logged the journey between Levels 1-6 at the 2-4+ hour mark).

That's why I'm making the announcement that from this point forward, there will be NO Demo Builds for the Palace of Nira Ishan Level of the game openly (Demo and Full). While it's important to gain player feedback in regards to the design/feel of these levels, it just wouldn't sit right with me if the latest Demo build of the game was in fact the very ending of the adventure I set out to create over a year ago. NIRAVASI is my first real attempt at releasing a commercial product, and I don't want Full Builds of the project just being sent from person-to-person for free. I'm incredibly thankful for the support you've all given me so far, but it's coming to the point where I'm ready to release the game in full to make its mark within the industry. I apologise to anyone hoping for a Full Build of the game when the Palace of Nira Ishan is complete, but this is a decision I believe will snuff out any complications in the future.



Forgotten Legacies

Now that we've gotten that out of the way, I think it's time we spoke about what it is you'll find within the Palace of Nira Ishan. Right off the bat, it's the highest point within the city of Niravasi, and where you'll find the core of AEON, its caretaker. Once serving as the home of Emperor Nirav Ishani, the Palace of Nira Ishan was built as a testament to all that was great with humanity. But as the twilight of the Great War descended upon its people, the raw and ugly side of the city's denizens came to light. In combination with the planet of Aetherius breaking apart, the Palace found itself quickly falling into ruin.

But when Mura arrives at this place, it's anything but abandoned. You see, in an attempt to revitalise the spirit of the city, AEON did everything in his power to recreate the experience of what life was like back in humanity's prime. As you might expect from an Adventure/Horror game like this, it doesn't really go so well. Sure, it looks the part from a quick glance, but it's all wrong upon closer inspection. Whereas the Palace was once a place of wonder and enrichment, it's now become a desolate mockery of its former glory. Empty rooms filled with the memories of those long-passed, Proxies mimicking servants, etc. But most importantly, the Imagos that patrol the empty hallways, stuck in an eternal limbo.

Some of you may remember from my previous Devlogs that I introduced a mysterious new robot in the form of the Imagos. Where once their purpose was unknown, the truth behind their creation is revealed in this final level of the game. I won't get into too much detail about this, but just know that they'll certainly freak you out when you spot them for the first time.



Calm After The Storm

Right off the bat, the Palace of Nira Ishan won't be like any of the other levels you've played through before in NIRAVASI. Within the Palace, you'll find a slew of AEON-controlled robots, but none of them will pose a fret to you. After escaping him for so long, the overseer network of Niravasi has developed a sort of admirable respect for the player, and officially invites you to showcase the wonders that humanity as a species had to offer (as well as tell you why you're a horrible person). As such, you'll not actively be chased by CALI or any of the other machines in the game here.

There'll still be some moments of danger (particularly towards the conclusion of the Normal Ending), but for the most part, you'll be safe to explore the halls of the Palace in peace. This will be a very narrative-focused level by design, so there will be lots of areas for the player to explore and interact with. All that will be required of you is to visit one of the four places that AEON wants to show you. If, however, you decide to visit all four of these places, there'll be a little surprise waiting for you.



That's it for this Devlog update for NIRAVASI. I'm sorry if it wasn't as meaty as some of the others, but it's really due to a combination of both starting work on a new level, and getting things prepared for the game's release. There's still a lot of pre-production work that needs to be done, so I can't really show you anything concrete at the moment. Other than, I hope you all have a good weekend ahead and I'll post another Devlog later on.

Kind regards,
Angus (Sangos)

Announcement

NIRAVASI: Perfection Complex Demo (OUT NOW!)



Hey everyone,

At long last, I've finally updated the last Demo build to that of the game's 6th Level, the Perfection Complex. As always, you can find the update demo link on the Downloads page. As a friendly reminder, this is only a playable demo for the sixth level of the game ONLY.

There's no additional video to go along with this release, as a lot of work went into both the visual and narrative design of this demo. Please let me know what you think as you play along this build.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (08/02/2022): Time's Up



Hey everyone,

Welcome back to another Bi-Weekly Devlog update for NIRAVASI. In the last Devlog, I spoke about releasing these updates on a bi-weekly basis, some more work on the Perfection Complex, as well as a little teaser of things to come. For today's Devlog, I'm happy to announce that I've finished the rough build of the Perfection Complex. Sounds awesome, right? Let's dive straight into it.





Perfect Ending

So after a solid month of focused development, the Perfection Complex level is officially done! From the starting area of the level, all the way to the escape sequence at the end, the Perfection Complex can now be conquered without hassle. But it's too soon for celebrations, as there's still some more work to be done before I can officially wrap things up as being "complete". Tomorrow, I'll be sitting down and playing through the level to see if I can spot any huge bugs that can potentially either soft lock the game or detract from the player experience overall. Additionally, the Perfection Complex is perhaps the most narratively intensive level (so far), so a lot of work went into the dialogue between Mura, Clovis, AEON, and an old friend. My biggest worry here is that certain scenes won't too flow well and come across as either being cheesy, or poorly written (or even both, which is EVEN worse).

Aside from that, I'm extremely proud of the work I've done for the Perfection Complex, and I can't wait to start showing everyone the kind of place they'll be visiting in the next week (Spoiler Warning. There is one REALLY messed up scene that still gives me the shivers, so mentally prepare yourselves for that).



Heart of Niravasi

At long last, the time has finally come to talk about the very final level of the game. The last trial that the player must overcome in order to escape the lost city and complete the game. For those of you that are having trouble remembering this, the final level of the game is known as the Palace of Nira Ishan. Most of you will have seen it from the distance, but never from close-up. In Niravasi's story, this grand palace served not only as Emperor Nirav Ishani's home, but also as a testament to the wonders humanity as a species could accomplish. Nowadays, it serves as AEON's vile nest, and where you must go to escape the city once and for all. I'm not ready to talk about what it is you'll find up there exactly, but just know that it won't be exactly be what you're expecting.

As for the primary gameplay loop of level, you won't actually be hunted by AEON and the CALI unit for the majority of the time. A large portion of this level's design instead will come in the form of finding out the origins behind the lost city's creation, as well as the humble beginnings of its mysterious ruler. You'll also uncover more information in regards to AEON's past and experiences with Nirav Ishani, as well some hints at a potentially darker secret hiding behind the great machine. But I'll keep that stuff all hush-hush until we get there. Either way, I'm really looking forward to starting work on this level, and I hope to do it the same kind of justice as I did for the previous levels of the game.



Wrapping Things Up

As the game draws closer to its conclusion, I'm beginning the process of wrapping everything up in regards to the marketing side of the game. I've saved a list of the potential parties interested in covering the game, as well as redrafting certain aspects to the game's online presence (Website Overhaul, New Press Kit, etc.). Additionally, I'll start looking into getting the game's Steam page completed, as well as updating the various other pages the game will be featured on. Finally, I'll be working hard on making a brand new Demo for the game that'll present all of the ideas and themes seen in the game in full fruition. Don't worry, it won't be as long as the Kickstarter one this time. I've learnt my lesson there, I promise.



That's about it for this Devlog update. Sure, It wasn't as meaty as the previous one's, but I'm pretty burned out from all the work I've been doing with finalising the Perfection Complex and just need a little break to clear my head to better work on the Palace of Nira Ishan. Either way, thank you all so very much for reading and I'll update you again in the next two weeks.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (25/01/2022): Special Complex



Hey everyone,

Welcome back to another Devlog for NIRAVASI. This time (and for the forseeable future), these update posts will no longer be Weekly, but Bi-Weekly, meaning that there will be a new Devlog post every two weeks instead. I'm also happy to announce that a significant amount of progress has been made since the last Devlog and everything is looking absolutely grand going forward. But enough about that, let's get straight into it.





Twice As Long

So yeah, the Bi-Weekly Devlogs. What's that about, you ask? Well, I think it's pretty clear in the message itself. From this point going forward, the Devlogs for NIRAVASI will be released on a Bi-Weekly basis instead of a Weekly one. The primary reason for this decision is that it's difficult to find stuff to talk about for the game's development every single week. I know I often used those content-dry updates to talk a little about the concept/goals of the game, but at this point, I think I've already established what it is I'm looking for with this project's release. Not only that, but writing these Devlogs does take a lot of my time (uploading to the different Social Media sites) and it's getting to the point where it's burning me out a little bit.

That's why from this point on, the Devlogs will be released every second week. This is far more manageable for my schedule (and mental health), and it also means that I'll have more content to show and talk about each time I release a new Devlog. As an example, I have quite a few things I'd like to talk about in regards to the 6th Level of the game, which I'll be happily discussing underneath. That being said, I apologise to anyone who enjoyed reading these updates every Tuesday, but I hope that you can understand that this will be better for everyone in the long run.



Twisted Motives

Since the previous Devlog, I have made a significant amount of progress with working on the 6th Level and I definitely foresee it being complete soon, either sometime at the end of February, or in the beginning of March. For those of you wondering why it's taken less time to work on this level, you'll have to remember the statements I made in the previous Devlogs. In terms of scale, the Aruvi District was by far the biggest level in the game. From the entry streets to the TEKMO Tower itself, there was a lot of stuff to work on for that level. With the Perfection Complex, however, it's much smaller in scale and size, but requires a lot more visual assets as it's the one level where the big reveal comes along in regards to AEON's endgame plan. I don't want to spoil anything here, but you may have caught a flew glimpses of it in the form of the Imagos.

My only big worry for the Perfection Complex level is maintaining player interest. As this is the second-last level of the game, it serves as a big climax point for NIRAVASI's narrative. As such, a lot more work will be going into the presentation of the level, as well working on the atmosphere I want the players to be invested in. However, the gameplay loop of this level is fairly simple and does not involve as many enemy encounters as the previous levels (save maybe for the big escape sequence I have planned out in the end). I've tried my best to offset this potential hiccup with both disturbing visuals and a plethora of lore bits to indulge in, but rest assured, my central narrative design philosophy remains the same. You do not have to look at the story of these optional terminals to understand just what it is that AEON is after.



Horrific Direction

The Perfection Complex is also perhaps the first real big demonstration I have for the players in regards to following up with the really dark narrative direction I talked about in previous Devlogs. Here, in AEON's central base of operations, you'll find not only how the malevolent AI treats its guests, but also understand the nature of the horrific experiments of which both him (and the Synergeni company in the past) conduct on their subjects. In fact, my good friend (ZeeMadMaverick) has recently sent me two facial sprite frames of a certain character you may remember suffering a horrible fate. It's an extremely gruesome image, and I have to be careful about how I present it to the audience (I want to shock them, yes, but I don't want it to be overtly gruesome that it turns them off completely). Nevertheless, I'm really proud of the work he's done here, and I hope you will be too.

On the flip side, I've recently gotten into contact with Adam Halpin (NIRAVASI's composer) and have begun requesting/commissioning the next batch of tunes that will be used for NIRAVASI. As the game nears its completion (excluding the Endings), I feel that it's important to get everything on the supporting side of the game's development done before its inevitable release. Unlike the Title Screen music, I do not wish to reveal the tunes that'll be used publicly until the next batch of demos (and Full game) are released. Nevertheless, this is all just very early talk and we'll have to see what happens in the next few weeks/months.



Thank you once again for joining me for another NIRAVASI Devlog session. This one was a lot more different in terms of the style of writing as compared to the previous Devlogs, but I suppose that's just the nature of the beast. From here on out, you're going to be seeing a lot more progress in both the work and my excitement for the game's upcoming release. There's also still many things I need to get sorted out before then, but the fact that it's in-sight and coming quite soon is a little nerve-wrecking. Nevertheless, I'm really excited to see how it all pans out, and I want to thank everyone that's supported the project so far. NIRAVASI wouldn't be where it is today if it wasn't for the support you have all given me and the project. Anyway, I hope you enjoyed reading this Devlog and I'll see you again in two weeks.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (11/01/2022): New Year Shenanigans



Hey everyone,

It's crazy to think that it's been over a month since I last made a Devlog Post for NIRAVASI. Not only that, but we've finally entered the brand new year we call 2022. How time flies, really. Feels like it was only a few months ago since I started this project's Kickstarter page, and what a crazy amount of progress that's been made since then. But enough ice breaking, let's get straight into it.





New Year Reflections

It's been almost a year since I launched this Kickstarter page for NIRAVASI (January 26th, 2021) and a lot of progress has been made since then. Mura and all other NPCs (excluding AEON and other AI) got a brand new makeover, we got to see the streets of the ancient city and what life was like before it fell, and now we're finally getting the chance to see exactly what it is that AEON's been up to since the fall of the world of Aetherius.

And it's not just new additions that have made their way into NIRAVASI's development. We've also experienced several pieces of new media within the project, including a brand new piece of artwork for the game that'll be used for the game's promotional materials going forward (by the incredibly talented artist, jamaridraws: https://www.fiverr.com/jamaridraws). Check it out below:



I'm also extremely happy to announce that I've essentially completed both the remaining narrative plotlines for the last two levels of the game, as well as figured out how I wanted to approach the game's Secret Ending (The Path of Enlightenment). I will be providing more details in the coming months, but know that the end of the game is very nearly in sight and I hope that I as developer will be able to reach that end smoothly (without any major hiccups).



Holiday Moments

Naturally the holidays have come to pass and we're now all returning back to a sense of normalcy in life (save for those of you that REALLY love the Easter Holidays). I myself had a wonderful time these holidays, with the exception of a little bugger near the end that managed to get itself sorted out in the end. But I'll soon be returning back to a normal working schedule and when that happens, you can expect me to be cracking on big-time with work, ensuring the Perfection Complex and Palace of Nira Ishan will be just as beautiful as the previous levels of Niravasi are.

I also managed to make good use of the time that I had to produce some assets that'll be used for both levels, which ultimately gave me a head start with things. That (hopefully) means work on the Perfection Complex won't quite be as arduous as I'm envisioning it to be, but who knows? I'm just thrilled to finally have the chance to crack on the level I know will have the biggest story-related bombshells. Let's talk a bit about those narrative ordinance moments.



Perfect World

After months of work and preparation, I'm finally at the point where I'm working on the Perfection Complex itself. This is AEON's central base of operations and where you'll supposedly find the remainder of Mura's team (the ones who landed in Niravasi with him). It's an incredibly dangerous place to be in, considering it's the belly of the beast (in a metaphorical sense, of course). But thankfully, you're not alone in this venture. After helping him escape AEON's clutches within the TEKMO Tower, your buddy Clovis is now happy to return the favour and help you find your team. He won't be able to physically follow you (he is injured, after all), but he'll still be around to give you some friendly bits of advice. And you're going to need all advice you can get if you want to get out of AEON's lair unharmed.

Now what actually was the Perfection Complex before AEON got his nasty robotic hands on it? Well it used to be the central place of operations for the Synergeni Corporation, one of the city's most well-known businesses. Whereas TEKMO focused on digital/technological developments, Synergeni instead focused more on the development of medicinal and biological products to better the lives of the people living within the city. But as war ravaged the planet, the higher-ups of Synergeni began withdrawing all business operations, looking instead to help preserve what remained of the human race. Starting with a project known as the ARK Initiative, Synergeni hoped to gain a foothold into the market of human survival. Because hey, why can't the lives and wellbeing of the people also be making a profit?

Unfortunately and unsurprisingly, you'll find out that not all was going well within the walls of Synergeni. And who knows, perhaps a certain malevolent AI was partially responsible for it? Then again, he's a bit too pre-occupied with perfecting humanity after all.



That's it for this Week's Devlog for NIRAVASI. There's still a lot more I want to talk about for the project, but we'll be getting more into it as the days/weeks go by. I'm incredibly excited with knowing the project's nearing its endgame and I hope that enthusiasm can be put to good use. As always, thank you all so much for reading and I'll talk to all later soon.

Kind regards,
Angus (Sangos)

Announcement

NIRAVASI: Aruvi District Demo (OUT NOW!)



Hey everyone,

As promised, I've finally released a playable build for the Aruvi District demo for all of you to enjoy. You can find it updated on the Downloads page. As a friendly reminder, this is only a playable demo for the fifth level of the game ONLY.

Also, if you haven't seen it yet, I've also finally released that Analog Horror Promotional Video for the game. Take a look at it here:



I'll still be following through with my plans I listed last week, but have no fear, as I'll still be keeping an eye on things if there's any cataclysmic faults that occur. Anyway, I hope you all have a wonderful Christmas and a Happy New Year.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI: New Year Update

Hey everyone,

I'm really sorry about not keeping you all updated in regards to NIRAVASI-related development this past week. Life's been pretty busy for me and will likely continue to be like that until the middle of January 2022. If you're wondering why that is, allow me to elaborate .

Currently, I am spending the holidays in another country and will be here until January 8th. I still have access to my work laptop, yes, but I will also be taking the time celebrating both Christmas and the New Year. Because of that, development of NIRAVASI has sadly stagnated a little. Don't worry though, as a number of new developments have been made since then.

Aruvi District Complete

Yeah, you read that right. The 5th Level is finally been complete, meaning the game's now around 75% finished. What's more, the Aruvi District was by far the biggest level in the game, meaning with its completion, the last two levels should be fairly quicker to develop (Don't quote me on that, though. The last two levels are still pretty ambitious in their own right). However, I won't be releasing the Demo Build for the Aruvi District just yet. There's still a few more changes I want to make (which I will talk about down below).

TEKMO Training Video

So it's been a while since I last talked about the TEKMO Employee Training video that I was working on to help promote the game. Now the first-half of that video has been complete for a little while and it was really more about dedicating time into finishing the development for the second half of that video. But as work on the Aruvi District continued, I wanted to ensure a satisfactory release for that level, so I put the Analog Horror video on hold until the Aruvi District was complete. Now that it is, I've decided that now would be the best time to continue production of the video.

Bug Fixes + Gameplay Improvements

Like all major Demo build releases for the game, I like to demonstrate to my audience that I continually monitor both feedback and bug reports as a means of showing everyone what their involvement in the project can accomplish. With the upcoming release of the Aruvi District, this process is no-different.

When playtesting NIRVASI, I noticed some slight interruptions in the game's framerate, but didn't think much of it at the time. However, when seeing other players with lower-end hardware attempt to go through these levels, it lead to situations where the lag made the game borderline unplayable (this was most prevalent within the hallways of Lotulanda). I can now hopefully say that thanks to some rigorous bug-fixing, I've solved the issue responsible for this. Out of bounds (where the player can't see), both the SARA and CALI units were positioned in such a way that when a certain event triggers, they would immediately teleport to a designated spot. This is a fairly common trick to use in RPG Maker, but in doing so, I forgot to remove the light sources associated with those events. Because of this, the game kept trying to render light-source interactions that occurred out-of-bounds, leading to an increase in the visual traffic. To fix this issue, I've gone through every location in the game that involves either CALI or SARA, and systematically changed how their lighting is generated on a map.

And it's not just bug-fixes that have been made. Several improvements in the clarity/visuals of the game have also been added. One such notable example is the use of flashing icons within the Stepwell of Dhara Hanirr. I often noticed during playtesting that players who worked through that level often had a tough time figuring out the objective of the level. To combat this issue, I made it so that if a Main Lever in a particular Wing was pulled, all the murals of that sector would begin to flash, indicating that the puzzle of that area had successfully been completed. There's a lot more changes I've made in the backend as well, but we'll keep those hidden until a later date. For now, just take heart in knowing that your feedback continues to lead to the development of a better game.

Release Date

Now this is an issue I've been debating on for quite a while, but one I feel is important to address to everyone that's following the project. So as it stands, I do not confidently believe that I will be able to meet the deadline that I had planned for the final game's release (February 2022). The game is not nearly at the stage where I still feel it's viable for a Full-Scale Release, and I fear that attempting to rush/crunch the game's development to meet that proposed deadline will lead to disaster. For context, here is the work that still needs to be done for the game.

Complete the final two levels of the game (The Perfection Complex and The Palace of Nira Ishan).

Finish developing both the Normal and True endings for the game.

Completing the ambitious post-game experience, "The Path to Enlightenment".

Complete promotional/marketing material for the game's release.

Contact Publishers/Journalists/Consumers in regards to pitching release copies of NIRAVASI.

Stamping out major bugs/flaws with the game to ensure a stable release (Certain Bug Fixes will likely come AFTER the game's release. For instance, V1.1, etc.).
Ensuring everyone following the game's development knows when the game will be released.

Finalise the Steam Page for the Game.


In consideration of all these factors, I believe a more viable release date for NIRAVASI will come either at the end of March 2022, or at the beginning/end of April 2022. I apologise if this news is disheartening for those looking forward to the original date set, but I feel that as a developer, it's more important that I ship a game that'll give you all a great experience, rather than one complete with a shoddy ending and anti-climactic endgame experience.

And that's really all I have to say. I'll definitely have more information to talk about when the new year comes, but I don't believe I'll be releasing any new Devlogs for the project until then. If you want to keep up to date with the development of the game through other means, you're always more than welcome to check out both my Twitter and NIRAVASI's GameJolt page for new updates. With that said, I hope you all have a Merry Christmas and a Happy New Year.

Kind regards,
Angus (Sangos)