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Announcement

NIRAVASI: Better luck next time! (Kickstarter)



Hey everyone,

Sorry about not posting an update earlier yesterday; I had a pretty busy day of both driving and walking around. As I’m sure you’re already aware, the Niravasi Kickstarter campaign sadly did not reach its goal of £3,000 and those that backed the project have had the funds they pledged to the project return to them.

While I am a little down about the project not reaching its goal, I still believe running this crowdfunding campaign was a great success to the health of this project as a whole. The campaign helped to generate a LOT of interest for the game and even led to a number of articles being written for the game, as well as a number of people that would be interested in seeing how far this project goes.

NIRAVASI’s Kickstarter Campaign reached a grand total of £1,266 out of the £3,000 goal, which amounts to over 40%! For a Kickstarter Campaign for an RPG Maker game by a unknown self-made developer, that is an incredible result and I’m extremely to see that there are many of you out there that have hopes for the project in the future.

As I promised before, everyone that backed the project will still receive their backer rewards (regardless of the campaign’s funding being unsuccessful). Consider it my thanks for helping to support this project despite everything that’s gone awry during the project’s development.

My plan now is to continue development of the game as is, as well as continue to monitor this site (and all others the project is hosted on). The Weekly Devlogs will still be continued to be published here and you can also expect the Video Devlog for this coming Tuesday. As for how to manage some of the funding bonuses, I’ll figure that out as we go along.

But for now, thank you so much for all the feedback and lovely comments you’ve given me; I really do appreciate. Let’s make this game into something truly special!

Kind regards,
Angus (Sangos)

Announcement

NIRAVASI: 48 Hours Remain (Kickstarter)



Hey everyone,

We're nearing the very end of Niravasi's Kickstarter Campaign and what can I say? It's been a heck of a ride! Throughout these past 2 months, a lot has happened for the project. We've seen the introduction of a brand new Health System, a new Charge-based system for the Flashlight, a revamped introduction and best of all, the introduction of the city of Niravasi proper.

All of this wouldn't have been possible if it wasn't for all of your wonderful feedback and support you've given so far! From simple comments and suggestions to full-blown videos, it's been absolute joy seeing how all of you have taken the project. But know that this will not be the end of Niravasi, but just another additional note in the chapter of its development. For these next 48 hours, I'll be keeping a close eye on everything, so if you have any suggestions/comments you'd like to make, please feel to let me know!

And was we reach the apex of the final deadline for the campaign, please feel free to spread this project around to anyone you know that would enjoy it! That's what I'm going to be doing, after all!

Come support the game here:


Thank you so much everyone, and have a lovely day!

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (23/03/2021): Future Prospects



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Hey everyone,

Once more, we enter another Weekly Devlog update for NIRAVASI. The end of March will soon be upon us and with it, the ending of this game's Kickstarter Campaign. Yesterday, I made a post stating that the campaign will be ending on March 27th 2020. I want to thank all of you that backed/followed the project so far, as well as play the game's demo for yourselves and offer me integral feedback on how the game looks/feels/scares. Without your assistance, the game definitely wouldn't be what it is now (surprising, considering the game's not even out yet). If you haven't done so already, please feel free to spread the word on NIRAVASI to your friends/family/colleagues/rivals if you haven't done so already. The last 48 hours of a Kickstarter project are perhaps the most important of a campaign, so let's knock this beast out of the park, shall we? Anyway, let's temper expectations a little and start talking more about Ishani Bazaar, as well as what to expect next week.





A Grim Tale

As I've mentioned before in previous Devlogs, the next area that players will explore after the Stepwell of Dhara Hanirr is the Ishani Bazaar, which acts as a starting point for your adventure into the cursed city proper. As you might've been able to tell from both the Kickstarter Campaign and occasional teases I post on my social media channels, Ishani Bazaar is far more modern in its design that the moniker of "ancient city" would let on. Within this place, you'll find trainlines that are still running, flashy convenience stores, an old cinema plex and even a quaint little park. All of this will eventually lead the player into gaining access to the Athenaeum, the reliquary of knowledge for the humans that lived in the city, as well as the very next level players can expect to see in-game.

But you won't be the only one exploring these once bustling streets. As you might expect, the city is under constant watch by a crazed artificial intelligence that wants you super-dead. You should be thankful though as AEON does not have direct access to any of the machines in Ishani Bazaar. The artificial intelligence was installed fairly late in the lifecycle of the humans that lived in Niravasi, so he was not properly installed in these lower segments. However, to compensate for this short-coming, AEON has dispatched many robotic proxies to patrol its streets and maintain order. You've seen them already, but now they'll be even more deadly. For most of the Proxies and Sentries you find in Ishani Bazaar, they'll all be linked to AEON. If a single one detects you, CALI the Harvester will be alerted to your position and will be there in half-a-minute's time. The only way to escape it (other than to die, but who wants that?) is to get yourself into a Protection Shelter. These cool devices will be able to protect you from the Harvester's rage and allow some breathing room for the players to regain their composure.

Finally, there will also be other secrets that'll obstruct your path within Ishani Bazaar. I don't want to spoil any details here, but just know that the idea of supernatural forces being present in the city shouldn't be batted away as just being superstitious nonsense. You are standing on the bones of a long-dead empire, after all.



Direct-to-Video

I know this won't really come out as a shock to any of you, but I've decided to hold up to my end of the bargain and go on with developing the Video Devlog idea I brought up a couple of weeks ago. While I understand this may take a little bit of time of development away, I think it'll be a far more engaging way for all of you to get a visual look and understanding of my thought process when working on this game, as well as a way to recap and showcase everything that's been worked on in the previous month and show how the changes will affect the future of the game as a whole. The format I'm thinking for this is that I'll start things off with a quick introduction, talk about the Kickstarter campaign as a whole, talk about the work I've done with Ishani Bazaar so far, talking about the changes that have been made since the last demo's release, before finally wrapping things off with a farewell. There will be a few other things I plan to work on over this week and the next, but I'll keep it all fairly hush-hush until then. Until then, feel free to gush at the pictures I've taken so far, including this lovely little gem.





That's about it for this week's Devlog. Sorry this one was a bit shorter than the last, but I wanted to keep things fairly minimal so that the video Devlog next Tuesday will have A LOT more to show when the time comes. Also, we still only have a couple more days left until the Kickstarter Campaign ends, so feel free to keep posting news about this game to everyone you know and see if we can break big at the last stretch. Until then, I hope all of you have a wonderful day/evening and I'll speak to you again very soon before the campaign's end.

Kind regards,
Angus (Sangos)

Announcement

NIRAVASI: Not long to go now! (Kickstarter)

Hey everyone,

Niravasi has only a few more days to go until its campaign ends on Saturday 27th March. If you like the look of this project and want to help support its development, feel free to take a look at the Kickstarter's page here!

Come support the game here:


Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (16/03/2021): Heart of Darkness



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Hey everyone,

Once more, we take a sit back and talk about this beautiful gem of a game in more detail. As you saw the announcement earlier on the weekend, NIRAVASI's Kickstarter campaign is almost at an end and what an experience it's been! Since I first showed this project to the world, I've received so many kind words of appreciation from everyone that's played the game, as well as a ton of user feedback and critiques. I cannot stress how amazed and thankful I am to everyone that's backed/followed this game so far and I promise you, your support will only continue to make this game EVEN better. Let's take a look at exactly how your feedback's been taken into consideration.





A Heartfelt Reunion

Wait, what? What the heck is that thing on the bottom-left of the screen? Well my friends, that would be a HUD (Heads-Up Display). You've seen plenty of these if you play video games, but one was notably absent from NIRAVASI's earlier builds. That was because at the time, NIRAVASI did not need one. But following your critiques, I've gone back to the drawing board and gone out of my way to include some new gameplay mechanics that I hope will only enhance the urgency of safety and conservation. Let's talk about how this HUD works and what you'll need it for.

Displayed in the HUD are two important details that player's will need to keep track of. Your Health Bar and your Flashlight Charge. Previously in NIRAVASI, all encounters with the robotic enemies of the city would result in an instant game over, which I believed would enforce the panic element I wanted. To remedy this spike in difficulty, the robots would move slowly and predictably. This was by design, as it would feed into the next big gameplay mechanic in the form of The Harvester (who I talked about in a previous Devlog). But as development on NIRAVASI continued, it became clear that this was more frustrating for players as they felt that if they were backed into a corner, all they could do was embrace death. To avoid situations like that, I ultimately decided it would be best to go back to the drawing board and redesign how encounters with them would work.



Now, instead of dying immediately, Mura will take damage from the mechanical fiends. Just how much damage, you ask? Well that will depend on the robot you're facing. Mura will now have 9 hearts worth of health in total, so he can certainly tank a few hits. The robots you face in the beginning will deal 1 heart's worth of damage, while the more corrupted variants will deal 2. But make no mistake; I'm not that forgiving as The Harvester and Sentries will still be able to instantly kill the player (The former because it's a threat that plays a pivotal role in the game's mechanics and the latter because you deserved to be punished for dying to a Sentry of all things).

Then we have the Flashlight Charge. As players traversed the outskirts of the cursed city, they often found themselves keeping the Flashlight on as it held no negative consequences of doing so (while some were tricked into thinking it made it easier for the robots to find you). Now, I'm going to be a callous game designer and force you all to savour the taste of your light-projecting buddy. Now when you have your Flashlight out, it will slowly drain out of energy before running out. When it does, you'll find yourself alone in the dark with little-to-no help. Have no fear though, as there is a kind little catch.



The SV Terminals you find within the game will now allow you to instantly regain all of your Health, as well as your Flashlight Charge. To further help you out with finding these holy grails, SV Terminals now have a lovely green glow around them to help you find them in the darkness. And it's not just these magical devices that will start glowing; some environmental objects will do this too.

In order to help players see through the nasty dark corridors of NIRAVASI, I will be including a lot more sources of light for the player to use to get out of a very dark spot. Some will be as simple as a static light in the environment, while others will be the kind of mood setters that'll make you feel worse. I understand that this is a very significant change to the game at this stage and will be keeping a constant eye on how things develop over the weeks. But I'm confident that these changes will be for the better in the end!



A Sound Plan

So I heard on the grapevine that the sound effects in this game may be a little too loud at the moment. While the options of adjusting these values individually is in the menu, I agree that things are a little too much at this point and have gone back and tweaked the volume on all the sound effects in the game. Right now, this is a fairly rough change and I will have to keep an eye on things, but for clarification, the animals in the swamp won't be making so much sound that the nice music will be drowned out.

As for the sound effects of the robots themselves, I still want to keep the unnerving sound effects that they project, but also understand that they can be a little too obnoxious at times. As such, I'll be continuing to tweak and adjust them as development on the game goes on. But let's make one thing very clear; I love the Sentry's cry and refuse to change it! (But I will lower it, just to be nice).

Optimising Life

With the work I've done on the HUD, I've also gone ahead and made some other changes that aren't as significant, but do add nice little details to certain areas of the game. Here's a few examples just to name:

Edited wall geometry in some map instances to better increase visibility in areas.

Added tile textures in certain indoor instances to better increase visibility of the exit doors.

Added borders around said doors to increase the visibility EVEN more.

Added additional interactive events to better scare the player in certain maps.

Reduced volume (even entirely) of background ambient sounds to better immerse the player in darker environments.


Those are really all the ones I can think of in the top of my head; many more are hiding in the dark corners. What they are, you'll just have to find out yourselves! :)



That's all I have to say for the game so far. I know I've taken a bit of time away from developing Ishani Bazaar, but I can say with confidence that the work I've done in that area is already extremely impressive. You probably saw some of the shenanigans of the work I've been doing on my social media pages, but those are free to view at your own leisure. With that, I hope you all have a lovely week and I look forward to chatting with you again at my next weekly Devlog!

Kind regards,
Angus (Sangos)

Announcement

NIRAVASI: Kickstarter Campaign has Two Weeks Left

Hey everyone,

Thank you all so much for supporting NIRAVASI so far. Right now, the Kickstarter Campaign stands at £1,136 out of the £3,000 goal. But we’re two weeks away from the campaign’s deadline and this last push needs to be a big one. If you (or anyone you know) wants to support the project, please consider following the project and maybe even back it (as long as you’re comfortable doing so). Any attention for the project from this point on will be really appreciated.

Come support the game here:


Kind regards,
Angus (Sangos)

P.S: Happy Mother’s Day for all of you living in the UK. :D

Progress Report

NIRAVASI Devlog (09/03/2021): The Winds of Change



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Hey everyone,

Hey everyone,

Once again, we're back together again for another weekly Devlog for NIRAVASI. Last week, we talked a little about AEON, the malevolent artificially antagonistic machine that watches over the ancient city. This week, we'll be talking about something a little more mundane. That's right, we're going to talk about little old me! Well, no, this Devlog's not going to be entirely about me, but I do have some important pointers to make regarding the future of NIRAVASI's development. Anyway, let's get to it!





Alone in the Dark

Development on the game's third level (Ishani Bazaar) is going very well. While technically challenging at times, the results that have born fruit are incredible. I have successfully completed the largest chase sequence in the game with CALI, the Harvester. After that, my work focused on designing the set piece that comes after it. At first, it was difficult including this piece into the game and making it work, I finally managed to achieve a fantastic workaround that I'm sure you'll agree is pretty damn incredible. Don't let me convince you with my words alone; take a look!



Relocation

While working on NIRAVASI, some significant changes have happened in my life recently that will continue to impact the work I do for the game. As a result of COVID-19 restrictions easing up within the UK, my girlfriend has successfully managed to return from Hungary to see me again. Furthermore, our current living arrangement has been adjusted to ensure that the two of us can live within the property comfortable. Because of this, I have moved all of the equipment I use to develop my game into a new office, where I am dedicating myself into working on this game full-time. While I will be continuing to keep tabs of user feedback and other things on Social Media, I will be mainly working on this game from 9am-6pm from Monday to Friday each week. Weekends will be used as a way for me to relax, as well as spend more time with my family and girlfriend.



Nearing the End

As I'm sure most of you that are following this project are aware, NIRAVASI is currently entering the endgame of its Kickstarter campaign. Starting on January 21st, the game has already reached an incredible £1,126 in backer funding. I am incredible thankful and flattered to all of you for believing in the project. Furthermore, I am aware there are those of you out there that support the project, but cannot currently afford to pitch in the campaign. That's absolutely fine, as your kind words of support and feedback are always appreciated.

As of right now, anything's possible. I've heard that another large portion of a Kickstarter Campaign's success is during the final week (even 48 hours). However, if the campaign does not end up reaching its goal, that's still fine. I will continue actively developing NIRAVASI and still aiming for a release at that time. Furthermore, all of the backers that made their support right now will still receive their bonuses upon the game's completion. But like I said, anything's possible so spread the word of this game around to all of your friends!



That's all for this week's Devlog! I'm still hard-at-work on Ishani Bazaar and will be working on a big gameplay feature as this week (or the next) continues. Until then, I hope you have a lovely week and I'll talk to you all again for the next Devlog!

Kind regards,
Angus (Sangos)

Progress Report

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)

Progress Report

NIRAVASI Devlog (23/02/2021): The Path to Succession



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Hey everyone,

Here we are again; another week and another Devlog for NIRAVASI. Last week, I talked a bit about some of the in-game backstory that players will be facing as they continue their adventure through the cursed city, as well as touch on the story of our little fuzzy protagonist and how he's found himself here.

This week, I'm going to touch on some more meta-related details, such as the SOVERAM business and the release of a second demo for the game (which you can download now!)



The Business Side of Things

So some of you keen-eyed viewers may have noticed this logo at the start of NIRAVASI's intro-sequence, as well as the promotional poster. Well this is the logo of my self-employed start-up company known as SOVERAM LTD. As my intention for NIRAVASI is for it to be a commercial release, I wanted to create a business that could be used as a service to provide it. Additionally, if things in the future go well as far as video game development goes, I can continue to use this business to produce titles for many months/years to come. However, this is all pure speculation and nothing has been fully finalised. After all, we'll need to see how successful NIRAVASI ends up being before we can make any crazy plans like this. :)

As such, any work I create in the future will be under the SOVERAM LTD brand. I'll still refer to myself as Angus, Sangos or KingSangos for more casual online interactions, but in regards to professional business enquires, SOVERAM will be my go-to method of communication.





Another Demo

Something else you guys/gals/creatures may have noticed is a brand new update for those of you following the project. As I mentioned two weeks ago, I wanted to make a new release of the game's demo to showcase the changes that I made in response to player feedback. While there's a lot of little tweaks I've made, here's some of the bigger updates given:

Removed the Storybook Introduction.
Redesigned the Introduction Level.
Optimised Proxy Chase Encounter. (Level 1)
Reduced number of obstacles in Water Encounter. (Level 2)
Improved the layout of Old Hanirr's four temples. (Level 1)
Optimised and improved dialogue.


There's definitely a lot more changes that have been included, but I'll leave some of these as little surprises for anyone that wants to give the demo another short OR is a first-time player and wants to give the game another shot.



Potential Video Devlogs

While developing NIRAVASI and interacting with everything popping up on Social Media, a thought crossed into my mind. The Kickstarter campaign will be ending within a Month's time from now and after that, the amount of demo content being provided on other websites (aside from Press Kit and Kickstarter Backer Benefits) will be almost little-to-none. With that said, I know a lot of you enjoy reading this Weekly Devlogs and I don't plan on stopping them anytime soon.

However, would you as this game's followers being interested if I were to create a monthly series of videos documenting these changes, as well as talk a little bit about the process behind developing the game? I would theoretically release these segments at the end of every month from March onwards, and try to maintain a consistent schedule with it. I can always run a test run of it at the end of March to see how it goes, but ultimately it's up to you all if you would prefer me to spend more time developing the game itself, rather than the assets needed to produce video logs like this. I'll touch a bit more on this topic as the weeks go on, but we'll have to see what's what until then.



That about wraps it up for this week's Devlog. I hope you've had a fun time these past months watching the development of NIRAVASI and I would really appreciate it if you could spread the word of this game's development and the Kickstarter project as a whole! If you have any questions and/or feedback you'd like to make known to me, you know where to contact me. :)

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (16/02/2021): One Man's Requiem



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Hey everyone,

It's me again, King Sangos, bringing you yet another Devlog for NIRAVASI. Last week, I touched on some recent developments that have been going along for the game, such as updating the current demo of the game to apply the changes suggested by all of you, as well as looking briefly into what's to come for this little adventure of Mura's in the near future. Unfortunately, a lot of the work I've been doing is still rather rough and there's not really much I can show here, but instead let's talk a little bit about where the narrative of the game's going to play out.

Again, I would love to offer my thanks to everyone that's supported the project so far! Just recently, we've broken past the 30% line and we're not even halfway done with the campaign's lifespan. That isn't even including the new Demo release that I'm planning to launch next week, which I hope will better reflect the product as a whole. With that said, let's talk about what's to come for NIRAVASI's story in the future.




The Legacy of Nirav Ishani

Some of you that have played the Demo so far may have learned a little about Niravasi's past within the journal entries inside the Stepwell of Dhara Hanirr. But for those of you that either didn't catch it or haven't become privy to that kind of information, you may have heard of a man called Emperor Ishani. As you might expect, Emperor Ishani was the ruler of Niravasi and the greater human-empire on Aetherius proper. While I don't want to delve too deeply into the intricacies of his character just yet, I'll shed some details on why he's a very important character to the story of the city, even after his inevitable passing.

Before Niravasi fell, it was once the shining beacon of the planet. A grand city, crafted by the genius of humanity's elite. But even among them, Nirav Ishani was a man unlike any the world had ever seen. From his humble origins as the son of a tribesman, Nirav united the wayward humans of Aetherius under a single banner and used both his strength and cunning to construct the city of Niravasi, where he would rule as its emperor for decades.

However, for every shining monument that empires have created, great shadows always lurk beneath. Nirav knew this and certainly wasn't one to break the status-quo. While Emperor Ishani made the push for some of the most amazing sciences and creations humanity had ever seen, it was always done so on the backs of the less fortunate. Non-human species in particular were a great casualty of Nirav's machinations, which may have in turn played a hand at starting the war that broke the planet of Aetherius apart.

Emperor Nirav Ishani may be lost to history, but the fruits of his labour still roam the streets of the cursed city to this day. Perhaps he himself had a hand in creating the machine the watches over it? As players reach the later levels of the game (particularly Ishani Bazaar), they'll discover more about the man known as the Emperor of Niravasi and the wonders and horrors he was responsible for unleashing.



The Past Always Matters

Right now, many players see Mura as an adorable kitty-cat that's gotten himself inside of a very bad situation. But some astute players will have picked up on the fact that perhaps our little fuzzy protagonist has already had his fair share of traumatic events happen within his life. If you've played the demo and reached the beginning of the game's second level, you'll no doubt have run into a particular cutscene involving his sister, the rough-and-tough Antherian known as Mina. As you saw in the game, Mina's a very caring individual that loves Mura very much, but isn't averse to taking matters into her own hands.

Furthermore, a certain scene later on in the demo subtlety drops the hint that the breath of life has not returned to her, indicating that she has already passed from this life to the next. How this came to be is a mystery, but one that Mura knows the answer to and seems to be very keen to keeping to himself. Just what exactly happened to our little archaeologist's kin?

Once players have completed the game's second level, they'll be treated to a new scene of his past, as well as the introduction of Mura and Mina's father; the man known as Yansu. Just what kind of man is Yansu, and why does Mina scorn him so? Be sure to keep an eye on the development of the game and you may just find out as the future comes and goes.



That's all I have for you guys/gals this week. I apologise for not having anything more in detail as all of the work I've done so far with the 3rd level at this point is very proof-of-concept in design. I will, however, leave you with this image that I'm working on currently. This will be used for a particular scene in the game (one which I will leave for you guys to see for yourselves). Until then, take care everyone and I'll mingle with you again next week!



Kind regards,
Angus (Sangos)