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Why Commercial?
If you’ve followed Nihilo for any amount of time, you already know this project has had a long road.
It originally started as a free RPG Maker 2003 game, built with placeholder assets and a lot of experimentation. For years, it lived comfortably in that space, slowly growing as ideas were tested, rewritten, and expanded.
Eventually though, the project simply outgrew what RPG Maker could reasonably support, even with the use of DYN Plugins, or if it were ported to the official 2k3 engine and patched with Maniacs.
The systems, pacing, and overall structure I wanted for Nihilo were becoming harder to build without heavy compromises. Continuing as a free RPG Maker project would have meant cutting features, simplifying mechanics, or locking the game into limitations it had long since pushed past.
So in early to mid-2025, I made the jump to Unity and rebuilt Nihilo from the ground up.
This wasn’t a straight port—it’s a full remake. New combat systems, new exploration flow, new UI, and a much more cohesive presentation overall. Moving to Unity also meant treating Nihilo as a long-term project that could actually be finished to a high standard.
Going commercial is really about keeping development sustainable.
Working on Nihilo at this scale takes a lot of time and effort, and selling the game allows development to continue without rushing or cutting corners just to reach an endpoint.
That said, the original RPG Maker version isn’t being erased or hidden away.
The original RM2k3 version of Nihilo will remain available on its original page:
https://rpgmaker.net/games/5796/
In addition, an unreleased extended demo of the RPG Maker version—containing all of Chapters 1 and 2—will be published there shortly. That version represents an important chapter in the project’s history, and I still want people to be able to experience it.
The commercial release isn’t meant to replace that version.
It’s simply the next step in the project’s evolution.
More updates, screenshots, and development details are on the way as work continues, and I’ll be sharing more about how the Unity version is shaping up in future posts.
Thanks to everyone who’s checked in on Nihilo over the years. This project has changed a lot since its early days—but it’s still very much the same game at its core.
It originally started as a free RPG Maker 2003 game, built with placeholder assets and a lot of experimentation. For years, it lived comfortably in that space, slowly growing as ideas were tested, rewritten, and expanded.
Eventually though, the project simply outgrew what RPG Maker could reasonably support, even with the use of DYN Plugins, or if it were ported to the official 2k3 engine and patched with Maniacs.
The systems, pacing, and overall structure I wanted for Nihilo were becoming harder to build without heavy compromises. Continuing as a free RPG Maker project would have meant cutting features, simplifying mechanics, or locking the game into limitations it had long since pushed past.
So in early to mid-2025, I made the jump to Unity and rebuilt Nihilo from the ground up.
This wasn’t a straight port—it’s a full remake. New combat systems, new exploration flow, new UI, and a much more cohesive presentation overall. Moving to Unity also meant treating Nihilo as a long-term project that could actually be finished to a high standard.
Going commercial is really about keeping development sustainable.
Working on Nihilo at this scale takes a lot of time and effort, and selling the game allows development to continue without rushing or cutting corners just to reach an endpoint.
That said, the original RPG Maker version isn’t being erased or hidden away.
The original RM2k3 version of Nihilo will remain available on its original page:
https://rpgmaker.net/games/5796/
In addition, an unreleased extended demo of the RPG Maker version—containing all of Chapters 1 and 2—will be published there shortly. That version represents an important chapter in the project’s history, and I still want people to be able to experience it.
The commercial release isn’t meant to replace that version.
It’s simply the next step in the project’s evolution.
More updates, screenshots, and development details are on the way as work continues, and I’ll be sharing more about how the Unity version is shaping up in future posts.
Thanks to everyone who’s checked in on Nihilo over the years. This project has changed a lot since its early days—but it’s still very much the same game at its core.
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