After a lot of feedback and redesigns, the 6th level of NIRAVASI, The Perfection Complex, has received a massive overhaul. The newest iteration of this level is no longer a purely linear experience and now offers players a variety of new secrets and puzzles to explore. Here's a list of what you can find in the newly updated version of AEON's lair.
A brand new wing of The Perfection Complex: The Management Wing.
Additional rooms and secrets within all wings of The Perfection Complex, such as the Factory and Processing Wings.
New tile puzzles that change how you approach certain areas.
New secrets and lore entries to be discovered.
Removal of AEON monitor detection mechanic. You may now freely read those computer terminals without a crazy robot interrupting you.
Revelations on what happened to ALL of your missing crew.
BIG visual updates to the look and design of The Perfection Complex.
Overhauled/Improved narrative direction of The Perfection Complex
This is just a small list of what you can now find in The Perfection Complex. So go ahead and enjoy exploring the new base of operations of our malefic AI overseer.
New Ending: The Path to Enlightenment
Patch 1.1. introduces a brand new ending to NIRAVASI focusing on the mysterious entity that infects the land itself. By making use of the Vigarium Artifacts you find along the path of your journey, you may yet uncover the sinister secrets laying beneath each of the game's levels (and the dark entity in control of them).
Improved Quality-of-Life
Also coming to Patch 1.1 are improvements to the quality-of-life of the game's levels themselves. Listed below are all the examples I can think of:
Old Hanirr: New geometry to better indicate where the entrance to the Stepwell of Dhara Hanirr is.
Stepwell of Dhara Hanirr: Redesigned puzzle needed to access the "Why?" room.
Ishani Bazaar: Added new passageway between the western district of the bazaar to find another path towards Lotulanda.
Lotulanda: Redesigned narrative approach to the Management Wing of Lotulanda to better allow players to continue exploring the area before ending the level.
The Aruvi District: Add new section in the Tekmo Tower to allow the player to skip a floor.
Palace of Nira Ishan: Added stairwells in the courtyard to allow players to reach the top floor of the palace easier.
Updated Endings
The Path to Enlightenment isn't the only update involved with the game's endings. Several updates have been made to ensure players can now properly access the game's Normal, True, and Secret endings. Additional, Vigarium Artifacts now play an additional role in providing players a different ending depending on how many artifacts they've collected.
New (and updated) Music
Thanks to the hard work of Adam Halpin, NIRAVASI's composer, the game now has an additional 5 musical tracks to work with, as well as updates to a few of the already existing tracks. Here's a list of the new songs you can find in-game:
Homecoming
Perfection
Throne of Humanity
Desperate Assault
Symphony of Hearts
Additional Fixes
NIRAVASI Patch 1.1. also features additional bug fixes and changes to improve the game's experience. Unfortunately, Patch 1.1. includes so many that it's incredibly difficult to list them all done. However, I'll be keeping a close on things in the future and willing to make updates if necessary.
NIRAVASI: Patch 1.1. (Livestream Demo)
Hey everyone,
So again, it's been a while since I've posted anything directly related to NIRAVASI these past months. Life's been all kinds of busy for me (buying a house, getting married, etc.) and I haven't had as much time to work on the game like I did before. But I'm happy to announce that at long last, I'm finally nearing the stage of releasing Patch 1.1. for NIRAVASI out to the public.
Patch 1.1. is a doozy of an update and includes a whole variety of changes/updates to the game, including a completely revamped Perfection Complex, updates to all the other levels, new songs, and even a brand new ending! Crazy, right? But here's the catch. Patch 1.1. is a BIG update, and may be prone to a lot of bugs. So what better way to test the game than to showcase it to the entire world? (which definitely can't go wrong, am I right?)
Patch 1.1. Livestream
I'll be playtesting Patch 1.1. live on my Twitch.tv account, which you find here on Thursday, March 21 at 6 pm (GMT - UK time). In this livestream, I'll be playing the game from start-to-finish, and attempting to uncover all of the endings of the game. During this time, I'll also be showcasing the new changes in Patch 1.1., as well as some general facts and inspirations behind some of the game's more visually pleasing areas!
When will Patch 1.1. be released?
I've set myself an internal deadline to try and get Patch 1.1. released just before the beginning of April, but I'd like to see how far we get. I've spent a long time working on this beast and I want to make sure it comes out as awesome as possible for everyone here!
If you have any questions, feel free to leave a comment below either on this page, my Steam profile, the discussions page, and even my online handles. Until then, I hope you all have a great one and I'll see you all next Thursday!
Kind regards, Angus (Sangos)
NIRAVASI: One Year Passed
Hey everyone,
It’s been a while since I’ve posted anything here, hasn’t it? Almost three years ago, I started working on an idea for an RPG Maker Horror game using MV3D, an incredibly dynamic and exciting plugin created by Cutievirus that allowed RPG Maker MV games to take on a pseudo-3D orientation and design.
A year and a half later, NIRAVASI would be released on July 6th, 2022.
Words cannot express how amazed and proud I was (and still am) with this accomplishment and how humbled I was to see people sit down, give NIRAVASI a try, and come out expressing their love for my little adventure. It’s incredible to compare the final release with my earliest sketches for the game’s release.
But it’s been over a year, and my end has been radio silent. So what exactly happened following NIRAVASI’s release? What about the update promising the revamped endings and Perfection Complex? What about Moksha?
Well, here’s what I hope this blog series will address. But before I get into the meat of things, I have some exciting news to share. As thanks for all the amazing support and love you gave me, I’m happy to announce that starting today:
NIRAVASI will become a Free-to-Play game
No more discounts, no more sales - ever. As the average player, who expressed interest in giving the game a try but was afraid of putting money into the project, you now have the chance to experience NIRAVASI for yourselves (You have no excuse now not to play it).
Right now, I will be actively changing the pricing of the game on all sites where applicable, and also go through the process of getting the pricing change for Steam. I will give more information when this happens at a later date.
With that news out in the open, let’s get right into the nitty-gritty of what’s happened since NIRAVASI’s release last year.
New Prospects
Here’s a little fun fact. NIRAVASI was never originally planned to be a paid product. Back in August 2020, the first lockdown within the UK was just simmering down, and shops were beginning to open to the public once more. Unfortunately, due to the struggles and effects of COVID, I took up voluntary redundancy from my previous full-time job and was out of work for almost half a year. During that time, I was going through the process of finding new places for work that would complement my skill set and also offer better growth as a professional.
But doing so during COVID was incredibly difficult, and I was either offered positions with salaries far too low to make a living at the time or had positions taken by people with years more experience working in those fields than me. I didn’t hold any ill will towards anyone in that period; COVID was crazy tough for everyone.
At the same time, I was experimenting with the MV3D plugin for RPG Maker MV and immediately saw the potential it yielded for an RPG Maker Horror game, much like Yume Nikki and Ib. The plugin allows me to emulate the style of the old low-polygonal games from the PS1/N64 era, like Paper Mario and Jade Cocoon. But deep down, I wanted to create a new game experience that blew my previous RPG game, BLANK, out of the water from a technical perspective and a narrative perspective. People have mentioned to me how amazing they thought BLANK’s story and setting were, but I always saw the game’s narrative as being relatively simple in scope. Sure, it didn’t have to have the most amazing story in the world, yeah. But it also could’ve been something more. I wanted this new game to outshine its predecessor in my mind and also a product that could be played at any time, any place by anyone.
As we entered the second lockdown phase within the UK, it became clear to me that finding a job during the Christmas break and beyond would be difficult. That’s why, under advice from my family and girlfriend (later Fiancee), I decided to start my own company known as SOVERAM and build NIRAVASI to be a viable product that could be used as a reference further to develop my skills as a videogame designer.
Future Passed
Following NIRAVASI’s release, I kept a close eye and track on the game and made sure to stamp out and remove any bugs crippling the player experience immediately. While some of the bugs in question were relatively minor in scope (doors taking you to the wrong map IDs), others were more damning (significant frame drops caused by bad event ordering).
But overall, the reception for NIRAVASI has been incredible. A lot of you have expressed joy at the sheer immersion and atmosphere of the game, as well as its narrative. Now to address the elephant in the room: Patch 1.2 and Moksha.
Yeah, so a funny story about those. Remember when I said almost a year ago that I would focus my efforts on pursuing a full-time career again? Well, my work on NIRAVASI landed me a position at a great company almost a month after the game’s release. I’ve been working for this same company as a Social Media Guru / Copywriter, honing my skills with creative/technical writing even further. I’m not going to spoil the company, but I’m sure you can figure it out by simply looking up my IRL name and searching around.
I also briefly mentioned that my partner and I got together in December 2022, and we’re now also looking for a house to live in (and may have found a winner). Finally, I’m happy to announce that I am officially an uncle (no baby photos for you all, sorry)!
As you can imagine, these new developments have brought work on NIRAVASI to a grinding halt. I understand that this is natural given the drastic change in my work schedule, but it still is disheartening that I don’t have a lot of time to work on revamping the rough patches of NIRAVASI. But to give you a good idea, here’s what I want to do for the next patch.
Added optional tunnel area for Ishani Bazaar [COMPLETE]
Included additional geometry and stairwells for The Palace of Nira Ishan [COMPLETE]
Improved spelling mistakes/errors [COMPLETE]
Revamped the Perfection Complex [25%]
Additional Endings [0%]
Yeah, not much work has been accomplished since the previous update. I do apologise for the current state of the Perfection Complex especially, and I do believe that over the coming weeks, I will have periods of free time to work on the game (if other life responsibilities are getting in the way).
Now as for Moksha, I’ve been having quite several back AND forth decisions about what I want to do for the project. Do I want to include it as a larger side-quest for NIRAVASI, or would making it a brand-new game be another possibility? I guess a good comparison to make would be the Ruin DLC for Five Nights at Freddy’s: Security Breach.
But I am happy to announce that some of the gameplay I have been working on looks incredible.
Conclusion
So this is the part of the Devlog where I wrap things up. I’m sorry I’ve been quiet about NIRAVASI’s continued development since the last update. Life’s been crazy busy this year, and it’s only looking to get even crazier. But just know that whatever happens, I will always be incredibly grateful to everyone that showed support for the game’s project throughout its lifecycle (from beginning to end).
With that said, thank you all very much for tuning into the game, and I will be doing my best to answer questions/comments you may have.
Kind regards, Angus (Sangos)
NIRAVASI Hotfix: 1.0.3
Fixes
Vital
Added Wait Commands to all Major Events within the game.
While sounding fairly innocuous at first, this change ultimately affects the majority of the game. After certain cutscenes play out (or players enter a new map instance), they may find themselves having the press button inputs again to continue moving. I'm hoping that this universal change will rectify this issue, but will be keeping an eye on it in the future.
Improved Diagonal Movement Controls.
In the base game, Diagonal Movement felt a little stiff and often resulted in players bumping into walls fairly often. This change to the MV3D plugin will hopefully make these feel a little less oppressive by applying a smart movement system (Mura should now automatically move around certain objects when moving diagonally instead of just bumping into them). But Movement systems are a fickle thing, and I will be keeping a close eye on things to see if they improve the overall experience or not.
Major
Fixed an instant-Death bug within the Anthropology Wing of the Lotulanda level.
Lowered the volume of the Text Message sounds.
Lowered the volume of the Balloon Icon sounds.
Fixed an issue where completing the game's ending sequence could potentially ruin a new game session afterwards.
Minor
Fixed the Market Stand sprites incorrectly changing after interacting with them in Ishani Bazaar.
Fixed incorrect dialogue playing when interacting with some of the cars in both Ishani Bazaar and the Aruvi District.
Fixed an error with the CALI Death Screen within Ishani Bazaar.
Fixed some doors not correctly playing the audio when interacting with them.
Updated movement patterns within all the Proxies within Old Hanirr to better analyse and assess how they might be evaded.
Updated room lighting within the Management sector of the Lotulanda level.
Fixed certain Hush Zone stepping animations within Lotulanda.
Increased Ghost movement speeds within Lotulanda.
Fixed Sentries not properly despawning when caught by them within Lotulanda.
Removed certain chairs within the Psychology Theatre within Lotulanda to reduce lag.
Fixed certain doors within Lotulanda.
Fixed certain events being interactable when being chased by the CALI unit within Lotulanda.
Updated some side-door visuals within both Lotulanda and the Aruvi District.
Fixed some Audio eventing issues with the Aruvi District level.
Fixed incorrect CALI unit eventing outside of the TEKMO Tower.
Adjusted certain Audio fades within the Aruvi District level.
Updated geometry within the initial landing zone at the game's Tutorial level.
Added a message indicator during the Proxy Encounter scene in the game's Tutorial to let players know that they're free to leave the area.
Fixed an issue where the wrong instructions would appear on-screen when using the Instruction Manual if the player is using a Gamepad.
Lowered the volume of certain audio within the Ship cutscene.
NIRAVASI Hotfix: 1.0.2
Fixes
Vital
Fixed an issue where players could be soft-locked in the Perfection Complex level, by returning to the Hangar after the Clovis Truth scene plays and attempting to re-enter the building you exited from.
After playing the Clovis Truth scene, the player is teleported into a building and asked by Clovis to head to the elevator close by and proceed through with the rest of the level. If, however, the player chose to instead exit the building and try to talk to Clovis again, they would find that they wouldn't be able to progress with the level as the game would think that Lynx was still within the player's party. This is because the conditions for whether Lynx was still in your party or not within the hangar was bugged, resulting in the soft-lock occuring.
Fixed an issue where players could be soft-locked by activating either the bottom-left or bottom-left beacons first within the Palace of Nira Ishan level, and then activate either the top-right or bottom-right beacons.
Similar to the soft-lock discovered in Hotfix 1.0.1, the game would incorrectly play the cutscene that occurs after activating a beacon within one of the four towers. Additionally, the character pathing for the CALI unit was incorrectly set on the tower walkways located on the right-side when the player either activated only one or two-three out of the beacons, resulting in the CALI unit walking into the player and causing the game to soft-lock.
Fixed an issue where players could be soft-locked after speaking to Emperor Ishani in the Palace of Nira Ishan level and being prevented from progressing to the game's climax.
This was a serious bug caused by incorrect event conditions with the CALI unit within the Palace of Nira Ishan Courtyard. After speaking to the Emperor, the game could not correctly identify a switch that activates after talking to him, resulting in a soft-lock (as the CALI unit would forever ask the player to speak to him in either the Lobby or the Courtyard.
Major
Fixed several wrong warps occurring within the Palace of Nira Ishan level.
Fixed a wrong warp found within the Readicare building within the Aruvi District level.
Fixed the player being able to break the movement speed cap after speaking to Lynx within the Perfection Complex level.
Fixed incorrect music conditions from occurring when being chased by the CALI unit in both the Ishani Bazaar and the Aruvi District levels.
NOTE: This was a bug that occurred after the fix to musical transitions added to Hotfix 1.0.1. This was a hasty fix and it appears I did not account for the musical changes when the player is being pursued by the CALI unit. As a result, the chase music would abruptly stop when the player entered or left the building within both Ishani Bazaar and the Aruvi District. I have fixed this by applying conditional checks to the doors themselves.
Minor
Fixed several incorrectly used Facial Sprites for AEON and Emperor Ishani within the Palace of Nira Ishan level.
Fixed the music incorrectly playing when entering certain areas within the Palace of Nira Ishan level.
Fixed the glass window reappearing during the game's final chase sequence.
NIRAVASI Hotfix: 1.0.1
Fixes
Vital
Fixed an issue where players could be soft-locked by activating the top-right beacon within the Palace of Nira Ishan level, and then attempt to enter the bottom-right tower.
Due to the bottom-right tower walkway having the same condition switch as the top-right one, the game would attempt to incorrectly run the cutscene for the bottom-right tower if the player had already activated the top-right tower's beacon. As these cutscenes are intended to play AFTER activating the beacons, this would result in the game becoming soft-locked as the game fails to move the player to the correct spot.
Minor
Added music fades when a player enters/exits a building within Ishani Bazaar and the Aruvi District.
Adjusted geometry in the exteriors of the two northern temples within Old Hanirr.
Corrected the height values of certain map tiles within the Old Hanirr Tileset.
Corrected the grammar of the dialogue when interacting with wooden stools within the game.