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King Sangos

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WARNING:
This game contains themes that may be disturbing for some players.
(Psychological-Horror / Mild Gore)

SYNOPSIS



In ages past, there existed a city unlike any other. Forged from the strength and unity of humanity, Niravasi was born. But when a brutal war ravaged the world itself, the city was lost to the depths of space. Some say the city still lives; its people unharmed. Others speak of horrors unimaginable residing in its streets. In the end, these are just stories.

But Niravasi is real.


NIRAVASI is a Dark Adventure game, set within the ruins of an ancient human city. Inspired by other games such as OMORI, Yume Nikki and Cat in the Box, NIRAVASI puts you into the streets of a long-abandoned city once ruled by humanity. Where once it was shining jewel of the cosmos, Niravasi now serves as a cautionary tale on how the greatness of a species can also be their undoing.

IMAGES/SCREENSHOTS
Niravasi77.pngNiravasi68.png
Niravasi79.pngNiravasi76.png

PLOT
You play as Mura, a feline archaeologist that finds himself trapped within the titular lost city of ruin after being split off from the rest of his team. Unfortunately for Mura, he is not the only one living within the cursed city. Guarding its secrets is AEON, an artificial intelligence built to protect and perfect humanity. Together with its robotic proxies, AEON will do everything in its power to remove anyone who arrives at the city uninvited. In order survive, you’ll need both your skills and wits to help Mura alive long enough to find a way to escape Niravasi.

DOWNLOAD LINK

CREDITS
Cutievirus + CoopNinjask
Yanfly
Galv
mjishi
Hime
Zalerinian
Fallen Angel Olivia
Moghunter
SumRndmDde
Shaz
Atreyo Ray
seea
 
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Bakuda

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I love seeing horror done in RM. Going to have to check this one out.
 

Bendyizzt

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Let's give this a try...
 

King Sangos

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Awesome; I'm glad NIRAVASI looks like a project you're interested in! Just in case anyone's reading this here, I typically include a Weekly Devlog on the game's progress on a number of other websites. One of these pages is RPGMakerNet, which can be found here:

But if you want the latest changes in a nutshell, I've provided them here:
  1. The Storybook Introduction sequence at the start of the game has been removed, and will instead be reused at a later stage of the game. This was done to reduce the amount of time players need to sit through dialogue at the beginning of the game.
  2. A lot of Dialogue at the beginning has also been culled/optimised. Again, NIRAVASI's quite a story-based game, so dialogue's a given. But for the introduction of the game, it bordered on the lines of being too much. As such, I've gone over this section and will be giving it a clean-up.
  3. There's a particular moment in the game (a chase scene), where the game's performance begins to stutter badly. I've remedied this and hopefully the issue will not persist in later builds of the game.
  4. General Bug/Spelling Fixes, here and there.
 

King Sangos

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Just released a new Devlog for the game on my other social media channels. Feel free to check it out here:

In a nutshell, here's what I addressed within this Devlog:
  1. Most (if not all) of the changes I proposed have been implemented, leading to what is hopefully a better experience for players in the Tutorial.
  2. I will be releasing a new Demo around the 23rd February, that will better reflect what the product is now, as well as show the potential of the game could be.
  3. Delved into some details about the next level, which I'm calling Ishani Bazaar.
 

King Sangos

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Hi everyone,

Sorry for the lack of communication on my end; last week's Devlog didn't provide too much information regarding the game's development, so I didn't think it too important to spam this thread with stuff like this. However, I have recently updated the game's Kickstarter page to include a new Demo, as well as updated all of the sites the game's hosted on to include it. Here's a Devlog that you can find here that tells you a little bit more about it.


In a nutshell, here's what I addressed within this Devlog:
  1. The business running this game is called SOVERAM LTD, which belongs to me and will be the face of all business enquires regarding the game.
  2. As I mentioned before in this thread, I've released a new Demo of the game, which I've updated the original post to include.
  3. Covered the potential topic of creating a new series of Video Devlogs, but that's still up for debate.
 

ShadowDragon

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the game looks nice, no horror fan, but I want to try out, there aren't
many 3D games perspective made n MV, so it looks intresting.

I may, or not may like this game (because of horror genre), but sometimes,
it can be nice.

I may or may not feedback if I like the game or not, but if I remember,
I give you some feedback.

EDIT:
while I played a bit around, I found 2 mistakes so far:

1) in the cutscene on the airplane or jet or whatever, Mura or another human
said Archaeologist or something, later, when the seraph died, archeologist
missing either "a" or the jet is wrong (you can double check if it's correct.

I think the 2nd one was wrong, but cannot tell for sure though.
some text get skipped, others doesn't.

2) is adres to SAN_AnalogMovement, when press down, than left or right,
it face that direction (eli made a fix for it to avoid that).


as for the short gameplay (24min so far) this is what I found:
really well made, specially camera turning in hte 2nd cutscene with the shadow,
whatever that was (might fight out later).

the only thing I can't understand why 2 save systems? through menu and ingame
terminal. (unless this is temperorarly).

I might try to compleet the demo. (see where the story goes/ends)
 
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King Sangos

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the game looks nice, no horror fan, but I want to try out, there aren't
many 3D games perspective made n MV, so it looks intresting.

I may, or not may like this game (because of horror genre), but sometimes,
it can be nice.

I may or may not feedback if I like the game or not, but if I remember,
I give you some feedback.

EDIT:
while I played a bit around, I found 2 mistakes so far:

1) in the cutscene on the airplane or jet or whatever, Mura or another human
said Archaeologist or something, later, when the seraph died, archeologist
missing either "a" or the jet is wrong (you can double check if it's correct.

I think the 2nd one was wrong, but cannot tell for sure though.
some text get skipped, others doesn't.

2) is adres to SAN_AnalogMovement, when press down, than left or right,
it face that direction (eli made a fix for it to avoid that).


as for the short gameplay (24min so far) this is what I found:
really well made, specially camera turning in hte 2nd cutscene with the shadow,
whatever that was (might fight out later).

the only thing I can't understand why 2 save systems? through menu and ingame
terminal. (unless this is temperorarly).

I might try to compleet the demo. (see where the story goes/ends)

Hey Shadow,

Thank you so much for the feedback; I really do appreciate it. I'm glad to like the feel of Niravasi so far and there's definitely still more to explore. As for feedback given, I've gone ahead and rectified the spelling mistake with Archaeologist in that particular scene.

For the saving system, I'll be keeping an eye on that as I may either gravitate towards the set save stations, rather than the manual saving.

Finally, the diagonal movement is a result of the MV3D plugin and it seems like some of the fix plugins aren't compatible with the MV3D plugin. If I'm wrong about this, please do let me know as I would be more than happy to fix this hiccup.
 

ShadowDragon

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dont worry to much on the movement, while eli's only target SAN_AnalogMovement
and nothing more, but if MV3D someone conflict it, bother it when you polish stuff.

terminal is a nice save, and no fight so far, but I will try to play around, busy here too.
when I played further, I report back when need, if not, keep up the nice work.

EDIT: 08-03-2021
@King Sangos I bumped into this where I saved last, and need to take a few looks if
this is part of the barrel or not, but looking closing, it seems a door on this barrel.
not sure if it is intentional though.

cratedoor.png

EDIT 2:
I got finally through the storage pass code (nice work on that part)
but I cannot find the east building for the final switch (which I might miss
somewhere). will continue later to find this one, for now, I'm stuck =)
but the barle above has more houses, which is very visible if you look
to the right or left side of it, idk why :)

EDIT 3:
after an hour, I got the safe open, with a tiny issue:
when its empty and check, the safe closes, than dissapear again
saferoom.png

also in the earlier saferoom, the word got cut off after chased by the robots.
it's nice, but they dont seem to react when standing next to it? only in front.

EDIT 4:
when you pull the yellow lever, it says, another one of those (even if its the first one).
before you reach the blue one.

Final EDIT:
I beat the game (I think) of the conversation of AEON and died, probably
intentional untill you can continue from there?

in total, there where 3 spots that the text got cut off, some items/barrels looks weird,
but in overal, nicely done, just not sure of the shadow that I came across 3x?

but furthermore, not many glitches I could found, really nicely done.
 
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King Sangos

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@ShadowDragon
Hey dude, thanks for getting back to me with this. I'm glad you enjoyed the demo so far and I hope you'll enjoy what's to come for the main game proper. I went through the liberty of fixing some of those pesky bugs you noted (especially the barrel one; that one stuck with the game for a while). As for the robots, some of them have been designed to detect players in the nearby vicinity, while others have been programmed to patrol set routes. This all falls under a pivotal design in the game that you'll see established more in the full game (particularly with that big robot you saw at the end of the demo).

In other news, I've released another Weekly Devlog for Niravasi, which you can find here:

In a nutshell, I talk about some recent changes that have happened IRL, some updates regarding the game's next level, and talking more about the upcoming Kickstarter deadline (March 27th).
 

ShadowDragon

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there is 1 thing I notice, but not sure if it's has a function or NOT, while I found
a dagger (for idk what reason), where was a door at the right side I think with
a symbol on it which cannot be opend, missing an object, and a keypad that can
be used afterwards probably?

also not sure what purpose the artifacts has that can be found.
but some places that turns the camera when you go left or right down or up
at the corner is also nicely done.

I dont use much sound during gameplay, so I cannot tell much on this.
Story is nice, but I also notice if it's like that.

1) when dashing, (not sure if you walk after a while), but changing map
when holding shift will the player walk untill repress it to dash again.

2) story with Clovis whoever that may be, trick/ambush/person that helps
or kills or IS AEON with voice change, who knows, need to play further
for this answer is nicely done.

Flash light is nice, but using a battery/recharge should be nice. so you need
to pay attention to use it only on dark spots, can recharge when outside?
or use a charger that automatically refill after x steps while battery drains
when it's ON.

furthermore, not much to say, cannot say on grammer (because I skip this).
but while I'm no fan of horrors, I like to see where the story brings.

Keep up the amazing work, and take it easy :)
 

King Sangos

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Hi everyone,

I've been busy working on NIRAVASI, including some quality-of-life changes that I've listed down below that you can find on the Weekly Devlog on RPGMaker.net. Additionally, the game's Kickstarter campaign is nearing its end, so share the love with all of your friends if you think they'll enjoy a good freaking out!


If you want the quick version, here's what I talk about in this week's Devlog.
  1. NIRAVASI now has a new Heads-Up Display that shows both your Health and your Flashlight Charge.
  2. Audio Files are being tweaked to not be so jarring to players.
  3. Additional visual and quality-of-life changes are being made.
 

King Sangos

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Hi everyone,

Most of the quality-of-changes I proposed have been made, so now I'm busy working on the next stage of the game's development. The Kickstarter Campaign for the game is also soon coming to a close, so if you're interested in what's been shown so far, please consider taking a look at the project and giving it some love! I've included a link to this week's devlog below!

If you want the quick version, here's what I talk about in this week's Devlog.
  1. Ishani Bazaar and a bit of the surprises/horrors you can expect there.
  2. A video devlog that will be made for next Tuesday, talking about the future of the game.
 

ShadowDragon

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it looks really nice :D, I hope the next version of this coming out to play further.
again, no horror fan, but I loved the story in the demo, so feel free ping me if
a new demo version is out with more exploring :D
 

King Sangos

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it looks really nice :D, I hope the next version of this coming out to play further.
again, no horror fan, but I loved the story in the demo, so feel free ping me if
a new demo version is out with more exploring :D
Thank you very much! I'll be sure to let you know when I get to stage where I feel the game's in a kind enough state to release another demo. :)
 

King Sangos

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Hi everyone,

I just uploaded my very first video Devlog for this project on YouTube. If you're more a fan of viewing content than reading it, hopefully this video will suite that niche. But if you want the nutshell version, here's what I talk about.
  1. The Kickstarter Campaign (unfortunately not meeting its funding)
  2. The Third Level (Ishani Bazaar)
  3. Additional Gameplay Changes
  4. Some Other Goodies
 

ShadowDragon

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it really looks amazing, but I notice 1 thing in the video (if not game play),
when your flashlight is drained out, the hud dissapear,, so you dont have
sight on your health!

is this intensional or because they are combined?

besides of that, I dont have a problem with the sound, because anyone can
adjust the volume of their speaker/headphone or through pc.
if not ingame as well :)

aside from those, I really look forward to the next demo to play this version.
keep up the awesome work.
 

King Sangos

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it really looks amazing, but I notice 1 thing in the video (if not game play),
when your flashlight is drained out, the hud dissapear,, so you dont have
sight on your health!

is this intensional or because they are combined?

besides of that, I dont have a problem with the sound, because anyone can
adjust the volume of their speaker/headphone or through pc.
if not ingame as well :)

aside from those, I really look forward to the next demo to play this version.
keep up the awesome work.
Oh, you raise a good point there. I probably didn't show it well enough in the Video Devlog, but when you're damaged by an enemy, your Health Bar will appear for a bit to show how much health you lost. I didn't factor that in though with the Flashlight being disabled, so I may see if there's a way to display the HUD with the press of a button. Will look more into it, though.

As for the volume sliders, those definitely help! But some sound effects were definitely louder than others, so it wouldn't hurt to give them a little tweak. I'm keeping an open mind with this, though, so it can change anytime, really.

Glad you're loving the project so far. I'm definitely working on a few new details that I'll be happy to showcase in April. :)
 

TheGentlemanLoser

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The trailer is exceptionally ominous and foreboding and impactful (it's also just a really good trailer, like, bangup job) and I'm really interested in how the horror aspect of the game interacts/vibes with the main character being a cute anthropomorphic cartoon cat person.

As for the visuals I don't know what to say. I neither like nor dislike the gratuitous use of Mode 7...I know it's not TECHNICALLY Mode 7 but I don't know how else to describe it...but it certainly is INTERESTING.

I find the premise of a non-human archeologist exploring a dead human city and learning about the downfall of the humans there inherently really fascinating too, because we've done the inverse of that--humans investigate dead alien civilization--8 million times, but I don't recall seeing the premise flipped like this much if ever.

You have my express permission to remind me to actually play this! I play too few games these days. Well too few RM games, I mean, I play ENTIRELY too many videogames period, I should really make more room on my slate for RM titles.
 

King Sangos

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The trailer is exceptionally ominous and foreboding and impactful (it's also just a really good trailer, like, bangup job) and I'm really interested in how the horror aspect of the game interacts/vibes with the main character being a cute anthropomorphic cartoon cat person.

As for the visuals I don't know what to say. I neither like nor dislike the gratuitous use of Mode 7...I know it's not TECHNICALLY Mode 7 but I don't know how else to describe it...but it certainly is INTERESTING.

I find the premise of a non-human archeologist exploring a dead human city and learning about the downfall of the humans there inherently really fascinating too, because we've done the inverse of that--humans investigate dead alien civilization--8 million times, but I don't recall seeing the premise flipped like this much if ever.

You have my express permission to remind me to actually play this! I play too few games these days. Well too few RM games, I mean, I play ENTIRELY too many videogames period, I should really make more room on my slate for RM titles.
Hi there,
Thank you so much for the kind words, dude; I really appreciate it! Glad you liked the trailer as well. Wasn't sure if it would really fit and making footage that was both tense and enticing was tough for the demo build I had. I'll be sure to make an even better one nearer the game's release. :p

For everyone else, I've recently added a new Devlog that you can find here!

Niravasi50.png

In a nutshell, I talk about some updates to both the Overworld and Facial Sprites of the characters in the game, as well as talk a little bit more about the work I'm doing on the game's third level (it's got rain in it now!)
 
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