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Nightmare Reaper News

Post-release update

Hi everyone,

I've worked on Nightmare Reaper for five years. Much of it was 10-12 hour days for 7 days a week. I was full of passion and had a singular focus for so long. I had to put many things in my life to the back-burner, sometimes, at the cost of family or health. That's why I decided to take a long break after the last patch. What did I do? I've spent a lot of time taking care of my kid before daycare started and we'd see her so much less. I've also tried playing new games for a change. I barely played anything new in 5 years! I also had a small family trip to Vancouver which was quite an ordeal with an 11 month old.

Was it a complete break though? Not by a long shot. Remember, I'm the only one working at Blazing Bit Games at the moment and I've been working on many things at the same time. I've incorporated Blazing Bit Games and the repercussions of this have been occupying me almost full time since. I've also never stopped doing NR support and interacting with the community. Now I'm dealing with publishers in order to bring NR to more people.

I'm sure many of you are eager to hear about what's next for Nighmare Reaper. Many things... First, the certain thing: we're going to continue making patches. I accumulated a pretty large list of bugs and improvements from all the support I've done these last few months. Expect bug fixes, quality of life fixes and performance fixes. I can't promise that all your wishes will come true though, because there's things I disagree with. It's impossible to please everyone and I have to stick to my vision as it's what brought us this far. Also, one of the biggest source of issues is that we're using an older version of Unreal 4. Upgrading that will be a big undertaking.

What about the future of NR? I'm looking at a lot of things right now, and can't promise anything. Here are the top things I'd like to do:

- Steam trading cards as well as NR-themed stuff.
- Console versions.
- Localizations in all major languages.
- Mods. New weapons, enemies, levels, game modes, etc. and even TCs(total conversions).
- Multiplayer. Coop, deathmatch, etc.

Tell me what you think of these or if you have some cool ideas.

As for myself, I'm going to start working on NR game stuff again very soon, but I'll try to have a better work/life balance this time.

[h2]Cool stuff that happened after release[/h2]

- Nightmare Reaper got 82 and 81 on Metacritic and Opencritic respectively!

- We were 8th top seller in all of Steam for a week. https://twitter.com/NightmareReape4/status/1510277664908656640

- Moonmoon streamed the game!

- We managed to hit 2000 reviews with "overwhelmingly positive". https://twitter.com/NightmareReape4/status/1530918839088717833

- There are now a lot of really helpful guides in the Steam community, check them out!

- There's a Nightmare Reaper wiki! Check it out too: https://nightmare-reaper.fandom.com/wiki/Nightmare_Reaper_Wiki

- Nightmare Reaper is verified on the Steam Deck! (although, we don't own a Steam Deck and haven't tested the game on it...)

- There's a NR bundle with Postal Brain Damaged! Get an extra 15% off. https://store.steampowered.com/bundle/26549/Brain_Reaper/

- Pretty cool breakdown of the loot system in NR by Gimmie the Loot, long time friend of NR. (also check his other videos!) https://www.youtube.com/watch?v=lUNdq1Hjtyk

- Awesome recent fan art: https://twitter.com/vanerchest1/status/1537032524450390020

- SO many reviews and youtube videos and smaller streamers. Thank you if you're one.

[h2]How to get more frequent updates[/h2]

Follow @NightmareReape4 on Twitter for up-to-date news and previews.

Join the Discord channel for minute-to-minute updates and to chat directly with the devs.

- ItBurn

Nightmare Reaper review: a retro-styled FPS that hits more than it misses


Nightmare Reaper is what you'd get if you crossed Minecraft with Doom and sprinkled it with the ashes of a roguelite. You blast through procedurally generated woods and sewers, bursting enemies for cash and channeling your profits into a skill tree that's also your own psyche. It's rad, basically, but its roguelite dusting doesn't quite hit the mark when a literal nightmare is turning into a metaphorical one.


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Patch Notes 2.29

- Fixed issue where gamepad autoaim wouldn't work. Also improved autoaim.
- Fixed issue where gamepad rumble settings wouldn't be set on load.
- Fixed issue where finder pet wouldn't remove picked up items from the map.

Patch Notes 2.28

- Added quit level option.
- Changed explosive ammo to reduce screen shake.
- Changed electric tank enemy to reduce screen shake of its railgun attack.
- Changed intensity of low quality fog to reduce it.
- Fixed crash when worms would try to unburrow in the void.
- Fixed crash with puzzle trap cube.
- Fixed crash related to melee enemies that friendly fire.
- Fixed crash when using the mouse wheel in weapon interface with no weapons.
- Fixed freeze when using explosive weapons.
- Fixed issue where red grappling hook wouldn't work if you never picked up the blue one.
- Fixed issue where homing projectiles that bounce would hit the target every frame.
- Fixed issue where being crouched or shielded would stay in nightmare reaper mode.
- Fixed issue where there could be missing pages.
- Fixed issue where boss blue orb wouldn't destroy wall.
- Fixed issue where you'd need to have unspent jade to get the jade achievements.
- Fixed issue where round progress in flesh arena wouldn't be saved.
- Fixed issue where bouncing fireball decal would never be removed and caused performance issues.
- Fixed issue where weapons with multiple projectiles and explosive ammo would do almost no damage.
- Fixed issue where smart gun magazines would ignore player self splash damage protection.
- Fixed issue where some savegames required the final level to be played twice.
- Fixed issue where you couldn't aim with the gamepad if the player was slowed down.
- Fixed issue where weapon wheel would be stuck if nightmare reaper was picked up during it.
- Fixed issue where weapons wouldn't come back up after being shocked with weapon sway off.
- Fixed issue where invisible light was visible in space room.
- Fixed issue where lock pentagram could spawn behind boat in warzone room.
- Fixed issue where objects could block path in other rooms in underground levels.
- Fixed issue where level couldn't be completed if player could keep two weapons, but only one met the requirements.
- Fixed issue where you could get stuck when ledge grabbing.
- Fixed issue where fireball book's alt fire could make enemies, and thus the player, burn for way too long.

Patch Notes 2.27

- Changed particles implementation to try to fix some freezing issues.
- Fixed issue where some particle effects would be invisible.