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Night Spasm News

New Developers are Joining FanFaction!

Hello everyone, Gideon Moes here with an announcement regarding Night Spasm and other games from FanFaction.

As we previously announced, we're beginning to expand our roster of games, including some 3rd party hosts. As of right now, we're working hard to create the best new and retro experiences around. As part of this "expansion", we're recruiting some new members for the team!

We've been letting all of our potential crewmates help develop Night Spasm. As it is a very simple collection of code, it's easy for newer developers to enhance Night Spasm's gameplay experience. These developers are helping us polish the game as they learn new methods to basic programming, and we're very thankful for their support of this growing game!



As of right now, there are no concrete developers officially on our team. Many developers who we've approached plan to associate with us as their own 3rd party group within our Steam store. However, Steam's partnership system limits a few of our plans, especially financially. Therefore, it's going to be a difficult task making everything work out for each individual associate.

For now, we'll do our best as we observe every potential FanFaction crewmate. Every developer who helped and is helping with Night Spasm's development will be credited after we've made the big decision. As we continue deciding, small updates will come every so often. We also want to improve our Steam Community page with fun polls, information about the game, behind the scenes content, and messages from our developers.

Thank you all for supporting Night Spasm and making our dreams come true. Enjoy the updates and we'll see you players later!

-Gideon Moes, CEO

Night Spasm Ver. 1.0.6.3 release

Before we let Night Spasm rest for a few months, here is one last minor update. From this point forward, what already exists in Night Spasm is perfected. Sometime in 2021, more updates will come, including a huge one that's nearly complete! Do note that we will fix any new-found glitches immediately, but nothing else will come from any fix updates. Enjoy the game as it is and have a wonderful adventure!

Ver 1.0.6.3

-Every item now has their own icon! From swords to a simple banana, it’s visually easier to find the item you’re looking for! [Do note that the icons of previously collected equipment will remain the same]

-Added many new foods, ingredients, and defensive equipment (currently all exclusively findable from merchants and victory chests).

-After using a BD-related item, a number will pop up showing your party’s BD. This applies to enemies too. You can turn this feature off in the settings.

-The leader character can no longer change positions; they will always be in the front. Some limited-use characters take this effect for themselves or allow leader-position changing.

-Reduced the volume of the text and menu selection sound by 30%.

-Most food recipes now require a “cooking kit” in order to cook.

-New areas are available to explore in Largenial City!

-Fixed a glitch that caused the wrong music to play when entering an area without active time after exiting from the base.

-Fixed a glitch that would cause the game to crash on older windows systems when entering certain secret rooms.

If there are any changes or improvements you think we should make, tell us via social media. Thank you all for playing and have a good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Plans For the Future and a Large Break on Night Spasm's Development

Hello gamers, Gideon Moes here, CEO of FanFaction and the creator of the small but growing Night Spasm franchise.

I've worked on this project with many people online, and the entire first-step experience went great when I first began writing the code, designing the graphics, and composing the music. Now that Night Spasm is released to the public (published on May 15th 2020), I've been able to see where the game is going. Not too much has been happening, but that's something anyone can expect to happen from the start. My small and temporary crew work hard every once in awhile to expand what the Night Spasm adventure has to offer.

FanFaction has only worked on Night Spasm the whole time, and now it's time to begin constructing our other plans. We have a lot of projects we want to begin, but it's difficult to decide which video game we want to make a reality first. As new FanFaction contributors come and go, keeping the work ethic at an optimal pace isn't something we can manage too well. Therefor, keeping our projects small is currently the safest option, but at the same time we feel the need to put ourselves to the test.

In other words, I want to create something much less traditional. Night Spasm certainly has it's unique style of gaming elements, but it heavily relies on the classic RPG formula. At this rate of development, it will take a long time to make Night Spasm the unique concept I want it to be. I've never had a set back in anything during it's development, and I plan on keeping the flow at bay. It takes time to create something the way you initially plan it to be, and Night Spasm is taking up too much time.

Don't fear, Night Spasm will not be discontinued, but rather in a state of neutrality. Whatever happens to it will happen to it, but of course I will address any issues that come. Eventually the project will continue, but for now it's time to branch out. Right now Night Spasm has about 40 hours worth of gameplay, not including any unreleased content.

In conclusion of these particular statements, Night Spasm will be set aside to make way for the upcoming project. But what exactly IS the next project?

An experiment with engines

Currently, the only engine we use is a very old application called RPG Maker VX Ace. VX Ace is a very simple engine which gets the job done perfectly for the type of game Night Spasm was made to be. It uses Ruby Script as it's code language, a very outdated and bizarre form of programming. Our next goal is to master the popular C++ code, the code acclaimed to be the best of them all; and what better way to use C++ than with Unreal Engine!

Unreal Engine is responsible for helping create popular 3D games like (you guessed it) Fortnite. It really is the future of gaming, and we want to get in on that... but in a weird way.

Perfecting something can't happen without a lot of mistakes, especially game development. In order to master Unreal Engine (specifically version 4), I want to create (without the help of the/a crew) an intentionally awful and comedic game. This game will be a compilation of Unreal Engine 4 experiments turned into a hilarious playable game, complimented with things I don't need to experiment with, like story and audio.

After the humorous game is released, development on an actual game will begin. A few years ago, I purchased a deal with Epic Games that will allow me to create some major games. For FanFaction's first four UE4 projects, we will receive full help from an Epic Games crew. This includes graphics design, programming, level design, and more. After mastering UE4 myself, my crew and the Epic Games crew will work together to create the games of our dreams.

Platform expansion and migration

With the new association with Epic Games incoming, our new projects will have to be on the Epic Store. This will require us to manage two stores at once, which we (or just I) can handle. We promise to give equal support to both sides so no customers feel cheated on. This includes prices, events, and announcements.

Additionally, this will give us a chance to put Night Spasm on the Epic Store. At the moment there isn't much of a purpose to do that, so it's likely to arrive on the platform late. After releasing our first UE4 project, releasing Night Spasm on Epic Store will increase the publicity. Chances are nobody will be exited for the platform expansion, but this information is just something to keep in mind.

More importantly, we want to add Night Spasm (and our other projects) to app stores!

Night Spasm mobile project

It would be nice to create a smartphone edition of Night Spasm. Converting a PC game into a mobile format isn't an easy task, but it is certainly do-able.

If a mobile edition of Night Spasm were to come along, it would likely be a cheaper alternative to the PC version. Smartphones are so much more different than a PC of course; this would require us to create a touchscreen UI, create an alternate update and announcement message system, and manage a server that will allow Night Spasm updates to easily implement themselves into every mobile edition upon public release.

As for the actual game's mobile internal functionality, we may need to add some features to the PC version in which we can convert into mobile functionalities. For example, adding "keyboard and mouse" functionality in which we can convert into a touchscreen system on the mobile edition. Other additions include:

-A built-in announcement system (rather than announcements via social media or Steam).
-A low performance options list (for older and slower devices) built into the title screen.
-A built in resolution option system.

Our goal is to have the PC and mobile editions built upon the same set of files. We will create a system that recognizes if the player is using a PC or a mobile device, allowing us to make changes to the PC edition and the mobile edition at the same time. This will also be the case for future console editions, which is another priority of ours.

We want to create these new editions as soon as we complete the UE4 projects. But before we let Night Spasm rest for awhile, we need to polish the currently available content.

A polishing update coming soon

We've been working hard to make Night Spasm free of errors. We have some little features and a lot of new items coming along soon in the next update. This update will make what already exists in Night Spasm perfect; from that point, we can start adding new features. If our audience grows, we'll be sure to add as many sense-able requests as possible.

We will take "the break" after the update. We'll only release new updates for bug fixing purposes and potential dialog revisions. Please feel free to contact us via Twitter (@master_moes) or through our Steam Community page (preferably through Twitter).

Final notes and projects

Besides video game development, we're going to work on our social media and create a FanFaction website. We recently completed writing our Code of Conduct, so we need a place for it (and other information) to live.

We will also rework our Steam store a little bit with new trailers and more Steam functions. Steam's UI is a little messy and complicated, so this may take some time.

Lastly, I'd like to announce that we will be offering video game development resource commission services. We're still deciding which ones to offer, so follow our social media and Steam Community to see the upcoming info.

Thank you for reading this announcement

For more information, follow our social media listed below and follow our Steam Community page. Thank you and have good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Email: [email protected]

Night Spasm Ver. 1.0.6.2 release

This update is mainly a setup for some other upcoming updates, including a major one. The reason the file size is much bigger is because this update includes some files made for the soon-to-come major update, along with some semi-major ones too. Additionally, we re-worked some graphical details we felt were lacking quality, such as the font in the Title Screen.

Ver 1.0.6.2

-Improved the stat menu. You can now see a character’s generic stats, battle stats, and advanced stats through the stat menu! The menu also includes comparability bars to show how strong a character could be at the moment if they had the right available equipment equipped!

-When preparing to exit the base, you can now remove all of your selected survivors. You can also now abandon the base exiting preparation.

-When upgrading the daily ckoin box, the daily amount increases by 25 instead of 100.

-Theodore, Vander, and Evana now have 30 CRI built into them.

-Removed all pluckable plants entirely.

-Removed all goats entirely.

-When opening any type of data book, an activation sound plays, and the text box turns blue.

-Made some major graphical changes to the Title Screen.

-Buffed the offensive stats and nerfed the defensive stats of many powerful weapons.

-Drinking a fountain refiller now gives every party member 500 HP instead of 20SP.

-Changed the item Octonos drop once defeated. This includes a new attack item, the octono eyeball.

-Fixed a graphical glitch that made purple moving fire turn red and shrink or grow in size.

If there are any changes or improvements you think we should make, tell us via social media. Thank you all for playing and have a good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

FanFaction Facebook page: https://www.facebook.com/FanFactionPage

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Night Spasm Ver. 1.0.6.1 release

After replaying the game fully for the second time, we recognized some messy and clunky parts of the game, such as small glitches and the absence of an "atmospheric touch" to grab players into. Therefor, we've made some minor bug fixes and some strange changes to the battle system that should have existed from the release of the game.

Ver. 1.0.6.1

-Made some extreme adjustments to most of the offense skills and items. With the addition of the “Battles Made Better” update, every skill and item with a randomized number of damage was too weak. Therefor, the effects of randomized damage are much stronger (for example, “1-6 atk” attacks are now “5-30 atk”). Because of the damage changes, the UC costs are much larger, but UC-increasing skills and items are much more effective (and equally as easy to receive).

-Made some of the weakening skills (like infliction-related skills) unblockable and uncounterable.

-The “daily resource chest” is now the “daily victory chest”. Rather than gaining materials each day, you get as many victory chests equal to your upgraded jhehm number. The beginning tutorial and Asmik explains these changes.

-Added a new secret collectible item. Here’s a hint: it involves the openworld and Night Spasm music!

-You can no longer save before fighting a surprise attack.

-Using tachytita no longer exits you out of the FAD.

-Reworked some cringy dialog.

-Fixed a glitch in a certain cutscene that made image files generate repeatedly, causing a lag spike and/or a game crash.

-Fixed a glitch that would cause the player to take heat damage at the Region A1 volcano even after leaving it.

-Fixed a glitch that made it impossible to climb up a certain type of stair sets.

-Fixed a glitch that caused moving fire to do damage multiple times.

-Fixed a glitch that made tachytita unusable if the last party member to use an item is knocked out.

-Fixed a glitch that caused a certain survivor to say the same things twice.

-Fixed a glitch that caused characters with equipment-modified EVA to block healing skills as if they were being attacked by an enemy.

-Fixed a glitch that forced the player to buy another item in order to stop shopping at a certain shop.

-Made it impossible for moving fire to move on bridges.

-Nerfed the Congo Snake Queen boss fight: Reduced the sudden 300 BD bonus down to 100, changed the sudden 425 HP heart bonus down to a 225 HP heart.

-Replaced the music for “openworld theme 9”. The old music will be used for a different purpose in the future.

-Added a 5th Night Spasm theme.

If there are any changes or improvements you think we should make, tell us via social media. Thank you all for playing and have a good day!

Twitter: https://twitter.com/master_moes

FanFaction YouTube: https://www.youtube.com/channel/UCyfxy1iPguP5-tkdvEaDceQ

My personal YouTube channel: https://www.youtube.com/channel/UCDlZpndTqcTzYU8EigRznYw

Email: [email protected]