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Night Spasm News

Night Spasm: Now With Remastered Writing and Voice Blips!

Hello again, Island Dwellers!

While developing Chapter 2, after officially deciding the writing style and formatting we want to go with for Night Spasm, we decided it would be best to rewrite ALL of Chapter 1's dialog in our fresh, new style! While the topical points and emotions behind each rewrite remain the same, all dialog should be much easier to read, no longer plagued by a young teenager's incapable writing style (15-year-old me really didn't know what he was doing...)

Furthermore, all important characters now have a special voice blip to go along with their text, smaller characters using the default blip sound. Can you guess where each voice blip was sampled from?

With these two additions to the game, we feel we've finally established Night Spasm's true identity, both chapters now harmonizing with each other much more than they did a year or so ago. We've been keeping a close eye on Steam Curator reviews and hosting beta testing sessions with various players close to our teams, and these two changes were most requested. As far as we know, this might be the last major update to Chapter 1 before Chapter 2's release (which, humorously, we've said before).

As for Chapter 2's development, all is running smoothly. Almost every asset for the game is finished and polished, the entirety of the script and all of its routes are written, and almost all of the main game content has been beta-tested from start to end. Now it's a matter of finishing all of the other available routes, side stories, and post-game content, most of which is already halfway done. There's also the matter of publishing the game (and its soundtrack) on other consoles once the game is bug-free, likely a few days after the game's Steam release. We hope you will join us for Chapter 2's release, and we'll be sure to keep fans like you updated throughout development. Who knows? Maybe we already have some preview content on the backburner just WAITING to be released!

That's all for this post! Be sure to visit the b]Night Spasm website and join the Night Spasm Discord server!

Stay gaming!

[h3]-The Night Spasm Team[/h3]

Please consider following the Night Spasm Steam Community page and our Discord server. Your feedback and support are greatly appreciated. Thank you for reading!

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New Discord Server Overhaul!

A NEW COMMUNITY DISCORD SERVER BETTER THAN EVER!


Join the new Night Spasm Discord server here.

Discuss theories, post art, share memes, participate in community events, and chat with other players in the newly released Night Spasm Discord server!

  • Gain level-up roles by chatting with other members, posting art, upvoting posts, and competing for the #1 slot on the Hypeboard!
  • Participate in fun events and server competitions to win community and in-game rewards!
  • Contribute to the game's development through content submissions after reaching LVL 10!


The Discord server is the #1 place to engage with the Night Spasm fanbase, and we have a few special events planned this October. We hope to see you there, player!


[h3]-The Night Spasm Team[/h3]

Please consider following the Night Spasm Steam Community page and our social media. Your feedback and support are greatly appreciated. Thank you for reading!

Night Spasm website Join the Night Spasm Discord server!
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Night Spasm version 1.0.10.0 | The Better Together Update

Night Spasm version 1.0.10.0 | The Better Together Update


It's hard to lead a colony all on your own, right? Well, fear loneliness no longer! You can now play Night Spasm locally with a friend!

With Multiplayer Mode (accessible via the Title Screen, FAD menu, or the newly revamped tutorial), you and a friend can participate in battles together! Player 1 controls the leader, while Player 2 controls the other party members. And they said couch co-op was dead!

Currently, two gamepads are required to play Multiplayer Mode. We plan on implementing other control options in the future, such as sharing a keyboard or using the keyboard + a gamepad. We also plan on adding many new multiplayer-centered game modes in the near future, so stay tuned!

Another feature worth mentioning is the new Quick Menu, a way of easily accessing teleportions, map items, healing items, and more while exploring the overworld! It includes a new Objective Screen, a useful panel telling you where to go and what to do to progress the main story! Access the Quick Menu by visiting the base for a quick tutorial!

Here are the full patch notes:

Ver 1.0.10.1

-Added Multiplayer Mode, allowing a second player to participate in combat. Player 2 controls all party members, other than the current leader, in battle. Two gamepads are required to play Multiplayer Mode.

-Completely revamped the tutorial and opening cutscenes (which may or may not include a special boss fight now).

-Added the “quick menu”, a smaller F.A.D. menu you can access to view the current time, view your current objective, and quickly use frequently used items, such as teleportions, tachytita potions, visibility items, and more!

-Added a new action skill: learn. When learn is used, the party member earns EXP based on the number of enemies in the battle multiplied by triple their LVL. They also gain 20% more EXP at the end of the battle. However, the rest of their turns will be skipped for the entire battle. Dying will remove the learning effect.

-Rearranged the portalpack categories for easier access and better item organization.

-Skills that do not hit the enemy and deal damage, such a mental attacks or tactical skills, will no longer consume weapon durability when used, and party members will no longer lose any armor durability when hit by these attacks as well. Additionally, healing skills no longer consume the user’s weapon durability, nor does the target lose any armor durability.

-Greatly reduced the amount of equipment found in a victory chest. To balance the reduction, the durability of every weapon and armor has been increased.

-Critical hits now do double damage instead of triple damage.

-Counterattacks now play their own sound effect.

-Skills or items that heal allies by the percent of the user’s MHP now calculates the HP given by the target’s MHP, rather than the user’s MHP. This applies to percent-based SP items as well.

-Skills or items that give UC now give the UC to the target rather than the user (unless otherwise specified).

-Changed the descriptions of all skills and items to keep terminology consistent. Some minor strength and ability adjustments were made to certain skills and items as well.

-Certain items with high-level healing abilities can now be used in battle.

-Better optimized controller support for Xbox and Nintendo Switch controllers.

-Fixed the hitboxes of HP, SP, and UC fountains.




Ok, we know we said version 1.0.9.0 would be the last big update to Chapter 1 before Chapter 2 releases, but sometimes we can't help but change our minds. Local multiplayer is something we've wanted to do for a while now, and though it's a simple form of multiplayer, it's a start. We hope to expand the ways Night Spasm can be played with friends (or even your enemies, should a Night Spasm Battle Royal ever happen). We have a lot in store for multiplayer content, but for now, enjoy playing the campaign with a buddy or two!

Recent news:


Chapter 1's soundtrack is available to download on Steam!

If you haven't downloaded it yet, you can now listen to Chapter 1's soundtrack through Steam and download the MP3 files as well! It's completely free to download, so check it out here!

Discord server updates:

In the Night Spasm Discord Server, you can now ask Theodore, Vander, and Evana questions to answer! Simply ask your question in the ask-the-characters channel and see what they say!

We're also looking for server emoji suggestions, so if you're an artist, show us your Night Spasm art for a chance to see it as a Discord emoji!

Chapter 2 status update:

Development is still going great, but that's not all this time! Recently, we decided to make a collection of executive decisions that will help us get the chapter out sooner. There's a lot to say, so we'll leave that for another post, coming sometime soon.

On the more specific side of the development details, we're happy to announce that Chapter 2's soundtrack is complete! Maybe there are a few previously unused songs we might throw in later, but as for all the songs composed for specific Chapter 2 scenes, it's complete! We're almost done with all of the pixel art as well! Map design and coding needs some work still, as well as implementing all the assets, but it's safe to say we're more than 3/5ths of the way done!



That's all for this announcement! Stay tuned for a bigger update on Chapter 2's development later this month! Thanks for taking an interest in the game, and we hope to see you when Chapter 2 releases!

Keep gaming,
The Night Spasm Team



Please consider following the Night Spasm Steam Community page and our social media. Your feedback and support are greatly appreciated. Thank you for reading!

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Night Spasm: Chapter 1's Soundtrack is Now Available to Download on Steam!

Download Chapter 1's Soundtrack for free on Steam!


Listen to the Night Spasm: Chapter 1 soundtrack anywhere and any time, now available on Steam as MP3s!

Composed by MasterMoes, CrimsonSkyfall, Xstep, and a few guest artists, listen to all 200 songs from Chapter 1's soundtrack, now enhanced with better audio mixing as of the most recent update! And in case you missed it, the soundtrack is also available on the Night Spasm YouTube channel.

Every song, as part of the Night Spasm soundtrack, is available to use in YouTube videos, shorts, Twitch streams, and other forms of content creation as well under the Creative Commons License (for more information about using Night Spasm music for content creation purposes, check out the Night Spasm YouTube channel).

Now might be a good time to remind aspiring music composers that we are open to accepting contributions to Chapter 2's soundtrack, which is currently in development. If you would like to make a song for Night Spasm or have a song you would like to see throughout the Night Spasm adventure, contact us via the Night Spasm Discord server.

Chapter 2 Development Update:

We're happy to say Chapter 2's development is going exponentially well! We've reached the point where the chapter can be completed from beginning to end (assuming you take a specific route and make very specific choices). We still have plenty of routes, choices, and features to implement yet, but we've encountered minimal roadblocks so far. All is going well, and we plan to keep it that way! We may be close to the point where we'll have an accurate release date estimate (YIPPEE!).

That's all we have to share for now. Enjoy the soundtrack!

Keep gaming,
The Night Spasm Team



Please consider following the Night Spasm Steam Community page and our social media. Your feedback and support are greatly appreciated. Thank you for reading!

Night Spasm website Join the Night Spasm Discord server!
Twitter Instagram Night Spasm YouTube channel Night Spasm Soundcloud Twitch channel

Night Spasm version 1.0.9.0 | The Navigation Update

Ver. 1.0.9.0 | The Navigation Update


This is by far the biggest update to Night Spasm since its initial beta release, and we're proud to say most of the new features and fixes were collectively requested by the community, including many game critiques who published reviews of Night Spasm on our store page or on their own website!

The Navigation Update, as the name implies, makes traversing Region A1 much easier by adding a brand-new world map, which you can collect lying on the ground of your base. When opened, the world map shows your exact location and lists key areas of particular interest. The area seen by your map depends on your current location, meaning the data of your map expands as you travel beyond the starting point of Region A1. There are also plenty of new pathways and signs to give you an idea of where to go next!

As you can see in the patch notes below, this update features a lot of heavy additions and changes to the core aspects of the game, such as a new selling system and a new type of mysterious pillar. However, the BIGGEST addition is the new dialog variations from colony members, side story characters, and even basic NPCs (such as recurring enemies or villagers). As of this update, there are now hundreds of NEW possible conversations you can have with characters based on your progression of the main storyline, the side stories you've started/completed, and the colony members in your party!

Here are the patch notes:

Ver. 1.0.9.0

-Added a map for Region A1. Found lying on the ground of the base, you can now press the left CTRL key (or the -/SELECT button for most controllers) to open up a map. The map shows a different portion of the region you’re in depending on your current location. The map also shows your exact location with an arrow and shows the names of key locations. Although the map is missing some geographical data, it will help you memorize the whereabouts of Region A1 [feature inspired by UnitedCritics’s request through Steam]!

-You can now sell items to certain shopkeepers! So long as they’re selling the item to you, you can sell the item to them at a lower rate than what they’re offering. Different shopkeepers buy your items for different values.

-Added a new type of mysterious pillar: rift pillars. Rift pillars, for a large sum of ckoins, can open up portals in convenient locations which lead you to other convenient locations. Rift pillars can also exchange the LVL of a character to permanently increase the stats of the chosen character!

-Added many new roads and road signs that direct you towards key locations. Some signs even give you survival advice or remind you of important game mechanics!

-Completely reworked the bed system. For no cost at all, you can now sleep until day, night, or a random time. Using melatonin lets you choose the time you wake up and also recovers the SP of every leader. Bed styles and colors are now completely decorative as well [feature inspired by UnitedCritics’s request through Steam].

-Reworked the beginning cutscene, replacing the temporary narrator with a conversation between Theodore and MOG.

-Changed the game over menu. Getting a game over now allows you to either go back to your most recent timestamp or go back to the title screen. If you die in a battle (excluding surprise encounters), you have the option to go back to the starting point of the battle. Because of this new feature, we’ve removed the jhehm revival feature, which was originally implemented as a way of restarting a battle without having to go back to a timestamp and listen to any pre-battle conversations involved. The jhehm revival feature, as well as its special inflictions, will return as a special ability in the future (likely as a special skill).

-NPCs can now walk diagonally, just like the player can.

-Throwing spikes are no longer a default part of the crafting menu.

-Crafting equipment no longer gives COMP versions of the equipment, but instead gives you the actual equipment. Due to this change, for now, crafting equipment no longer provides any EXP.

-Removed crafting tools from the game, meaning crafting recipes no longer require tools to make.

-The coordinates menu, which now requires the A key/X button to be held down to activate, can now only be opened in Region A1 and Dark Region A1. Additionally, the quick-cords feature can now only be used in Region A1.

-Skipping a party member’s turn now prevents them from performing counterattacks until the next turn.

-Changed the way databooks are purchased from Ingene.

-Rearranged the prizes of the bonus room.

-Added the system settings menu to the Title Screen via the “options” button [requested by UnitedCritics through Steam].

-Made many hitboxes and tileset fixes around Region A1 and its locations [fix requested by UnitedCritics through Steam].

-Recently collected items will no longer appear in the item collection window after a new batch of items has been collected. Additionally, the full names of items now appear in the item collection window [fix requested by UnitedCritics through Steam].

-Reduced the default volume of the Title Screen music [requested by UnitedCritics through Steam].

-Fixed some glitches within certain puzzle pillars [fix requested by UnitedCritics through Steam].





We've practically added everything we've wanted to add since Chapter 1's initial release, which is a big milestone for our team! Because of this, version 1.0.9.0 might be the last update for Chapter 1 until Chapter 2 releases. Of course, we'll still keep an eye out for bug fixes and community requests, but should there be any more updates to Chapter 1, they may not be super significant updates. The next significant update to Chapter 1 will come alongside Chapter 2's release, and after that point, any big updates (mainly bug fixes and fan-requested content) to Night Spasm will be focused on Chapter 2's content.

Recent news:


We have a website now!

If you haven't checked it out yet, be sure to visit our website (nightspasm.com) to read blog posts, subscribe to our newsletter, and learn more about Chapter 2! You can even contribute to the project to earn special rewards!

Chapter 1's soundtrack is now available on YouTube and for download!

We recently published the entire Chapter 1 soundtrack on YouTube. You can find the playlist here.

If you want to download Chapter 1's soundtrack as .WAV files for use in YouTube videos, click here.

All songs are eligible for content creation purposes, meaning you won't get copyrighted when using Night Spasm music in your YouTube videos!



Please consider following the Night Spasm Steam Community page and our other forms of social media. Your feedback and support are greatly appreciated. Thank you for reading!

Night Spasm website Join the Night Spasm Discord server!
Twitter Instagram Night Spasm YouTube channel Night Spasm Soundcloud Twitch channel