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Night Loops News

Night Loops Comes to Steam October 16!! ☾

As the clock ticks ominously towards the end of the night shift, I have a spine-chilling announcement for you: Night Loops is scheduled to open its mansion doors on October 16th.

I couldn't have thought of a better day than today, Friday the 13th, to announce this exciting news. It’s been a nearly three and a half year journey developing this game with plenty of twists and turns and not to mention dead ends... but it’s sincerely, in the end, been a joy.

For this occasion, we worked with our publisher to create a special Release Date Announcement trailer too~

[previewyoutube][/previewyoutube]

See You on Discord:
Join our Discord community, where fellow Night Loops enjoyers talk about the game’s mysteries, share the frights (and glimmers of hope), and just chat about narrative/psychological horror games in general. We’ll also be sharing some fun tidbits like concept art and soundtrack clips in there.

Wishlist Today:
To ensure you're among the first to be called into the night shift at the Seaside Hotel, make sure to wishlist Night Loops to be notified on Monday, October 16th exactly when the game launches.

I can’t wait for you all to experience this journey through Night Loops.

While we wait together for the launch, feel free to follow us on our platforms below~

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- J

✰ September Dev Update ✰

Hi there again!

I'll keep this one short and sweet – I’m delighted to say that we’re about a week away from ending the final polishing and debugging stage. Version 1.0.0 is very very close now (I can almost taste it). This past month, I did one last pass over all the dialogue. It was pretty interesting, since at this point the story wouldn’t really allow itself to be changed much. Many of the edits that were made, I ended up having to revert. I guess this is when you know you’re nearing final form, when the game itself finally says enough is enough.

Last month I also mentioned we were updating our icon so here is that finished below!



Aside from development, we’re ironing out a few exciting things behind-the-scenes, so I hope I’ll be able to share those with you next month… ‘til then!

- J

P.S. Also looking forward to spooky season and crunchy autumn leaves with each footstep

◆ August Update and Tiny Teams! ◆

Hey there!

Today we have a rather unique update ~ I’m pleased to let you know that we’ve officially completed the process of redoing all our key art! If you’re a fellow lurker like myself, you may have already noticed a few of the changes on our outside skin.

Here’s what our new full key art looks like:



And for comparison, here’s our old one:



The idea came a few months ago. It started with a bit of soulsearching on how we could better speak to the story/VN qualities of the game, as well as to its pixel art style. We really wanted to feature Rin, the MC, and naturally the mirror image of Myne fell quietly into place. Let me know what you think too!

And, until August 10, we’re thrilled to be taking part in Yogscast’s Tiny Teams 2023 festival, which also includes a bunch of other wonderful games from either solo-devs or micro-studios. If you haven’t already, check them out!

On the dev side, I’m doing one last pass over all the dialogue + story. That’s still all in progress, so I’ll keep you posted on how that goes next month. Much much more to come, see you then ✰

- J

P.S. we’re also planning an update to our icon too! Will show you that in September as well (would you already happen to have an idea of what it might be? A small hint is that it’ll be one of our masks…) Stay tuned!

✧ July Dev Update ✧

Welcome again!

A lot happened this past month, so I’ll try recapping the best I can without making this too long :P

First off! We attended our first ever in-person event, the Delta H Con 15th anniversary anime & gaming convention in Houston, TX! Just want to say, thanks to all the folks there and I truly enjoyed getting to hear your live feedback/critiques. Our game was actually initially developed with only playtesting with just a few friends & acquaintances out of a small Chicago apartment, so getting some outside critique (along with the playtesting help from our publisher!) I’m sure will certainly improve the final experience in the end. So alas, here’s a few pics of our table and STICKERS!!



Next up, I was hard at work at the ol’ desk fixing more bugs and making some QOL improvements. I figured it’s best to just compile these in a list:

  • Snow Woman mask now will not activate off tilemaps and on certain areas where it can appear buggy
  • Standardized reset behavior for Labyrinth puzzle in Celestial Gardens
  • Fixed shadows in special intros for the three “New World” canvases
  • Fixed screenshake on XXX World & Underworld maps
  • Fixed Default Ending message randomizer
  • Fixed camera snapping on entrance for a few maps
  • More fixes to sorting order of sprites
  • Fixed remaining music & sfx clicks
  • Deleted unused sprites & art (now the game is under 2GB yay!)
  • Other small fixes


Actually a lot of these are hardly noticeable when playing the game, but I still think valuable fixes nonetheless.

One thing that is pretty nifty to show though is some new tile art! (I included what the original tile pixel art looks like too)



And finally, that is all from last month.

See you around the corner in August!

- J

June Dev Update ☾

Hello again!

Can hardly believe it’s been a month already. Last month was AAPI month and now happy Pride month from the U.S.! For the wrapping up of AAPI month in May (and being Asian-American myself), we wanted to dedicate an artwork that illustrated this concept of the “psychic nowhere,” one of the many key themes that inspired the game way back when. The story we hope to one day tell though, is not being forever stuck in this labyrinth…



And for dev-related updates! We’ve been head down at the desk putting some final touches on more cutscenes and additional art + animations. Here’s one of my favorite one’s from this past month and probably also one of my favorites thus far. Besides that my focus has been on fixing visual bugs like sorting issues but that’s no fun to show :P



In May, we also hit our 3rd anniversary of working on this game. So just want to say thanks for sticking through with us all this time.

Onwards! See you next month and best wishes for summer!

- J