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Nocturnal 2 News

Dev update #2

Heya everyone,

Hope you all had amazing holidays!

Welcome to our second dev log! We're here to share some updates about the project and give you a peek at what we've been working on.

I know giant walls of text aren't anyone's favorite, so I'll keep it short! (emphasis on try)

Where We Are in Development:
Basically, we have all the big and small systems in place and a rough layout of the entire game (minus the last boss). We're pretty happy with the combat system, it's way more dynamic and aerial than the first one, thanks to the juggle mechanic. To give you an anchor point, the combat feel is quite close to a game like Spirit Fall.

We're also pleased with how the fire and mist mechanics are adapting to an open-structure Metroidvania. Exploring this genre for the sequel has been an interesting and challenging process to say the least.

It's not there yet, but we feel the new areas bring a lot more depth and immersion to the universe. Speaking of immersion, we're currently working on a new narrative feature centered around poems that we hope you'll enjoy.

The only downside so far is that we’re currently rethinking the global structure of the game. We felt that it wasn't correctly tied to the game's main thematic, so we’re working to find the sweet spot to deliver maximum quality without overstretching the game length.

For a small team like ours, controlling the scope is key to offering a polished experience. A longer game would require a much larger QA team due to all the possible directions players can take. (especially as we walked on the wild side regarding some crazy Ardeshir moves like aerial kick that throw enemies around haha)

This change will definitely impact our schedule, but we’ll keep you updated! (It shouldn’t be too big of a delay, but we prefer to stay transparent.)

Other news:
  • The game is getting a shiny new name! We're putting a twist on the Nocturnal title. The logo is in the works, and once it’s ready, we’ll need your sharp eyes and honest feedback.
  • The gameplay trailer is in the works! We’ve started sketching out ideas and teamed up with some cool folks to nail the title cards and montage.
  • About the demo: Crafting one for a Metroidvania is like, very tricky. But we're brainstorming how to make it happen. If you played one that caught your attention, we’re all ears!


Wish you all a lovely day,
Gabriel
Sunnyside Team

Btw, if you want to join our discord: > Discord <

https://store.steampowered.com/app/2847780/Nocturnal_2/

Dev update #1

Hello everyone,

First off, a big thanks to all who have wishlisted and followed the game recently! We’ll be sharing regular updates to keep you informed on the progress of Nocturnal 2.

Where We Are in Development:

We’ve made significant strides, a large part of the game is playable, with a couple areas nearing completion. Thanks to the tools we built during Nocturnal 1 and a larger team, development is moving faster!

Our goal is to have the entire game playable by late December, allowing us plenty of time for polishing. We're on track and aiming to release a demo in Q2 2025, with a teaser coming early next year.

What is Nocturnal 2?

We've taken a specific approach to an open-world setting, one which resonate with nocturnal 1 mechanics, here are some key elements about the experience.

  • The game is set in pitch darkness, where fire is both your resource and light source. Lighting torches reveals parts of the map for instance.
  • Visibility is crucial, use fire not only to burn obstacles but to guide your path. Weapons like daggers now have flare effects, illuminating monsters and silhouettes in the shadows.
  • The game revolves around the Fire Gem system, a take on the classic charm system (HK). You can assign and mix different gems to create the skills and tools needed to overcome challenges and obstacles.
  • The game offers non-linear exploration, with multiple environments larger than in Nocturnal 1.
  • Ardeshir is highly agile and dynamic, with his signature double jump fire move available right from the start. Instead of gradually unlocking basic moves, you begin with abilities like the double jump and stomp. We aim to avoid a traditional unlocking system, focusing on delivering surprises instead.

In terms of scope, don’t expect a large-scale game, our team is smaller, and so is our experience. We're focusing on delivering a more compact experience, with a price point to match.

If you have any questions, feel free to ask in the comments. And don’t hesitate to share the game with your friends, every wishlist makes a big difference!

See you soon with the next-update!
Cheers,
The Sunnyside

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