1. Nightmare Circus
  2. News

Nightmare Circus News

Steam Next Fest February 2026 & Major Demo Update

[p][/p][p]Heya everyone![/p][p]We are super excited to announce that Nightmare Circus will officially be part of the Steam Next Fest in February 2026. This marks an important milestone for us, and to prepare for it,because we’ve released a major update to the demo to bring it closer to the experience we’re building for the full game!

Since releasing the first Nightmare Circus demo and showcasing it at events around the world, we’ve received invaluable feedback from players. Many of you shared your thoughts on progression, difficulty, pacing, and overall feel. We are shaping Nightmare Circus to be the experience that our community wants to see, which is why your feedback and opinions are now being applied to our second playable test that you can freely try out! Below we have rounded down what will be changing moving forward.
[/p][h3]Your Progress Will Carry Forward[/h3][p]One of the most important additions in this update is Save Data Migration. When Nightmare Circus is released, your progress achieved in the demo will carry over on the full game version. The upgrades you earn, the progress you make, and the mastery you develop will not be lost. Your journey through the Nightmare Realm will continue where it left off![/p][h2][/h2][h2]Rebalancing the Experience[/h2][p]This demo update also introduces important balance adjustments based on both internal testing and player feedback. We’ve realigned progression, reward placement, and encounter structure to better match the pacing of the full game. These changes ensure that upgrades feel meaningful, progression feels intentional, and the combat experience fully reflects the mastery-driven design of Nightmare Circus. This is not about making the game harder for the sake of difficulty. It’s about ensuring that every victory feels earned, as we also explained previously in Devlog #5 with our boss's design philosophy.[/p][p]To implement these systems properly, existing save files will have to be reset with this update. We understand this may be inconvenient, but this reset ensures that all future progress is aligned with the full game’s structure. From this version onward, your progress will be fully compatible with the full release. This ensures that your time, effort, and mastery will truly matter. You could also take this occasion to compare the differences between the first demo version and the current update changes.[/p][h2]Demo Update Changelog (V1.1.1)[/h2][p]This update includes improvements across progression, performance, visuals, and overall gameplay feel.[/p][p]Progression & Systems[/p]
  • [p]Align reward items and spawn positions with full-game progression[/p]
  • [p]Prepare save data migration from demo to full game[/p]
  • [p]Add Plank upgrade for the Control Bar[/p]
[p]Visuals & Atmosphere[/p]
  • [p]Improve the environmental decoration across the demo[/p]
  • [p]Add animated decorations across the demo[/p]
  • [p]Update color grading and global shader parameters across the demo[/p]
  • [p]Add smoke trails to moving objects[/p]
  • [p]Improve shaders for collectable and interactable objects[/p]
[p]Performance[/p]
  • [p]Resize texture assets to improve overall performance and stability[/p]
[p]Gameplay & Feel[/p]
  • [p]Improve Aim Assist behavior[/p]
  • [p]Improve camera movement smoothness[/p]
  • [p]Improve map layout and navigation[/p]
  • [p]Reskin the Control Bar[/p]
[p]Narrative & Presentation[/p]
  • [p]Update cutscenes and dialogue flow across the demo[/p]
  • [p]Update tutorials across the demo[/p]
  • [p]Add NPC portraits to dialogue UI[/p][p][/p][h2]Now It’s Your Turn[/h2][p]This updated demo represents the true direction of Nightmare Circus, rebuilt with players' feedback, refined with care, and prepared to carry your progress into the full game.[/p][p]Now, we invite you to step onto the stage and keep providing the useful feedback that is shaping the future of Nightmare Circus![/p][p]See you on the stage!
    [/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Devlog #5: Designing Bosses to Teach Through Fear

[p]
[/p][p]In today’s devlog, we are discussing one of the most important aspects of Nightmare Circus: the bosses’ design philosophy. During their development, we wanted to prioritize two main aspects for the biggest challenges: memorability and teaching the players.[/p][p]In Nightmare Circus, bosses and mini-bosses were never meant to be simple obstacles for players to overcome. They were created to be a means to learn the mechanics progressively.
Through their moveset and abilities, they will make sure that you will master step-by-step the optimal actions that will defeat them, and eventually help you in future levels…[/p][p]Just as important, they must be memorable characters.
If a boss is meant to test the player’s understanding, its identity must communicate that purpose instantly through shape, silhouette, movement, and atmosphere–even before the fight starts.[/p][hr][/hr][h3]Designing the “Face” of a Lesson[/h3][p]Every time the designing process for a boss in Nightmare Circus, begins with a single question:
What is this boss teaching the player?[/p][p][/p][p]The answer to that question defines everything, from proportions and posture to animations and the timing of their entrance. We intentionally design bosses with strong, readable silhouettes: exaggerated limbs, theatrical poses, and movements that can be understood at a glance. Players should feel the danger of a boss before fully understanding it, and realize they are in for a greater challenge.[/p][p]Beyond clear proportions, our boss designs are shaped through close collaboration between the gameplay team and the narrative team. We want to ensure that every character is not only functional within the combat system, but also faithful to the story, personality, and emotional direction established by the narrative.[/p][p]Color choices, materials, surface details, even small elements like stitched seams or dangling parts are all designed to reflect each character’s theme and state of mind. Color is not only used to separate enemies from the environment, but it also reinforces mood, emotion, and the tone of each fight. Our goal is for players to do more than just fight a boss; we want them to slowly fall into that boss’s nightmare stage without even realizing it.[/p][p][/p][hr][/hr][p][/p][h3]The Souls-like DNA We Chose to Embrace[/h3][p]While Nightmare Circus is not a Souls-like game, we deliberately adopted one core philosophy from the genre, which is respecting the player’s intelligence.[/p][p]Our bosses are not designed to feel random or unfair. Their attacks have weight, their movements have intention, and mistakes are punished, but fairly. When players fail, they usually understand why: poor positioning, overcommitment, or ignoring the surrounding space.[/p][p]At the same time, we don’t ask players to win through precision alone. Bosses in Nightmare Circus leave room for creativity–using collisions, manipulating the stage, and turning momentum into advantage. The tension comes from pressure, not from unfair design, and the trial-and-error process must feel smooth and pleasant for everyone[/p][p][/p][hr][/hr][p][/p][h3]Mini-bosses: The First Teacher on the Stage[/h3][p][/p][p]Mini-bosses are where this philosophy begins to take shape.[/p][p]In the demo, Mr. Kettlebell is designed to be direct, heavy, and honest. He embodies physicality and momentum as a character. His powerful swings, readable attacks, and constant spacing pressure reinforce a single lesson: your movement matters.[/p][p]If players are still unsure of their movement, positioning, or timing, Mr. Kettlebell applies immediate pressure. But once players understand when to engage, when to retreat, and how to control space, the fight becomes readable.[/p][p]Defeating him is not about finding shortcuts, but it’s about truly mastering the fundamentals. Which is something you must know before proceeding through the next challenges awaiting you.[/p][p][/p][hr][/hr][p][/p][h3]Rewarding Understanding[/h3][p][/p][p]Victory over a mini-boss should not end with relief alone.[/p][p]After defeating Mr. Kettlebell, players receive a new ability: Slingshot. This is not simply a new weapon–it is a reward for understanding. It tells the player:
“You’ve grasped the basics well enough. Now we trust you with a more powerful tool.”[/p][p]This process ensures that you don't feel overwhelmed with many tools at once, but rather learning progressively and feel confident with a few mechanics first, so that you can move on and master the next kit item that you will use throughout your adventure.[/p][p]Another main principle that guides all of our boss's design is that we avoid explicit instruction.[/p][p]We don’t want to tell players what to do since that would go against the idea of respecting the users’ intelligence, besides stripping you of the satisfaction and pride to understand and overcome the challenge without external support.[/p][p][/p][hr][/hr][p][/p][h3]Bosses: Testing True Mastery[/h3][p][/p][p]The final demo boss, Strongman, elevates everything further.[/p][p]Visually, he represents dominance and control. His mass, posture, and animations communicate crushing pressure. Mechanically, his purpose is singular: to test how well the player can use Slingshot.[/p][p]Strongman does not demand faster reactions. He demands understanding of momentum, angles, and collision timing.[/p][p]If Slingshot is used hesitantly, the fight becomes oppressive and exhausting. But when players begin to use it with confidence and intent, the fight opens up.
This is the first big leap the players will have to take to move on, since the Slingshot is a core mechanic in Nightmare Circus, we added extra emphasis to make sure that you become fully aware of its potential and use case scenarios.

And the proof that you learned is defeating the Strongman[/p][p][/p][hr][/hr][p][/p][h3]What Comes Next[/h3][p]This dev diary only scratches the surface of our boss's design philosophy.[/p][p]In the next update, we’ll be sharing announcements about Steam Next Fest,
along with a changelog for the upcoming demo version, directly shaped by player feedback.[/p][p]The circus continues to evolve.
And the next performance… is about to begin![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
[/p]

Devlog #4: The Narrative in Nightmare Circus

[p]The story of Nightmare Circus began as a simple idea: a small troupe of traveling circus performers who, unfortunately, strayed into the wrong place and found themselves trapped in a nightmare. From the beginning, we knew that we wanted Nightmare Circus to have a story that would integrate with Peppin’s journey throughout the game, visually and mechanically.
From the base idea of just defeating bosses, saving our friends, and escaping the nightmare, we worked on expanding the story, using each troupe member’s fears and personality to build upon each world and its mechanics, hoping to give more prominence and importance to each battle Peppin faces and the bonds between him and his friends.[/p][p][/p]
Environmental Storytelling
[p]To create a sense of immersion between gameplay and story, we created Nightmare Circus’s environmental storytelling system: aspects of the story are woven throughout the worlds, allowing for exploration while keeping the overall story understandable in easily digestible segments. As the player journeys through each world, they will see decorations and items throughout their surroundings, designed to give clues about the personality, fears, and characteristics of the troupe member that each world is based on.
Since the game is told through the eyes of Peppin, each world was designed to have an overarching puppet-like style, befitting of our protagonist’s preferences and identity. Scattered throughout the game are also diaries, notes, and objects that the player can discover to unlock even more lore of the world and each character on their own volition, allowing players the ability to explore Nightmare Circus’ story at their own pace and preferences.[/p][p]This means that for those who will be more inclined to explore each level thoroughly, they will be rewarded with extra pieces of what is really happening in the Nightmare Realm.[/p][p][/p]
Story and gameplay evolving together
[p]In Nightmare Circus, we also decided to blend elements of the story into the gameplay mechanics. From the protagonist’s choice of weapon being a Puppeteer’s Control Bars and its unique abilities to the various skills he unlocks with the help of each of his friends.
Every fight is purposely designed to show each step of Peppin’s growth in character and his abilities as he learns more about himself, his companions, and the mysterious realm that traps them. To give purpose to each of Peppin’s skills and power-ups, we gave him the base weapon of a Control Bar, a familiar item that has been with him since his start as a puppeteer. Then, as Peppin grows stronger and can defeat more nightmares, he, in turn, receives assistance in reciprocation in the form of items and mysterious skills based on the personality and specialties of those he has helped, giving meaning and connection to the bonds built between Peppin and his friends, both old and new.[/p][p][/p][p]To further build on the story of Nightmare Circus and the world within the game (after all, it’s too much of a coincidence for the Nightmare Realm to exist without explanation), we introduced villagers as a tool for storytelling. Villagers are NPCs whom Peppin can meet throughout his journey, with each villager allowing Peppin to learn more information about the realm’s existence and origins.
[/p][p]As to what it is, you’ll have to play the game to find out![/p][p][/p]
The challenges we faced while developing our storytelling system
[p]The process of developing Nightmare Circus in the aspect of Storytelling has come with its own set of challenges. The balancing act between storytelling moments and gameplay is one that we must continuously adjust throughout the development process. On one hand, we want to tell as much of Nightmare Circus’ story as possible, ensuring that each part of the crafted lore makes it into the game; however, we also need to be mindful of how the story flows and is experienced through the unique playstyle of each gamer, as well as the feasibility and limitations of what can realistically be implemented into the game while maintaining the intended complexity of Nightmare Circus’ concept. All in all, it boils down to finding a delicate balance between fun gameplay that has a good combat experience and a straightforward yet engaging plot that players can enjoy.[/p][p][/p][p]Despite its seemingly straightforwardness, the story of Nightmare Circus has always been intended to be open to players’ interpretation; every person has their own experience with fears, uncertainty, and emotions, and while there is a story we want to tell, we also want the players to develop their own understanding of the story and the fears of each character, and their journey to overcome their nightmares. Ultimately, we want the player to craft their own connection to the story through Peppin’s eyes.[/p][p][/p][p]If you’re interested in exploring the realm of nightmares and taking on Peppin’s journey, good news! The demo for Nightmare Circus is available to try! We invite you to delve into the Nightmare Realm and experience the story of Nightmare Circus yourself. We hope that the demo will give you a taste of what’s to come in the full game, and if you want to uncover the full story of Nightmare Circus, please feel free to wishlist our game.
[/p][p]The circus awaits! 🎪[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
[/p]

Devlog #3: The Collision Combat System

[p]Hey everyone![/p][p]In today’s devlog, we want to discuss what we believe to be one of the most unique elements of Nightmare Circus: The Collision Combat System![/p][p]When we first began building Nightmare Circus, we thought a straightforward, action combat system might be enough. Swing, dodge, strike! These bases were the standard path. But when we put the prototype in players’ hands, their reactions told us otherwise. We noticed the moments that made the players cheer, laugh, and lean forward weren’t from landing clean, precise combos or watching damage numbers fly…[/p][p]It was from the impact.
At that moment, everything came crashing together (no pun intended).[/p][p][/p][p]This realization was the gift of Nightmare Circus’ Collision Combat, a system that transforms the whole area into a playground zone where the player is in control. Because here, you are the puppeteer, pulling every string on your stage.[/p][p][/p]
Where the idea was born
[p]Our inspiration came from the raw satisfaction of seeing results unfold in front of you, not numbers ticking down, but from the sight of an enemy being launched straight into a wall, a wooden pillar splintering apart, crates smashing into foes, and taking down others around them.
It was in these chaotic, messy, and deeply satisfying crashes that we found the true heart of our game’s combat. We realized Nightmare Circus shouldn’t follow the standard recipe for action games, but instead be built around impact – crashes that are thrilling, unpredictable, and uniquely your own.[/p][p][/p][p]Even the simplest attacks, which seem ordinary at first glance, were designed to carry choice and variety. A light strike is fast and can chain together multiple hits. A medium strike slows the rhythm slightly but extends your reach across the stage. A heavy strike is the slowest, but sweeps wide and sends enemies rolling away with explosive knockback.[/p][p]We never wanted these to be fixed patterns from a predetermined combo; instead, players are free to mix them however they like. Maybe they’ll unleash a flurry of light attacks before finishing with a crushing heavy blow that sends an enemy tumbling. Or maybe they’ll weave together different tempos to stretch out the damage window and create a unique rhythm of chaos.[/p][p][/p]
Infinite possibilities with the toolkit we developed
[p]Tying these core ‘strikes’ into aiming and throwing the Puppeteer’s Control Bar, we were able to further explore the toolkit of our combat system. What was once a light strike became Wrap, pulling everything nearby into a central crash. A medium strike evolved into Leap, letting you vault across the arena to reposition in an instant, with its charged version turning it into a Slingshot, that same attack turned into a devastating headlong smash, chaining crashes like falling dominoes. A light strike, further enhanced into Link, could tether enemies together, forcing them to share the consequences of every impact. And the heavy strike transformed into Hook, dragging an enemy straight into your face, ready for the next spectacular collision.[/p][p][/p][p]The Collision Combat toolkit is also applied beyond just fighting in the game; it extends into the puzzles and exploration of the stage itself! Players will smash wooden pillars blocking their path, drag objects onto switches to open new doors, or use Link to transfer energy between strange mechanisms. We designed these creative tests so that the game never feels like an endless wave of combat alone, but a circus of ideas waiting for you to explore and experiment with.[/p][p][/p]
Designing the boss fight around the system
[p]And then, of course, there are the bosses. Before Nightmare Circus, we had already built an action game where our Modular Combat system earned acknowledgment for making boss fights feel alive, allowing bosses to weave together combos dynamically while still keeping them fair for players to read and respond to. This time, we’ve carried that foundation forward and fused it with our new Collision Combat. The result is a fight that feels both intense and flexible. Bosses still pressure you with evolving sequences, but you’re no longer locked into one way of winning. You can lure, crash, improvise, and invent your own solutions to overcome them. Each fight becomes not just a test of reflex, but a stage for your personal style of control![/p][p]Of course, all of this would be meaningless without the feeling we call “juiciness”. Mechanics on paper are one thing, but satisfaction comes from how they feel. Every hit needs to land with weight, every heavy strike must send enemies rolling across the floor, and every collision has to crunch with sound, timing, camera shake, and visual sparks that make you say, “Yes, that felt real!” We obsess over details like hit-stop frames, particle bursts, and the exact moment of impact because those tiny choices are what turn a system into an experience.[/p][p][/p][p]With that being said, what we’ve described here is only a glimpse of what we’re working on. In the full game, there will be countless more combinations to discover, and we’re confident players will be able to create a combat style that is entirely their own.
Right now, the team is fine-tuning the details frame by frame, sound by sound, making sure that every crash in Nightmare Circus feels as powerful and satisfying as it should.[/p][p]Thank you everyone, for reading our second devlog! We can’t wait to see your feedback and, as always, join the discussion on our social media and be updated about the latest Nightmare Circus news![/p][p][/p][p]
[/p]

Dev Diary #2: Nightmare Circus at Tokyo Game Show 2025!

[p]After returning from Gamescom Germany, our next goal was to showcase the long-awaited Collision Combat system to the world. But as every game developer knows, plans have a way of changing, and this time, fate brought us an even bigger stage: Tokyo Game Show 2025.[/p][p]We began preparing for this event back in March. It took more than six months of coordination, booth design, demo setup, merchandise production, and technical planning to make sure everything was ready for one of the world’s largest gaming shows.[/p][p]This year, we joined forces with Red Dunes Games, our publisher, whose booth had grown tenfold since last year. And our Nightmare Circus space was a true reflection of the game itself! The booth team faithfully recreated a scene straight out of the game: a circus tent that looked playful at first glance, but upon closer look, carried an eerie and unsettling undertone. Suspended from above were dangling doll parts and ornaments, creating a stage that was both beautiful and haunting — the perfect embodiment of Nightmare Circus.[/p][p][/p]
Inside the booth
[p]Inside, we had four demo stations equipped with PS5 controllers, and an additional setup at the Thai Pavilion, supported by DEPA and DITP. The air was filled with laughter, surprise, and the rhythmic crashes of combat, players figuring out their own combos, sometimes screaming in delight when enemies went flying across the screen.[/p][p]The Red Dunes Games team went above and beyond to create a lively, welcoming atmosphere. There were plushies, acrylic standees, stickers, and posters for players who joined in on booth activities — even premium prizes for the most dedicated visitors. Every corner of the booth radiated excitement, as if we had turned the game’s circus into a real festival.[/p][p][/p]
What happened during the TGS Days
[p]The first two days were Business Days, filled with partners and media from across the globe. We received incredibly positive feedback! People praised the charming yet mysterious art style and the originality of our combat system. Having two interpreters on-site made everything smoother, from interviews to partner discussions.[/p][p]Then came the Public Days (Day 3–4) — the true test of our circus. With around 80,000 attendees per day, the booth was constantly packed. Lines stretched beyond our space, and it was surreal to watch players react to every fight, every collision, every satisfying moment. The smiles, laughter, and curiosity made all the hard work worth it. Many players asked if the game would support Japanese, and yes, it will in the full release.[/p][p]One thing we noticed throughout the event was how Nightmare Circus drew in a diverse range of players. The game’s art and plush characters caught people’s attention first, but it was the chaotic, satisfying combat that kept them playing. Some even came back for a second round just to try new combos!
Seeing our vision of “being the puppet master” come alive in players’ hands was one of the most rewarding feelings we’ve had as developers.[/p][p][/p]
An incredible experience!
[p]More than anything, though, what made this trip special was the people behind it. We want to extend our heartfelt thanks to everyone who supported us: our players, the Red Dunes Games team, the incredible booth construction crew who brought our stage to life, our hardware sponsors who provided five gaming PCs and full gear setups, the DITP team, our merchandise team, and the interpreters who tirelessly assisted us throughout the event.[/p][p]And most of all, a huge thank-you to the coordination team at Red Dunes Games, who weren’t just organizers but caretakers of everyone at the event. They ensured we always had water, food, giveaways, and — just as importantly — warmth. They constantly checked in with everyone: “Have you eaten? Are your legs okay? Don’t forget to drink water.” They weren’t just looking after us at FairPlay Studios, but everyone in the staff area.[/p][p]It’s thanks to all these amazing people working behind the scenes that the show ran so smoothly.[/p][p]Being there as a team, seeing players firsthand, learning from feedback, and standing beside so many passionate creators reminded us why we do what we do. And if we ever have the chance to return next year, we’ll bring even more of our team with us, so they can experience that same spark of inspiration.[/p][p]From a nightmare stage within the game to a real-world stage in Tokyo, Nightmare Circus has performed its first act![/p][p][/p][p][/p]