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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]
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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]

Play Nightmare Circus Demo During Scream Fest!

[p]Hey everyone![/p][p][/p][p]Spooky season is finally here, and we are celebrating it with Steam during the Steam Scream Fest![/p][p][/p][p]Starting today until November 3rd, you can enjoy a vast catalogue of scary games, and amongst them, you can also play Nightmare Circus Demo![/p][p][/p][p]Experience the first level and try out the string mechanics and what Nightmare Circus has to offer.[/p][p][/p][p]You can download the demo directly from the Nightmare Circus Steam page![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Nightmare Circus Demo Is Now Available!

[p]Hey everyone! [/p][p]We have great news to share with you! [/p][p]While the team is over at the Tokyo Game Show 2025 (by the way, check out our socials to know what we're doing there!!), We just released the Nightmare Circus Demo [/p][p]This is your first-ever occasion to try our upcoming game and experience the unique String mechanic and its potential while going through the introduction level of Nightmare Circus! [/p][p][/p][p]Download the demo from here: [dynamiclink][/dynamiclink][/p]