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Noxus Games Studio

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A member registered Jan 18, 2022 · View creator page →

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Hello everyone,

Today I want to pull back the curtain on the next chapter of the franchise: Night Maniac: The Origin Of Steven. I’ve been working quietly behind the scenes, and I want to share some detailed insights into what you can expect from this new entry, without giving away any story spoilers.

To put it simply: out of all the games I have ever developed, this one has the most content by far. The scope of this project is massive, and I am pushing the limits to make it what might be my best game yet.

Here is a deep dive into the new features, mechanics, and the world we are building.

Expanded Scope: Multiple Playable Characters

While the first Night Maniac introduced the ability to play as multiple characters, The Origin Of Steven takes this concept and expands it on a much larger scale. Throughout the game, you will take control of various characters, each offering a completely different perspective of the night.

You will step into the shoes of everyday workers, desperate survivors, terrified victims, a dedicated investigator, and even the villain himself. This multi-perspective approach allows the narrative to unfold in a highly dynamic and unpredictable way.

New Mechanics and Gameplay Systems

I’ve entirely overhauled the core gameplay. The game features a brand-new First-Person Controller script, making the movement and interaction feel much more fluid and responsive.

Alongside the survival elements, I’ve introduced a dedicated Investigation Gameplay system. To support this, I have written numerous new scripts, including a dynamic atmosphere system. Depending on the situation and the character you are controlling, the game’s environment will shift in real-time, transitioning seamlessly from a grounded, serious investigative tone into a pitch-black, terrifying horror atmosphere.

Dynamic Audio and Sound Transitions

A horror game is only as good as its sound, and I am putting a massive amount of effort into the audio design, adding as many detailed sound effects as possible.

I also created a brand-new ambient sound transition script. This means the audio environment reacts realistically to your location. For example, if you step outside, the sound of the storm becomes loud and clear, but the moment you walk inside a house, the audio dynamically muffles to reflect the interior space. This adaptive sound design is applied across various environments to deeply immerse you in the world.

1948 Setting and Unique 3D Models

The Origin Of Steven is strictly set in 1948. Because of this specific time period, almost nothing could be reused from previous projects.

The game features a massive library of entirely new and unique 3D models created exclusively for this title. From the architecture to the smallest props, everything was designed to ground you completely in the late 1940s aesthetic of Red Valley.

Hand-Crafted Animations and Cinematic Immersion

A major focus for this game is striking the perfect balance between cinematic cutscenes and active gameplay, ensuring the immersion is never broken.

To achieve this, a huge amount of effort went into hand-crafted animations to give the game a unique feel. One of the standout features is that the Night Maniac will have custom, unique finishing animations for every single victim. No two encounters will end the exact same way, making the killer feel brutal and realistic.

New UI and Player Options

Finally, I wanted to ensure that the game feels as good to play as it looks. I have built a completely new settings and options system. The new user interface is modern and comfortable, giving you extensive new options to tweak and personalize the experience exactly the way you want it.

I am pouring everything I have into Night Maniac: The Origin Of Steven. It is a massive undertaking, but the pieces are coming together to create an unforgettable and terrifying experience.

Thank you for your continued support. I can't wait to show you more.

Hey, thanks for the game analysis! I was impressed by the professionalism and attention to detail in your analysis and comments. I really appreciate it!

(2 edits)

I'm sorry about that, I'll try to find the problem.

  • Try reinstalling/installing DirectX 9.
  • Change the executable's compatibility mode to Windows Vista.

If that doesn't work, let me know.

I'll send an email to Ambiera, which owns the engine I use.

Two quick questions: Are you using Windows 11?

And does this bug only happen with this game?

The goat is back!

Try deleting the d3d9.dll file.

If that doesn't work, I can try to make a Vulkan version and send it to you, but I'm not sure if that will fix it.

That's very strange. Have you checked your video card drivers?

Hey Modactor! How are you?

If the third ending is the True Ending, you must return home, close the front door, and lock it. After that, the Soul will walk around the house. He will appear at the back window watching you and surveying the interior, then he will break the window to get inside. Right after that the player must unlock the front door and run because the killer will be inside the house.

If it is not the True Ending, the other two endings are achieved by taking the car key. In the new update you have to go into the trailer to get the key, then escape with the car from the shed.

The remaining ending is attempted by trying to flee down the street.

Hey Niven! Thanks so much for playing and recording another one of my games. I really appreciate your feedback and I agree with you. I might release an update or even a sequel. I actually already created a "True Ending" with a sequel in mind, but for now I will be focusing on other projects.

I wish you the best of luck in your future games too, my friend!

Sorry you already downloaded and got that. Some builds made with the CopperCube engine can trigger false positives. The file is safe. Please add the installer/game folder to your antivirus exclusions and try again.

Thank you so much for playing and recording!
I really appreciate it!

Thank you so much for playing and recording! I really appreciate it!

Vlw por jogar e gravar! Curti dms o vídeo!

Thanks for Feedback!🤝

Thank you very much for playing!👍

Thank you very much for playing!👍

Thank you very much for playing and recording! 👍

Thank you very much for playing and recording! 👍

Thank you very much for playing and recording! 👍

Thank you very much for playing and recording! 👍

Thank you very much for playing and recording! 👍

Thank you very much for playing and recording! 👍

Thank you very much for playing!👍

Thanks!👍

Thank you so much for your kind words Niven!👍🍻

Thank you very much for playing and recording Night Maniac 2!
We are not currently planning a direct sequel to Night Maniac 2. However, I'm planning a Night Maniac that tells the story of Steven Watson’s past, showing how it all began.
I will also produce a Steam version of the first Night Maniac with some extra scenes, and perhaps a different game mode.
And Night Maniac 2 might be updated with some improvements based on feedback.

(1 edit)

If I disagreed with what you said, I'd be a bit wrong. But I still intend to improve the game. Especially the flashback to Edgar's death. And add more scenes.

Thank you very much for your feedback.

approximately 1 hour and a few minutes

Thank you very much, Niven! That means a lot to me!🤝

Realmente.

Tem futuro!