Hey! We're a small
#indiegame
developer based in
#tokyo
, working on a retro-inspired action horror game. We can't wait to share more in the near future.
#indiedev
#lowpoly
Misha is capable of parrying a variety of attacks to create a chance to retaliate. However, certain Youkai have also mastered this technique.
ミーシャが敵の攻撃を上手くパリーしたら、反撃のチャンスになります。ただ、ある妖怪もこの技を習得しました...
#screenshotsaturday
こちらはノInH (
@131_nngo
) にデザインしていただいた、口裂け女子(KJ)のコンセプトアートです。
Here is the design concept for the Kuchisake-Jyoshi. The KJ were designed by the incredibly talented ノInH-san.
#horrorgame
#nightmareoperator
We just unveiled our new trailer at Indie Live Expo! The new design for Misha showcased in the trailer was designed by Gravity Rush's
@Takeshi0ga
!
新トレーラー公開!グラビティデイズの緒賀岳志氏が描いてくれたキャラクターも初公開します!
#indieliveexpo
#screenshotsaturday
Resonant Locks are a type of recurring puzzle in
#nightmareoperator
. These locks can only be opened by matching the pitch, filter, and distortion settings of a given sample.
サンプルの調子、フィルターなどの設定を一致させることで、同調ロックを解除できます。
#screenshotsaturday
We're in the process of implementing Misha's final animations, which has given us the opportunity to rework melee combat! Here's an example of how Misha can use some of her new moves to go toe-to-toe with a pair of Inugami.
#screenshotsaturday
#nightmareoperator
#indiegame
The R-88 "Kick" module packs a punch and can stun Youkai, though it has an extremely slow fire rate.
Skilled Operators have realized that by rapidly swapping between weapon modules, this limitation can be overcome.
#indiegame
#nightmareoperator
#screenshotsaturday
We've been experimenting with a new laser sight system to help indicate which Weapon Module is currently in use. What do you think?
どの武器モジュールが使用しているかを示すレーザー照準器システムをテストしています。どうですか?
#screenshotsaturday
#nightmareoperator
#indiegame
"Discharge Cancels" cost 1 Gear Charge to execute, and can be used to immediately cancel any action, as well as briefly slow time. Use them to extend your dodge rolls, cover for mistimed parries, or press the advantage after a melee attack.
#nightmareoperator
#indiedev
If you build up enough Gear Gauge, you can expend a chunk of it to activate a "Transmission Super." For example, the "Overdrive" super temporarily activates a powerful module that can freeze enemies and has infinite ammo.
#nightmareoperator
#screenshotsaturday
#indiegame
Here are some close-ups of the various weapon modes for the Modular Gun, plus a look at the secret sixth mode.
モード切替式モジュラーガンのスクリーンショットです。秘密の6番目のモードも少しだけお見せします。
#nightmareoperator
#indiedev
Now that we've revealed Misha's new design, we can also show of this wonderful key art by our monster designer
@131_nngo
.
ミーシャのデザインを公開したので、やっとこのキーアートも公開できます!モンスターデザイナーのノinHさんが担当しました。
#indiegame
#nightmareoperator
Here's a closer look at Misha's new character design, drawn by Gravity Rush's Takeshi Oga, that we revealed at Indie Live Expo yesterday.
昨日に公開したデザインの資料です。緒賀岳志氏が主人公のミーシャのデザインを担当しています!
#indiegame
#characterdesign
#nightmareoperator
We're extremely happy to announce that we've finally launched the Steam page for Nightmare Operator! Please go check it out.
やっと『NIGHTMARE OPERATOR』のSteamページを公開しました!日本語版も、もちろんあるのでぜひチェックしてください!
Exploring another new environment. Power's off in most of the ruins of Tokyo, but Public Safety does their best to at least keep some of the lights on in stations like this.
#nightmareoperator
#indiedev
#madeinunity
Rapidly switching between modules is a core system in
#nightmareoperator
, so we're working to create unique visual identities for each module. The shape of the muzzle flash and configuration of the modular gun indicate module type, while the color indicates element.
#indiedev
Happy New Year! To ring in the 2024, we're showing off a bit more of our Kuchisake-Jyoshi enemy type. They hunt in packs, and use ambushes and flanking tactics to lure unsuspecting Operators to their doom.
#nightmareoperator
#lowpoly
『NIGHTMARE OPERATOR』は東京ゲームショウ2024のSelected Indie 80で展開決定!皆さんぜひ、デモ版体験してください!
Nightmare Operator has been chosen to participate in Selected Indie 80 at Tokyo Game Show 2024! Please come and check out our demo!
#tgs2024
"Energy Fragments" can be obtained in a variety of ways, most notably by damaging Youkai. Absorbing fragments charges Misha's "Gear Gauge," which can then be used to perform a variety of actions, such as Discharge Cancels, supers, or healing.
#screenshotsaturday
#indiegame
In addition to serving the narrative, the design of the Provisional Government technology scattered around Tokyo is meant to stand out, and indicate gameplay function. The cyan coloration is a hint that these objects can be interacted with.
#indiedev
#nightmareoperator
@headwaregames
Hey, we're DDDistortion and we're making Nightmare Operator: a horror game about hunting Youkai in a haunted version of Tokyo.
We just launched our Steam Page, so if you're interested please give us a wishlist!
DDDistortion will be attending GDC next week to seek a publishing partner for
#nightmareoperator
. If you're a publisher scout and, you'd like to arrange a time to talk, shoot us a DM or an email! Our contact information can be found here:
#indiegames
One of our biggest goals with
#nightmareoperator
is to accurately reproduce certain neighborhoods of Tokyo in-game. Does anyone recognize this street?
チームとしての1つの大事な目標は、ゲーム内で東京の街並みを正確に再現することです。 この道はどこだかわかりますか?
#indiedev
We iterated heavily on Misha's design before arriving on the one featured in the trailer. Which design to do you like best?
トレーラーで紹介されているデザインにたどり着くまで、ミーシャのデザインを何度も繰り返し検討しました。どのデザインが一番気に入っていますか?
We're excited to announce that we have a big reveal planned for NIGHTMARE OPERATOR at Indie Live Expo! The broadcast starts at 5PM JST on 5/25. Please check it out!
今回のIndie Live Expoに『NIGHTMARE OPERATOR』が登場します!大きなニュースがありますので、皆さんぜひご覧ください!
メリークリスマス!Merry Christmas!
皆さん、よいお年を!来年も、楽しい情報いっぱい公開するので、引き続きよろしくお願いします!
We're just getting started, so be sure to stay tuned. We have a whole lot more to show everyone next year.
YouTubeでも投稿しています!もう少し高い画質で見たいかたは是非チェックしてください!
We're also posting on YouTube! If you'd like to see in slightly better video quality, please check it out.
To all of our English-speaking followers: we'll be revealing a new trailer at
@INDIELiveExpoEN
on Saturday the 25th. The broadcast starts at 5PM JST, and there is a simultaneous English-language stream as well, so please check it out!
#indieliveexpo
@Viberi_Rabbit
We do have a dither transparency effect that's possible on Actors, but right now we're trying to adjust the camera so that it more intelligently positions itself in tight spaces before resorting to hiding objects.
@zakogdo
@Takeshi0ga
We've grown attached to
@Priichu
's design for Misha as well, so we definitely plan on having Prototype Misha available as a costume on release.
@Watfen64
We're definitely inspired by Vanquish! Another reference point we looked at when designing the weapon was the various beam modes in Metroid Prime.
@nookwastaken
Thanks so much! We're still very early, but our target is about 8 missions, and 10 hours of gameplay. Currently, we've finished grayboxing our vertical slice mission, and it's around 50 minutes of gameplay.
As for price, still TBD. 😉
@Thrashermario1
@Takeshi0ga
If we can get the funding absolutely. Please let some publishers know you'd like to see Nightmare Operator on those platforms.
@junchgaming
Thanks so much! We're actually right in the middle of figuring out the costs of getting it on to XBox. Let us know if you ever want to chat!
@no__caps
Thanks so much for covering us! We're impressed by how much you were able to gather from what we've shown so far! The pink "SLC" element is "slicing," by the way.
@SamUni_PS1
and Tokyo Stories are also excellent projects, and we're just as excited to get a chance to play them.
@satellitebread
The animation between each "mode" where the panels fan out is the neutral "clutch" position. While inputting the selection commands, the weapon enters that position.
@apcrol
We're still working on the final design for Misha, so currently all of her animations are temporary! Additionally, camera placement automatically adjusts based on whether or not the player is in an interior, so we'll review the framing and see if we can fix that impression.
@Gaearth
We're still very early in development, so we can't comment on release timing yet. We're working hard to make sure we make the game available as soon as possible though!
@kiririn51
Thanks so much! We're huge fans of your work over here as well. We hope we can deliver a game everyone will enjoy.
Actually, if you don't mind we had a few questions for you. Can we shoot you a DM?