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  Demoniaca: Everlasting night - “Update 2018”
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[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]


Utrecht, Netherlands - January 23th 2018 - “ This is a very special year, a year full of news but most importantly the year Demoniaca will come to life. We need to concentrate our last efforts and make the difference, we will do our best to give you the game you were dreaming of. Finally the game is shaping up and we can't wait to show you the results. ” said AKI, project leader at Mnemosyne Games.

Soulslink. " Do you know what Kaio-Ken is? If so, you will surely appreciate the SoulsLink! It's been awhile since we were working on a system that offers action-based gameplay and fluency. We present the SoulsLink System: the souls will not only serve as the main currency of the game, you can use this new system to fill a special gauge by seamlessly absorbing souls in a short period of time, greatly enhancing your skills temporarily. ”

“First 25 Minutes” Gameplay Video:

Your questions. Aki answers four questions selected from our mail.

"Will the Nintendo Switch version be available?". This is the question we receive most frequently on our mail. The Switch has enough power to run Demoniaca, so technically the portable version can be done. We have repeatedly requested a devKit to Nintendo Europe without major results, so we cannot yet guarantee anything. On our part there is a strong interest, but obviously the longer the wait the harder the development on that platform will be. We have already planned a cooperative mode that can be used with Joy-Con, but the final decision is up to Nintendo.

"This year will accompany the release of Bloodstained, how do you think about it? Do you see this title as a potential rival?". Bloodstained should come out in March, but our development will end during the summer. It's true, our titles are both inspired by Castlevania SOTN but I think they are extremely different. Iga is a sacred monster in  media channels and obviously we have no chance to compete with his numbers, but what we can do is play Bloodstained (we have already bought a copy) and find out what Iga has reserved for us in his new title. We therefore have a few months to integrate new ideas, as Bloodstained will give us his feedback and it will be very useful during our development. Of course, being able to create a game better than Iga would be an incredible goal for us, even if I believe that Demoniaca has a good chance to compete with everything that has been shown up until now. What to say? The next few months will surely make the difference.

"Any indiscretion about the story? What future do you imagine for your game?". The idea is to create a universe around which well-defined characters rotate. The game has a very unique style and aesthetic, we are building the foundations for something potentially bigger. Substantially "Everlasting Night" represents the first chapter, the first part of the story we want to tell. It will still be a complete, stand-alone product, with a definite ending (even if partially open). It is important to consider the type of production: as an Indie team we don't have the necessary resources to guarantee the continuation of the saga, it will depend entirely on the success of this first title.

"Any update?". This is the question I usually receive on my personal email, another question is usually "is the project dead?". I have to deal personally with the public relations of the game and often the amount of work prevents me from doing it. For this reason I regularly publish material about the game on twitter, but I understand that this may not be enough to satisfy all your curiosity. We dived into a challenging project, that forced us to work intensively for almost a year and a half, and yet we managed to keep our schedule (not bad for an indie team!). In a few months, however, you can judge the result with your hands, just wait a little longer. We are eager, even more than you, to show you what we have in store for you.

More news. " What else? Core, fluidity, mechanics, effects, feedbacks... every aspect of Demoniaca has been improved, to such an extent that even we can't keep track of all the changes made.. ”

What we improved since the last time?

  • Collision vectors in combat system are more accurate.
  • Many fix in level editor, now is more flexible and stable.
  • Environment collision system has been rewritten, this allow more flexibility during combat.
  • Enemy IA, now monster can push, dodge and run forces on the player.
  • Better graphic, best effects less performances requirement (portable predisposition).
  • Saving system is complete, you can select/create/overwrites saves with slots.
  • Full controller compatibility, vibration is now running on combat and interactions.
  • Camera system is complete, now you have visual feedback on combat and interactions.
  • Inventory is changed, now you have tab. Tower map section added.
  • Games nodes are operative, you can running around all the zones.
  • Menu improved, sounds and trailer on waiting.
  • Dialog system complete, alla character have been inserted in the system.
  • Soulslink system integrated.
About the game:
  • There are more than 500 items, 150 of them are unique.
  • There are Epic monsters, you can kill them to obtain unique relics.
  • The map have real proportion, sections fill real space and match each other.
  • The tower is bigger than Castlevania SOTN but is not planned an inverted castle.
  • The game is not linear, you are free to move in the zones, choose directions.
  • You have to learn new moves to reach advanced and secret areas.
  • Every area can be visited again and hides new paths.
  • We don't use procedural, level design is handmade.


About Mnemosyne Games

Mnemosyne Games is a small and motivated Italian indie team. Their ambition is to craft innovative ideas that embody their strong passion for old-school videogames. “We are financially independent and not tied to any videogame publisher. As a small-sized team we have the flexibility to push our creative limits even further without the need of any third-party to approve our ideas and review our design decisions. This makes us motivated, incredibly involved and passionate in our project.”

Demoniaca Tyger Trailer:

Demoniaca Story Trailer:

Demoniaca Gameplay Video:

Press Contact: Fabio Consorti. / [email protected]