Hi all, We've changed the way skip mode works and added an option to select how it behaves. Previously it skipped everything until the next story choice, but now it will also stop when you encounter a scene you haven't seen yet. If you preferred the old skip mode you can select t
Hi all,
We've changed the way skip mode works and added an option to select how it behaves. Previously it skipped everything until the next story choice, but now it will also stop when you encounter a scene you haven't seen yet. If you preferred the old skip mode you can select the old behaviour in the options menu. The list of visited scenes will be coutned only from this update forward, so the new mode will stop on scenes you visited prior to this update.
In addition, we fixed the following smaller bugs: - Captions being stuck on screen - Discord integration rarely crashing the game - Certain screen effects now fade in instead of suddenly appearing - Updated options descriptions
Hi all, We've just pushed an update that tracks the bad ends for the "I'm Not Okay" achievement (out of 12 possible). This should provide more clarity around the requirements for the achievement. For those who have achieved multiple bad ends already, your progress will be updated
Hi all,
We've just pushed an update that tracks the bad ends for the "I'm Not Okay" achievement (out of 12 possible). This should provide more clarity around the requirements for the achievement.
For those who have achieved multiple bad ends already, your progress will be updated upon the next bad end you encounter. For those who have unlocked the "Famous Last Words" achievement, you may need to replay this section to unlock the final achievement.
In addition, we have pushed a fix for those who were experiencing slow gameplay with the "Instant" text speed option.
We've released another small update that fixes the following issues: - The clock winding sound would sometimes play after the puzzle is over - Choices would sometimes get stuck on screen
We've released another small update that fixes the following issues: - The clock winding sound would sometimes play after the puzzle is over - Choices would sometimes get stuck on screen
We've released a small update that fixes the following issues: - Selecting "None" as your voice would result in the game freezing after the intro - The clock puzzle would not submit after pressing space, because it was bound to the wrong key
We've released a small update that fixes the following issues: - Selecting "None" as your voice would result in the game freezing after the intro - The clock puzzle would not submit after pressing space, because it was bound to the wrong key
Angel Wings: Endless Night is finally available for download! The Endless Night A dark thriller with both comedic and spine-chilling moments, Angel Wings: Endless Night is a love letter to classic survival horror games, brought to life in visual novel form. As a spin-off sequel t
Angel Wings: Endless Night is finally available for download!
A dark thriller with both comedic and spine-chilling moments, Angel Wings: Endless Night is a love letter to classic survival horror games, brought to life in visual novel form.
As a spin-off sequel to Angel Wings, Endless Night finds you trapped in a haunted mansion with no means of escape. Using your wits and the help of your unlikely companion, will you find a way to end this eternal darkness?
Supporter Pack
Want more Endless Night? Curious about our development? Do you simply want some horrifying art to look at every day? The Endless Night Supporter Pack includes an artbook PDF with over 90 pages of content, including full-page displays of the art of Endless Night, as well as interesting tidbits about the characters, lore, and design process. The Supporter Pack also includes a selection of 4K desktop wallpapers, as well as a look at unreleased design prototypes.
For those looking to take their fandom a step further, we have officially opened an Etsy shop! Containing t-shirt designs and posters from the Angel Wings series, this is our first dive into physical merchandise. Check it out!
Hi everyone, We're back again with some insight into the development process of Endless Night , written by our fabulous developer virusek20. This time we will focus on the more technical aspects of development, talk about what's changed since the last game, and what to expect thi
Hi everyone,
We're back again with some insight into the development process of Endless Night, written by our fabulous developer virusek20.
This time we will focus on the more technical aspects of development, talk about what's changed since the last game, and what to expect this time around.
We switched to Unity
Angel Wings used a mostly custom engine built on SFML (Simple and Fast Multimedia Library). This worked well enough for our purposes, but for Endless Night we needed something that was quicker to develop with. With Unity we can skip writing our own rendering code, input handling and other aspects that would just eat up time that could be better spent on other things. We had some alternative options like Godot but as we were the most familiar with Unity we decided to stick with the safer option. This way we can support things like controllers or dynamically scaling UI without any extra effort and even speed up our development by writing custom editor plugins.
Voice Acting and Audio
A major change is that we have full voice acting for Endless Night, meaning we had to rethink our approach to audio engineering. Previously, we simply played vorbis audio files, looped them for music and changed their volume depending on the scene, which limited our options. In the spirit of not reinventing the wheel, we decided to go for a well-established library - FMOD.
This allows us to organize and use the many audio files that we had for voice acting, as well as apply all sorts of effects for a more immersive experience. Currently we have several thousand audio files just for voice acting and another few hundred or so for music and sound effects, something that would be impossible to manage with our old engine.
Visual effects
To further justify the switch, we decided to implement dynamic lighting effects that would have been unfeasible with our old engine. With this addition, scenes should never feel too static and instead give an impression of a realistic environment. Right now, we included animated lights and particle effects, but there is nothing stopping us from implementing more advanced animations in future games.
Since we are using Unity, we can technically publish to a wide variety of platforms, but we have decided to focus mostly on Windows for now to cut down on testing time. We have also performed cursory testing on Linux/Mac/Steam Deck as possible options in the future. Non-desktop platforms are mostly a theoretical possibility, although we would need to remake a decent chunk of the UI as well as decouple from steam for things like cloud saves.
AMD Bug
But what about the AMD texture bug in Angel Wings? Is it going to be fixed? We are well aware of the rainbow texture bug in the old game, but unfortunately, we can't too much about it with our current situation. We have pieced together that it only happens on newer AMD cards, which makes debugging basically impossible for us since our entire team only has Nvidia cards. To make matters worse the bug suddenly appeared without us changing the game at all, which means we are doing something undefined in our OpenGL code that used to be ok, but some driver change broke it. The only way for us to fix it would be to get a PC with an AMD card, install all required tooling for building Angel Wings and figuring out what is wrong.
Want to Help?
We are slowly but surely approaching the release but since this is a hobby project sometimes real life gets in the way of development, slowing it down. We figured some of our fans want to help us develop the game, so if you know a thing or two about Unity and want to help us out, please join our Discord server and/or send us an email at [email protected].
Thank you all for your continued support! -RumR Design Team (but mostly virusek)
Hi all, We're back again with some insight into the development process of Endless Night . Today's topic is "Art and Concepts" - in essence, we'll dive into what makes Endless Night so unique and different from the original Angel Wings , and we will also explore the never-ending
Hi all,
We're back again with some insight into the development process of Endless Night.
Today's topic is "Art and Concepts" - in essence, we'll dive into what makes Endless Night so unique and different from the original Angel Wings, and we will also explore the never-ending question...
(say it with me now)
"Why is this taking so long?"
Dreaming Up a Nightmare
Endless Night takes inspiration from all of the horror classics - the Resident Evils, Silent Hills, and Fatal Frames of the world were all major influences on the concepts and development of our brand-new foray into the genre.
While Endless Night doesn't seek to capture the heart-pounding frenzy of fighting off hordes of monsters (we are still a visual novel, after all), something that caught our attention in the best of these games was, above all, the atmosphere.
Cold, Eerie, yet Familiar
The above words are aspects that stuck out to us in many horror settings - while there's a time and place for more graphic, terrifying imagery, our major goal while designing Endless Night was to create environments that are not just spooky...but hauntingly lonely.
The thought of treading through a foggy forest, visiting an abandoned mansion, or sitting in an empty church - while we may be lonely, we're not entirely uncomfortable. In a way, Endless Night attempts to build on the themes of the original Angel Wings by putting us in places we've never been, yet oddly enough feel like home.
We're Never Really Alone, Are We?
That said, any great adventure requires a trusty companion or two. As mentioned on the Store page, Endless Night will be introducing a new cast of characters, as well as bringing back some familiar faces. As seen in the screenshots, Nuri will be one of a few members making her return, albeit with an updated look.
In addition, we're excited to introduce our new cast. Our first member is Lilith, whose design we revealed in the previous Dev Update. Lilith is your first encounter in the haunted mansion, carrying with her a strange, glowing orb. Will she be your ally through the darkness, or is there something more sinister at play?
Find out more when Angel Wings: Endless Night releases this summer! Until then, looking forward to the next Dev Update!
Hi all, Many have been asking about the status of Endless Night as we gear up for release - while we wish we had better news to share, there's a lot to look forward to. First and foremost, it pains us to announce that we will be delaying the release of Endless Night to summer of
Hi all,
Many have been asking about the status of Endless Night as we gear up for release - while we wish we had better news to share, there's a lot to look forward to.
First and foremost, it pains us to announce that we will be delaying the release of Endless Night to summer of this year. Our team of two is still chugging along, but we have to admit it's been a tough task so far.
We are currently in the beta testing phase, and as of this writing the game is completely playable from start to finish. That said, we won't be satisfied until we're able to release the best product we're capable of.
Now for the good news: As a result of this delay, we'll be resuming the Developer Updates that we shared in preparation for the release of the original Angel Wings. Our team will be providing regular, hopefully bi-weekly updates as we continue to hammer out the final pieces of the Endless Night puzzle.
That said, let's chat for a bit, shall we?
Is This Angel Wings 2?
This is by far the most common question we've been asked since our Reveal event last year, and we're glad to announce that the answer to this is a resounding "No!". We have thousands of ideas bubbling in the pot for a true Angel Wings sequel, with Endless Night being a standalone story that doesn't require much, if any prior experience with the events of the first game.
That said, once we get a little bit closer to release...we'd recommend replaying that Nuri route. Just because.
If Not a Sequel, What Is It? Why?
You might be interested to hear that Endless Night has actually been in the pipeline since before Angel Wings even released.
A campy, trope-ridden horror romp was on the slate of original story DLC for our previous oft-delayed title. Initial feedback for the concept was so positive that the call was made to expand the story into a full release.
How Does a DLC Idea Turn Into an Entire Game?
We're glad you asked! To be very clear, Endless Night is not a half-baked DLC side story living as a separate .exe file - the entire engine, UI, and user experience have been rebuilt and improved, as well as an artistic effort with nearly as many new visual assets as the original Angel Wings (for the record, that means RumR made nearly 300 art files. Get the man some help.)
In addition to the obvious visual upgrades, Endless Night boasts a playtime that eclipses the runtime of the original Angel Wings. We've traded the branching routes and multiple playthroughs of the first title in favor of a laser-focused, tightly-written story that may give you everything you desire in the first playthrough or two. (Maybe more. We've learned to stop promising things.)
I Feel Like I Still Don't Know What The Game Is About
Soon™
As always, thank you all for your continued support. We appreciate each and every one of you who has stayed with us along the way.