The Nightmare from Beyond is a cosmic-horror third person platformer inspired by the works of H. P. Lovecraft. You take on the role of Sanja, a young woman from the D'nyg race, as she explores a mysterious land in search for her sister, Dajana.

There, Sanja will decipher what that place is, what is happening there, and why her sister was taken. She will also be in constant danger, for unspeakable horrors are watching her every move.

  • Face The Nightmare: Uncover an oppressive and gripping tale about corruption and immorality, inspired by different works of the Lovecraft mythos. Make your way through a dangerous land, with unspeakable dreads that are worse than death itself.
  • Explore diverse environments: Immerse yourself in haunting labyrinthine areas, from mysterious temples to quaint alien locations, that blend together to deliver an intriguing story.
  • Experience varied gameplay: At its core, The Nightmare from Beyond is a 3d platformer. However, the game sometimes changes into a sidescroller perspective, a first person perspective, or a CCTV-fixed-camera game.
  • Confront environmental challenges: Traverse the environments as you leap over pits, cling onto ledges, climb structures and solve puzzles to advance in your quest. Find different gadgets and combine them with your skills to reach new areas and learn more about the mysterious location you are in.
  • Capture memories with "Photo Mode": Move the camera anywhere you want and share memorable screenshots with the community. Photo Mode does not pause the game, so you can also use your screen capture app to record video for animated gifs, video montages or animations.
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Jump changes and DOF…

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Hello again. Well, this is an issue someone in the Steam forums mentioned: jumps were too long so they feel unrealistic. Upon closer examination, I realized it was indeed the case. When Sanja is running and then jumps, it looks like she’s pretty much propelled forward, like she’s wearing a jetpack or something.

So I went back to the player controller and began to tweak some things, and also make some, very deep, changes and adjustments. Basically I did two things: first, I reworked all the jumps so Sanja no longer looks like she’s being pulled forward when she jumps; second, I tried to find many of the sources of glitches and bugs that I could find (as always, if you find a bug, let me know, and if you can include a video, even better).

So, what does this mean?

Well, it means I had to go back and adjust parts of the levels, because shorter jumps means she was unable to reach many of the areas because the majority of jumps are measured so they are challenging (jump right at the edge, etc.).

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I also changed the “swing bar” functionality to make it “slightly” easier to pull off the jump. Some people have commented they would expect Sanja to hang from the bars, rather than fall off, when you can’t pull out the jump. I have to admit this is a valid point and I thought about that. The problem I see comes when you are in a chase sequence. Imagine you’re used to she just hanging when you don’t make the jump, and you simply decide to start swinging to gain momentum and then jump off that bar. Well, imagine in a chase sequence you missed the jump because you’re used to doing it the “re-swing” way, then you need to start gaining momentum before you jump off, all while the blob-monster-thing is getting closer. At this point the mechanic caused another death scenario: you had to wait to gain momentum before you continue running away.

Of course I know maybe I am overthinking this too much, because I am aware those used to platformers can easily work around the “hanging” swing bar, so if you think the “hanging” swing bar is better than the “falling-off” swing bar, let me know in the commnents, forum, whatever, so I can add that. Besides, This other type of swing bar can allow for interesting gameplay as well, like this one.

And a small but interesting detail, I am adding DOF to the camera. Someone had already suggested this some time ago, but I never actually did it until now. Right now it’s very subtle, but I am testing to see if it should be stronger.

dof

As always, if you like what you see, join the mailing list and please buy The Nightmare from Beyond on Steam or Itch.io

[UPDATE] TNFB Release 2 is now available

[UPDATE] TNFB Release 2 is now available

News

The Nighmare from beyond early access release 2 details.

Dev-Log 4

Dev-Log 4

News

We've been working on the stats/inventory menu, and also some more VITA stuff.

Dev-Log 3

Dev-Log 3

News

In this video I show a little bit about the stats menu, and I also talk a little bit about working with the PS VITA.

Dev-Log 1 and 2

Dev-Log 1 and 2

News

Rather than posting two different articles for this, I decided to post a single one. These are the first two development vlogs (yes, as in "video-logs").

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The Nightmare from Beyond pre-alpha

The Nightmare from Beyond pre-alpha

Demo

This is a short pre-alpha-stage demo to give you a glimpse of the world, the tone, and the game in general: It will show you some gameplay elements (platforming...

Comments
Trinitylynne98
Trinitylynne98

SO happy to see you working on a new game! I was obsessed with Enola and we had a couple of nice PMs about it on Desura way back when. I will definitely be picking this up in early release stage on Steam, and will be sure to leave feedback (on Steam review section). Rock on guys!

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Fandore
Fandore

eeh forgot to sign in, my bad XP

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The Nightmare from Beyond
Platforms
Windows, PS4, VITA
Developer & Publisher
The Domaginarium
Engine
Unity
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Style
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Theme
Horror
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Single Player
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Indie
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