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Nivalis Nights

Nivalis Nights
Платформа
PC (Windows)
Дата выхода
Размер файла
35.34 GB
Загрузки
5
Просмотры
148
Списки изменений
3
Комментарии
0
Языки
English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish
Добавил
Skigameco Легенда

Режимы игры и совместимость

Режимы игры

  • Одиночная игра

Совместимость

  • Поддержка контроллера
Скачать игру Build 25828494 (Update 4)

Статус версии

Текущая версия
Build 25828494 (Update 4)
Текущая сборка
25828494
Последняя сборка
25828494
Последнее обновление Steam
Включённые DLC · 1
  • Nivalis Nights Soundtrack

Скриншоты

Nivalis Nights — Скриншоты 1
Nivalis Nights — Скриншоты 2
Nivalis Nights — Скриншоты 3
Nivalis Nights — Скриншоты 4
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Nivalis Nights — Скриншоты 6
Nivalis Nights — Скриншоты 7
Nivalis Nights — Скриншоты 8

Описание

Nivalis Nights — это симулятор жизни и бизнеса в огромном киберпанковом городе, где каждый сам решает, каким будет его путь к успеху. Можно начать с небольшой торговли едой, постепенно открыть бар, ресторан или ночной клуб, знакомиться с жителями, обустраивать жильё и искать своё место среди неоновых улиц, высоток и опасных районов.

Город Нивалис красив, но далеко не безопасен. Здесь действуют банды, полиция внимательно следит за нарушениями, а сама среда постоянно напоминает, что выживание в мегаполисе требует денег, связей и осторожности. Чем выше доходы и известность, тем больше возможностей открывается, но вместе с ними появляются новые риски и сложные решения.

Развитие бизнеса строится вокруг еды, напитков, ингредиентов и обслуживания клиентов. Можно покупать или выращивать продукты, готовить блюда, смешивать коктейли и улучшать заведение, чтобы привлекать больше посетителей. А когда хочется отвлечься от дел, можно заняться рыбалкой, обустроить дом или построить отношения с персонажами, живущими в этом необычном городе.

Ключевые особенности

  • Simulator of life and business in an atmospheric cyberpunk city.
  • The opportunity to open a bar, restaurant, nightclub or other establishment.
  • Buying and growing ingredients for dishes and cocktails.
  • Communication with characters, relationships and various city stories.
  • Arrangement of your own home, fishing and quiet activities outside of work.
  • Dangerous areas, gangs, police and constant struggle for a place in Nivalis.

Системные требования

Минимальные

ОС:
Windows 10 64-bit
Процессор:
Intel Core i5-11600K / AMD Ryzen 5 3600
ОЗУ:
16 GB RAM
Видеокарта:
NVIDIA GeForce GTX 1660 SUPER or RTX 3050 / AMD Radeon RX 6600 / Intel Arc A750 (6 GB VRAM)
Диск:
42 GB available space
DirectX:
Version 11

Рекомендуемые

ОС:
Windows 11 64-bit
Процессор:
Intel Core i5-13600K / AMD Ryzen 5 7600
ОЗУ:
16 GB RAM
Видеокарта:
NVIDIA GeForce RTX 4070 / AMD Radeon RX 7800 XT (12 GB VRAM or more)
Диск:
42 GB available space
DirectX:
Version 11

Инструкция по установке

Пошаговый процесс установки для P2P

  1. Игра распространяется уже предустановленной — установщика здесь нет, и он не нужен.

  2. Распакуйте архив RAR/ZIP через WinRAR или 7-Zip, например в C:\Games\GameName.

  3. Запустите игру через Run Me!.bat или основной .exe внутри распакованной папки.

Информация

Разработчик
ION LANDS
Издатель
505 Games
Платформа
PC (Windows)
Дата выхода
Размер файла
35.34 GB
Статус
Уже установлено (Portable)

Скачать игру

Полная игра 6

Build 25828494 Уже установлено (Portable) P2P

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Nivalis Nights Build 25828494.torrent
MD5: 13d77e2e3801b9e6d51aa929beb0e918
SHA-256: f9d667579980d90f2114801612023f0d37fb4412afb29cca9e3cf9a3753f1377

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Nivalis Nights - Update #4

Hi citizens of Nivalis Nights, 


A new update is now live, and it's a big one! 


First of all, thank you for your patience over the past few days. We know many of you running venues in the later stages of the game have been struggling with balancing issues around restocking and money draining away, and this update focuses on addressing exactly that. You'll now find new Venue Management Settings for each venue, letting you choose how much your managers restock and set a daily restocking budget. Stacked-up deliveries will also clean themselves up, and we've fixed an issue where ingredients set aside for an order were lost when customers left early, slowly draining your stock. 


Alongside this, we've added new graphics settings to help with performance, reduced memory usage to lower the risk of crashes when travelling around the city, and fixed many of the bugs you've reported. 

Your feedback and support have been invaluable, so thank you for sticking with us. We’ll keep listening to your suggestions as we keep improving the game, and the next patch is already in the works! 

 
Here are the patch notes: 


Improvements
 
  • Venue Management Settings have been added to the venue overview window. For each venue, you can now individually set the restocking targets, the daily restocking budget, and whether you want to receive restocking notifications in the top left of your HUD. Available supply targets: 

  • Lean (2 of each required ingredient) 

  • Normal (5 of each required ingredient, default) 

  • Extra (10 of each required ingredient) 

  • Recent Sales (based on the number of meals sold within the last 4 in-game hours, minimum 2) 

These supply targets are also reflected on your shopping list, which is a good way to check what your venue managers will actually be buying 

Existing (and potentially stacked-up) deliveries will now clean up automatically. If your venue has enough space for the delivered items, they'll be added there. If not, they'll be moved to your main inventory, where you can restock manually or sell them 

The automatic venue restock objectives now only appear once a required ingredient's stock drops all the way to 0. If this objective keeps showing up, check your venue configuration and menu: it may rely on ingredients that can't be purchased from vendors, or your daily restocking budget may be too low 

On your menu, you can now identify recipes with missing ingredients or processors more easily. If you see the red icon, expand the recipe for more details 

Your venue inventory and transfer window now shows whether an ingredient is currently used for meals or drinks on your menu, making it easier to clear out items you no longer need 

New “Quest Marker Filtering” option in the gameplay settings. When enabled, the quest HUD, compass, map and in-world quest markers only show the quests pinned in your journal (venue setup reminders are still shown) 

Added new icons for each vendor type, making them easier to tell apart

The game now stores up to 7 autosaves (once the limit is reached, each new autosave replaces the oldest one) 

Improved the amount of negative reviews that your venues receive from cancelled guest visits. These cancellations could be for many reasons. What does not count as a cancellation is when no food is being delivered or no orders are taken and the guest's patience has run out. 

The Settings menu now reopens on the last tab you used 

Fixes 
  • Fixed an issue where ingredients set aside for an order were lost if the customer left before their meal was ready, which could slowly drain venue stock. These ingredients now go back to storage, and existing saves will fix themselves 

  • Recipes customised by the player no longer affect every venue in the city. Your recipe customisations now only apply to venues you own or rent, while other venues keep cooking, buying, pricing and choosing their menus based on the original recipes 

  • Fixed the skill influence on action speed for chefs 

  • Fixed cleaner happiness negatively affecting their work performance. Their movement and cleaning speed now correctly increase with their level and happiness 

  • Fixed the venue finances details screen showing another venue’s numbers (or blank tabs) for venues whose vending machines had made sales 

  • Fixed cost calculations in the venue finances details screen 

  • Fixed Squid Ink missing a configuration that prevented moving it to your venue storage 

  • Fixed an issue where the player could fall under the map after loading a save 

  • Fixed cases where characters couldn't reach their spot correctly and kept walking in circles 

  • Fixed characters appearing inside furniture when it is placed on top of their idle spot 

  • Fixed cases where characters could spawn within the camera view 

  • Fixed multiple visual bugs related to characters 

  • Fixed the camera staying tilted after fast travelling to your boat or sleeping on it during rough weather 

  • Fixed the incorrect initial position of the photo mode camera 

  • Fixed stolen items not being put in the player inventory when carried to an apartment 

  • Fixed being able to sprint when carrying items with sprint mode set to "toggle" 

  • Various UI related tweaks and fixes 

 

Optimizations 
  • The shopping list and venue restock objectives now update more efficiently, which should reduce stuttering in the late game, especially if you own several venues with large menus 

  • Significantly improved the performance of the entire venue management process

  • When your PC is running low on memory, the game now releases the previous area from memory before loading the next one. Loading will take a little longer in this case, but it should reduce the risk of the game crashing when travelling to a new area 

  • Slightly reduced memory usage when travelling by taxi (the transition scene is now unloaded before the destination is loaded) 

  • Slightly reduced memory usage after a transition cinematic (assets used only by the cinematic are now released from memory) 

New Graphics Settings 
  • Crowd Density: reduce how many background characters appear (lower it for a small performance boost) 

  • Hybrid CPU Optimization: improves performance on Intel processors with both Performance and Efficiency cores (12th gen Core and newer, including Core Ultra) 

  • Pooling: can now be turned off (this lowers memory usage but can cause more stuttering, so only turn it off if you're running low on memory) 

  • Thunder Intensity: sets how bright lightning flashes are (lower it if you find the flashes uncomfortable) 

  • Brightness 

Known Issue

There is a known issue with the Venue Management Settings; when loading a save, previously set settings can sometimes appear changed. That being said, this is only an issue with the UI of the settings - the parameters that were set for a venue will remain. This issue is already fixed for the next patch.

Источник: Анонс Steam SteamDB

Nivalis Nights - Update #4

Сборка 25828494
Nivalis Nights — это сюжетный симулятор управления магазином, но в нем есть элементы построения отношений. Разговоры с персонажами могут влиять на четыре различных отношения к вам: дружелюбное, враждебное, романтическое и прагматичное. При этом варианты ответов в диалогах никак четко не обозначены, поэтому вы далеко не всегда знаете, собираетесь ли вы сейчас разозлить собеседника или сказать что-то, что он воспримет как флирт.

С одними персонажами сразу понятно, что вы движетесь к полноценным отношениям, но с другими всё не так очевидно: то ли вы где-то свернули не туда, то ли любовь здесь в принципе не предусмотрена. Это очень скрытная система по сравнению с другими RPG или симуляторами жизни, где есть огромные красные иконки сердечек и подсказки в диалогах, избавляющие вас от необходимости гадать. Томас Уэлш, ведущий сценарист Nivalis Nights, дал свой комментарий по поводу романтики в игре:

Мы долго колебались по поводу романтики. Мы точно знали, что хотим сделать её запутанной. Мы также хотели, чтобы игрок прошел через опыт в духе "что я сказал не так?". Когда у них не складываются романтические отношения, они никогда до конца не понимают, почему именно всё сорвалось — совсем как в реальной жизни. А еще мы хотели избежать ситуации формата "Я был мил с тобой три раза подряд, так что можно мне за это один секс, пожалуйста?". Когда мы упускаем любовь, у нас должны оставаться вопросы "почему?", и, возможно, нам стоит поразмышлять об этом — в идеале, задать себе несколько сложных вопросов. Пожалуй, это слишком амбициозно для игры об украденных рецептах пончиков и роботах-пиратах, но мы решили рискнуть!

Как указывает Уэлш, романтические отношения в играх могут быть крайне шаблонными. В симуляторе жизни должно быть равное количество сцен свиданий для каждого доступного персонажа. В RPG реплики должны быть помечены огромными красными значками, чтобы вы случайно ни с кем не заигрывали. Посмотри сцены, выбери правильные варианты, поглоти «романтический контент» и в итоге получи отношения ради очередной ачивки в Steam.

В Nivalis реплики вообще никак не помечены по тональности. Вам приходится самим догадываться, звучит ли фраза дерзко или с намеком. Там есть один персонаж, при общении с которым всегда получается флирт и как итог полноценные отношения. Возможно он просто из тех парней, которые быстро влюбляются.

С другим персонажами получается завязать долгую дружбу, подкрепленную глубокими и искренними разговорами, и ничего больше. Может, быть были упущенны какие-то очевидные возможности для флирта на раннем этапе? Возможно, он просто не искал романтики, и близкие дружеские отношения оказались для него более значимыми. Вероятно, именно о таких размышлениях и вопросах и говорил Уэлш.

Источник: Анонс Steam SteamDB

May 2026 Development Update: Optimization

Introduction to Optimization

Throughout the development of our game, the world has become increasingly larger and more alive. While this has been an exciting part of the project, it also introduced new performance challenges.

As we approach release, our focus has shifted toward final polish. Over the past few months, we have dedicated our time to fixing bugs, implementing localization, and heavily optimizing the game to ensure it runs as smoothly as possible.

 

Level Design & Visuals

Building a "cozy cyberpunk" world presented a unique set of challenges. We wanted the city of Nivalis to feel dense and alive, filled with people, activities, and rich visual detail.

Although the world is built entirely from voxels, it does not use a traditional voxel engine. This results in much higher polygon counts than usual, so we rely heavily on multiple levels of detail (LODs) to maintain performance without sacrificing visual quality. A huge amount of credit goes to the art team for making this possible.

Vegetation also plays a key role in creating the cozy atmosphere, which required developing plants and foliage that fit seamlessly into the environment. Combined with carefully crafted pixelated textures and extensive LOD usage, these elements bring our distinctive visual style to life.

Our focus has been on enhancing performance and immersion. We have completely overhauled and optimized light probes throughout the game which, alongside a significant round of furniture asset polishing, drastically improves memory management. If you’re wondering what light probes are - think of them as invisible, floating sensors scattered all over the city that capture how light bounces around the environment. Instead of forcing your computer to calculate complex lighting for every single frame in real-time, the game cheats a little by reading the data saved in these probes. It gives us all the atmospheric stylized lighting without melting your hardware in the process!

Plus, we’ve dialed in the weather effects, so watching the rain or seeing the snow fall against the pavement will look better than before.

Programming

Bringing the city to life, featuring thousands of NPCs continuously living their lives, was definitely one of the most difficult technical challenges we had to face. Since fully simulating that many characters simultaneously would be incredibly expensive, we created what we call the Ghost system. It essentially separates simulated characters from their visual representations. There are three distinct tiers of optimization:

  • Out-of-District NPCs: characters that are in different districts than the player. Things like visuals, animations, or physics are totally stripped away, we only simulate what is needed to track their daily schedules in the background.

  • In-District, Out-of-Sight NPCs: characters that are in the same district as the player, but not visible by the camera. Visuals are loaded but disabled and costly operations such as updating animation state are not performed every frame.

  • Visible NPCs: characters visible by the player. Those are fully materialized and simulated with visuals, animations, physics etc.

 

With this, system performance has already significantly improved. But friction persisted when transitioning between districts, or when NPCs were arriving in your immediate area. Moving an NPC from a background "ghost" to a physical entity means suddenly loading a structure made of models, animations, and scripts, causing noticeable performance hiccups.

To solve this, we implemented a classic optimization technique: Object Pooling. Instead of constantly creating and destroying NPCs, we maintain a pre-loaded "pool" of character templates waiting backstage. When we need to materialize a ghost, we grab the corresponding character from the pool, and it will be sent back to that pool once it's no longer needed. While this slightly increases the memory required by the game, the payoff in framerate stability is massive.

Besides characters, the ghost system is used for all the objects requiring world-state persistence, which represent more than 10,000 elements like tables, chairs, dishes etc. The world remembers exactly how you left it without overwhelming your hardware.

 

 

The Unity Profiler has been essential in our optimization process, as it lets us track exactly how CPU, GPU, and memory are used. With such data, we can identify the bottlenecks and what aspect of the game or what code should be optimized. This precision is critical because every fraction of a second counts. For a game to run at 60 FPS, the budget per frame is only 16.66 ms. At that scale, finding a gain of even a few tenths of a millisecond is already a significant improvement.

Beyond execution time, managing memory is also critical. When code requires some temporary space in memory to run, it creates what is technically called memory allocations. If this happens constantly, on every frame for example, even tiny allocations can accumulate over time and become problematic. At some point, a process has to step in to identify unused memory and mark it back as available. This is called garbage collection, and it is famous for causing framerate stutters in games. By reducing memory allocations throughout our code, we can make this operation faster and so reducing loading time.

 

User Interface

The user interface is a central component of our game, serving as the primary way players manage essential gameplay aspects. From the outset, we have designed the UI to support various screen aspect ratios, including 4:3.

The system comprises over 40 distinct windows, panels, and interface elements, all engineered to remain clear and consistent across any display configuration. Managing the game's extensive content — which includes over 240 ingredients, 190 meals, 100 quests, and 620 furniture items — presents significant demands for both performance and readability. To address this, during UI optimization our objective is to ensure the interface remains intuitive, responsive, and efficient for all players.

Story

For the story, we’ve been testing and balancing the interactions we have with the rich cast of characters you meet in the city. From fishermen who tell bad jokes to faulty robots who offer free therapy, there’s a huge number of interesting people to befriend in the city and getting the flow and pacing of quests and stories just right is a delicate balancing act. As we fine-tuned the major story beats and how they link up with the gameplay systems and offer rewards to the player, we needed to adjust the game economy and the difficulty of the quests so they are satisfying and challenging without being frustrating. We feel the plotlines, gameplay and economy now all click into place, and the choices you make will feel meaningful and resonant.

 

Fishing

We wanted to share some details on the fishing gameplay. Fishing is not based on random chance. Instead, every fish has a physical representation, with hundreds appearing simultaneously. Each fish is individually simulated to follow others or your bait, forming colorful shoals that move in mesmerizing patterns. This means the specific salmon you catch is the same one you saw in the water just moments before.

To ensure we can simulate over 1,000 fish while sparing CPU cycles for other background elements — like your staff serving Nigiri to customers across the city — we have implemented significant optimizations.

Additionally, every fish emits a warm glow. While officials claim they are perfectly safe to consume and dismiss reports of food poisoning as rumors, this glow presented a rendering challenge. To maintain performance, each fish's light is rendered to a separate screen texture at one-fourth the resolution. This reduces the pixels rendered and stored in VRAM, which helps optimize performance for modern GPUs.

 

You can see this system in action in the editor below

Our QA Process

We would like to provide an overview of our current QA structure and processes. We are currently utilizing three teams: our internal team at ION LANDS, the primary QA team at 505 Games, and an external team at Quantic Lab.

Our internal team focuses on testing new features and bugfixes within the editor environment and on Steam builds. Once we push a new build to our Steam testing branches, the teams at 505 Games and Quantic Lab take over. Their testing covers several critical areas:

  • General stability and blocker identification

  • Save and load functionality

  • Quests and story progression

  • Environments, movement, and interactions

  • Character simulation

  • User interface

  • Memory consumption and performance

 

Additionally, a dedicated team handles localization testing for our 11 supported languages (English, German, Spanish, French, Portuguese, Russian, Simplified Chinese, Traditional Chinese, Korean, Japanese, and Turkish). This includes verifying voiceover synchronization and UI text accuracy. For Chinese, Korean, and Japanese, we must "bake" two optimized fonts for each language prior to translation updates to ensure all required characters are included.

Finally, Quantic Lab is assisting with compatibility testing. Using Steam hardware survey data, we are testing various configurations to ensure broad compatibility and to finalize the minimum and recommended specifications for our Steam store page.

 

Conclusion

We hope you enjoyed this development blog, which has been a bit more technical than usual. For us, all of this behind-the-scenes effort comes down to one simple goal: ensuring that players across a wide range of hardware and languages get the smoothest, most immersive experience possible at launch.

Once we are ready to share a release date, you won't miss it.

Your ION LANDS Team


PS: This update was written by multiple members of our development team: Piotr, Roman, Lukasz, Mislav, Aman, Thomas, Nicolas and Marko.

Источник: Анонс Steam SteamDB

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