Cross Reverie | The Trial of Nightmare (Canceled)
Cross Reverie | The Trial of Nightmare (Canceled)
A dark and character-centric JRPG inspired by the genre's greatest titles, all with a 3D artstyle fueled by anime and video games alike
A dark and character-centric JRPG inspired by the genre's greatest titles, all with a 3D artstyle fueled by anime and video games alike Read more
Unlike the traditional JRPG, Cross Reverie puts the spotlight on the characters themselves and what happens when their existence is put into question and faced with adversity. At the end of the day, man gives in to his true nature...or so says The Shadow... Eight will enter, and it is upto you to decide their fate. Welcome to the Trial of Nightmare!
Cross Reverie - From 'reve' to reality
The following screens and footage shows gameplay with prototype environments
We've been greenlit!
Thank you all so much for your support! We've been in some talks and will be taking Cross Reverie to the next level while staying true to our roots! Be sure to follow development and keep-up-to-date!
A dark indie JRPG, Cross Reverie was inspired by the genre’s greatest titles to provide a unique experience revolving around character development, tactical battles and replay value, all with an art style fueled by anime and video games alike.
Follow the story of Eight of the land of Xylera’s bravest combatants and their descent into the madness known only as The Trial of Nightmare…
- Stylized and colorful 3D visuals with a dark twist
- Story revolving around eight characters with multiple replays and ending possibilities
- Strategical turn-based battle system with combination attacks, elemental weakness, finishers and more
- Different playstyles made possible through unique character abilities, weapon skills and stigma customizations
- Top-down exploration of field maps and dungeons with visible enemies
- Crafting system for weapons and accessories
We'll be releasing the game in English following which we'll start working on the French version(Vous pouvez aussi nous poser vos questions en français!).
Other popular choices such as German or Spanish may come afterwards, if the budget permits the hire of localization teams.
Cross Reverie features a conditional turn-based battle(CTB) system where both players and enemy turns are known in advance. The impact of a move is immediately reflected in the turn order and allows players to make more strategical decisions.
Each of the 8 main characters will have access to a minimum of 4 weapons skill and 6 unique character abilities resulting in some different play styles during replays.
Stigma crystals are a key part of Cross Reverie's storyline and form the basis of the magic and customization system.They're found in 3 forms:
Active Stigma Equipped in a character stigma slot. Provides access to a single spell which uses Stigma Points(SP).
Passive Stigma Equipped in a character stigma slot. Provides a combat or field latent effect.
Augment Stigma Equipped in specialized weapons stigma slots. Provides new effects during attacks or modify a weapon skill’s property.
One of the highlights of Cross Reverie's combat, the awakening system allows combining abilities to create a weakening effect on the target, otherwise known as an awakening, which can then be consumed for a stylish finish.
Cross Reverie goes old school with its field exploration with a fully rotatable top-down camera reminiscent of the PlayStation era games, with a minimap to denote key locations and monsters.
The game is currently optimized for Keyboards and Controllers to replicate the console JRPG experience but mouse functionality is on the way for field movement and interactions.
For a more in-depth look at the gameplay components, check out our dev blogs:
*Ultimate Side Boss
A quest to take down an extremely challenging boss that becomes available after completing the main paths.
Transforms for each of the 8 main characters. Will require whole new models, rigs, animations ,etc.
By popular demand, we've split the console ports and swapped them in favor of the content goals.
Development on Cross Reverie started back in 2013 and a whole year was spent on laying down the foundations for the game's system, collectively named the Reverie Framework, which is built on top of Unity3D and includes proprietary battle, field and interface systems.
Production on assets started at the end of 2013 with a focus on character illustrations, concept arts, soundtracks, and main character models and animations. We opted for an anime cel-shaded look for illustrations and busts while character models would be more stylized with a style reminiscent of the likes of Kingdom Hearts.
We're scheduled to complete the main cast production next month so we will be focusing on the Trial of Nightmare from here on out.
Cross Reverie's story takes place in four main arches with one for each of Xylera's four nations: Veronis, Yinsei, Alastok and Arch Toria. Each provide different takes and perspectives on the story, with some key decisions and choices along the way that will affect the fate of the characters and therefore, the endings. The game's first play through will send the player on the path for Veronis focusing on Raine & Lance, with the other options becoming available after the first clear.
The Trial of Nightmare itself will have the characters traveling through a minimum of 8 different zones, each with a plethora of fiends, interactions with peculiar characters and other members of the cast, that will culminate into an epic boss fight.
Cross Reverie: By a fan for the fans
Video games are anything but cheap to make, and JRPGs are specially resource intensive when you get in the stylized 3D territory. We wanted to keep the use of premade environments to a minimum but the Canadian economy flopping has pretty much tied our hands.
A few options came our way but as a passion project that started by a fan for the fans, we preferred to remain self-funded and give power to equally passionate gamers and JRPG enthusiasts to decide just how much of the game they'd like to see. This is where your contribution and backing comes in to allow the game to realize its full potential without having to compromise both in the game's vision and the artistic department. It also opens up the possibility to go beyond the core budget with cool things like full character transformations, voice acting, etc.
We plan to continue our current pace of near monthly updates to keep fans and backers posted on where the Reverie is headed. Having the players themselves give their feedback on the development updates would go a long way to making Cross Reverie a JRPG truly worthy of the genre. Check out our Dev Blog for previous entries!
As a character-centric JRPG, we put a lot of focus on the main characters in regards to their concepts, models, textures, over 40 animations for each, etc. There's still room for improvement but the bulk of the work has been done on them with production on the rest of the cast scheduled to complete next month. Our current budget still covers most of the story-related zones, enemies and NPCs, so the funding will be added to our budget and focus on the following:
Environmental Concept Arts
Flesh out the Trial of Nightmare's zones for some unique and distinct looking levels made of spooks and nightmares
Turning the concept arts into 3D modular environmental assets for level building. Will be the most budget intensive in regards to the game's artstyle with some hand painted texture goodness
More polish and better denizens for the Trial of Nightmare
Improve what we currently have for a smoother experience and allow us to bring out more unique baddies...so less palette swaps(or chromas...hehehe...)
Rewards, Taxes & Kickstarter fee
Getting every one of our valued backers their goodies. Also taxes, wherever applicable, and Kickstarter's cut and payment processing fees
More badassery and kickassery
...is what we'll be able to achieve with a non-strict budget: more content, more unique effects, get more people involved, more polish on what we have and what's to come, etc. Essentially take Cross Reverie to the next level and as close as possible to the quality and standards of the many JRPGs we've come to love.
Sinxsoft's philosophy is to achieve great things in small numbers. We're based in the canadian province of Quebec, passionate about what we do and work extra hard to make it happen. Meet:
Kovalen 'Destructor' Ramalingam
Producer, Creative Director, Lead Programmer, Game & Systems Designer
The man behind it all. He woke up one day, two years ago, and decided to use his programming powers for good...or rather...fulfill a vision of a kickass JRPG that's been in the making for over a decade. While versed in a dozen of programming languages, he's also a jack of all trades and as the driving force behind Cross Reverie, he came out of his shell to support it as something he truly believes in and spared no expense to make it happen. Find out more in our Dev Diary #1(Meet the Producer) and Dev Diary #5(The Why of Cross Reverie).
Kanmanee 'SweetK' Ramalingam
Story & Dialogue Editor
The second-in-command at Sinxsoft and a PhD student looking to make sure the world knows of her twisted writing style through the Reverie. While no stranger to writing scripts, short stories or even dissertations, she's a fan of more old school JRPGs, and has a particular taste of horror and darker themed visual novels that she'll be tapping into to bring Cross Reverie's story to life.
We've worked with incredible talents from all around the world for the art and sound of the game, including:
Carlos 'BokuraC' Munoz
Cel Character & Bust Illustrator
A key dream maker since the project's early conception, with the ability to turn ideas into wicked concepts with his signature cel shading style
Our talented composer bringing the whole range of emotions to your ears including some sick guitar riffs
Phung Dinh Dung & Team
Concepts, 3D Modelling & Animations
The gateway to our good friends at Thundercloud, who've been essential in developing the game's art style and will be our main asset provider over the next year, and therefore a large recipient of the funding
Check out the game's credit for the full breakdown.
A DRM-Free digital copy of Cross Reverie for Windows, Mac & Linux.
A collection of backer-exclusive wallpapers for desktop-spooking purposes.
Get your full name in a special section of the game's credits reserved for backers
Cross Reverie's complete OST that will be released alongside the game. Comes in digital MP3 and physical CD version.
ART OF CROSS REVERIE
The art of Cross Reverie with character concepts, illustrations and exclusive behind-the-scenes. Will be at least 25 pages and released alongside the game. Comes in digital PDF and printed softcover version.
Cross Reverie's mascot gunslinger, Raine, in all her glory in the form of a 7-inch alumide(silvery plastic) figurine.
CROSS REVERIE - COLLECTOR'S EDITION
The most complete physical package with an exclusive physical copy of Cross Reverie, a 35x35cm printout, a figurine of Raine and physical versions of the art of Cross Reverie and the OST.
JEWELS OF DARKNESS
Leave your mark on an accessory that will be in a bonus level in the Trial of Nightmare.
A BAD DREAM
Leave your mark on a stigma crystal that will be in a bonus level in the Trial of Nightmare.
YOUR OWN NIGHTMARE
Turn your nightmare into reality and call the shots on one of the two Legendary Nightmare creatures that appear under special circumstances in the Trial of Nightmare. You'll be kept in the loop and can provide feedback throughout the design process in regards to its appearance, animations, etc. Just. Epic.
You'll also get a special mention in the game's credits as an 'Associate Designer'.
The ultimate reward of making a unique side character in a JRPG with a very limited number of characters. We'll work off of your vision and description to create a side character from scratch with concept arts, busts, model, animations, etc. We'll work with you to implement the character in a way that fits the Trial of Nightmare and you'll be kept in the loop and can provide feedback throughout the process. Now's your chance to live forever...in the nightmare...
You'll also get a special mention in the game's credits as an 'Associate Designer'.
Risks and challenges
It's important to note that Cross Reverie will be seeing the light of day regardless of outcomes as we still have our core budget to get us to the end. We've got a lot on the line here as our debut on the world stage and having invested so much both time-wise and finance-wise to make Cross Reverie happen. Being in this just as much as you fine folks is our commitment to the cause and our confidence in being able to create something special for all fans of the genre.
Having the game in an advanced and playable state was one of the bigger hurdles to pass, with nearly two years of work put in by the project's lead to ensure Cross Reverie was built on a robust foundation that will allow it to keep flourishing up until release, and even beyond that.
The main factor will therefore be the time to complete content production, assemble everything and have the game fully polished and tested. The last two will be the most time intensive for a project of this scope but with planning out of the way, and our networks and asset pipelines in place prior to the Kickstarter, we should be able to maximize our time and funding to have the core experience ready in late 2016.
Contrary to what one might think, the indie developer's biggest challenge is getting exposure and letting people know of your game's existence. This is where you equally passionate gamers and JRPG enthusiasts come in through helping us spread the goodness(and darkness) that is Cross Reverie on your Facebook, Twitter or anywhere human interactions happen.
Thanks again for all your support, you people are the real mvp!Learn about accountability on Kickstarter
- (30 days)