The Next Step Towards a Brighter Future... or a Darker One...
Night Spasm: Chapter 2 is the direct continuation of the first chapter. It is a paid expansion that continues from your Chapter 1 progress playable after defeating the final boss of Region A1.
So what's gonna happen in Chapter 2?
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THE PLOT:
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With The Colony now in control of Region A1, one of the walls separating the regions has fallen. In the midst of Inevit's first defeat, Theodore, Vander, and Evana set out to free more of The Island from Inevit's clutches. Thus, the heroes set out to Klipiston Island, the only region uncontrolled by Inevit's forces...
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With some new friends by your side, you must bring the city of Klipiston to your side and uncover the mystery of the green chest, brought before the heroes in a vision MOG knows nothing of.
But beware! Inevit plans to strike back, stopping at nothing to take back his stolen land. Though you were victorious before, Inevit now knows who he's up against. Whatever plans he has in mind, they will not be easy to overcome...
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Map of Klipiston Island
Klipiston Resort Services (KRS)
"SO, WHAT DO WE NEED TO KNOW?":
Before discussing all of the new features, content, and gameplay variations you can expect to see from Chapter 2, it's important to know that Chapter 2 will probably be the most "concrete" chapter throughout the Night Spasm saga. By concrete, I mean it will serve as the true starting foundation of Night Spasm's consistency.
While Chapter 1 serves as the introduction to the main Night Spasm storyline, Chapter 2 will serve as the introduction to Night Spasm's main concepts. Anyone who has completed Chapter 1 knows Night Spasm is a heavily choice-based game with many storyline outcomes to experience intentionally or unknowingly. Chapter 2 will not only take that concept further, introduce new game mechanics, and provide an immense amount of new lore to study, but it will submerge you deeper into Night Spasm's purpose as a game.
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Because there's a lot of foreshadowing involved in Night Spasm, it was difficult for us to really create a foundation that would skyrocket the game from beginning to end, hence the reason for such an early beta release back in 2020 (which we like to call "the year of happy introverts"). But after many updates, and a bit of luck on our side, we managed to make the foundation we were aiming for! What was once a foggy future is now a clean horizon, a half-blank canvas that makes us go "Heh, this is gonna be awesome". We've developed such a fleshed-out engine that each upcoming chapter will practically program itself!
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Wouldn't it be great if a game could code itself in real time? That would make a horrifying concept, wouldn't it?
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Now, besides the new technical foundation seen inside Night Spasm, it's important to look at what's on the OUTSIDE, or in other words, the flow of Night Spasm.
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Night Spasm is a game of twists, turns, and rulebreaking, but in order to keep the game's progression consistent and understandable, each chapter follows a certain order of gameplay phases:
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The Setup Phase
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The Progression Phase
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The Choice Phase
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The Outcome Phase
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The Aftermath Phase
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First, you have the Setup Phase, the beginning of the chapter which drives the main plot forward. The Setup Phase is more story-based than tutorial-based, but the beginning of each chapter usually has a few new mechanics to introduce before the action really begins. In Chapter 2's case, there's a lot to be learned, but everything is extremely self-explanatory and similar to certain mechanics you've (hopefully) already mastered.
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Second, you have the Progression Phase, the part of the story that lets you roam far and free, like a butterfly with unrestricted access to a jetpack. This is where you're given chances to start, continue, and maybe end any side stories you purposefully or accidentally come across. It's a chance to collect items, grind battles, expand your base, and do whatever it is you want to do before setting out on the TRUE adventure of the chapter.
Chapter 2's Progression Phase takes place at Klipiston Island, a central area of the Island you'll frequently visit throughout the chapters. Klipiston is where all of your former side stories continue. Whenever you begin a side story in any chapter, the characters involved will eventually wait for you somewhere in Klipiston, allowing you to either continue, ignore, or sometimes cancel a side story. So long as you've progressed a side story enough to the point where you can continue it in Klipiston, each side story will alter your storyline in multiple ways, usually during significant moments of the main storyline.
The influence of a side story differs based on what part of the side story you're currently at, whether you've ignored it at Klipiston, are in the middle of progressing the side story, or have completed the side story​ (some of which include multiple endings to choose from). Sometimes NOT beginning a side story can affect your timeline! Better yet, certain side stories can even combine together under rare conditions, forming special moments most players won't even see in their first playthrough!
Now THAT'S what a role-playing game is all about!
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Third in the list of phases is the Choice Phase, very similar to the Progression Phase. However, unlike the phase before it, the Choice Phase prompts you with unavoidable dilemmas! And as you'd expect, they aren't easy choices. A battle between you and your beliefs, the Choice Phase significantly impacts the future of your playthrough both immediately and in due time. Furthermore, this is the phase of the chapter usually influenced by your progress on specific side stories. The Choice Phase is generally linear exploration-wise, meaning once you've begun the phase, the only way out is finishing the chapter, leading you to the Outcome Phase.
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The Outcome Phase is the ultimate summary of each chapter, where the benefits and consequences of your actions come to light... or dark too, I suppose. The Outcome Phase puts the pieces of everything you just experienced and blends them all into the main storyline... or should I say "a" storyline, as the results of the Outcome Phase can create quite a dynamic shift in your timeline. Side stories greatly influence this phase of the chapter too, but you probably guessed that already.
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And thus, after the metaphorical curtains of the chapter fall, they're immediately opened back up again for the Aftermath Phase, a phase similar to the Progression Phase but with your former choices applied to your timeline. It's a chance to backtrack to anything you may have missed, progress side stories even further, and see how the Island has changed, for better or for worse. It's the perfect time to unwind and contemplate the adventure that awaits you in the next chapter.
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Although, if you're the curious type, there may be something unusual out there to find, but I wouldn't go around snooping in places you don't belong. You might regret it, no matter how skilled you are at combat...
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Speaking of curiosity, you may have realized the phases I just mentioned don't sound too accurate to Chapter 1's flow. The truth is, Chapter 1 loosely follows the 5-phase system, which leads me to my next point.
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For reference, this is how Chapter 1 fits into the 5-phase system:
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Opening cutscene and Teaching Garden (Setup).
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Exploring Region A1 (Progression).
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Invading Dark Region A1 (Choice).
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Fighting the Congo Snake Queen (Outcome).
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Reuniting with MOG (Aftermath).
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Chapter 1, being the first chapter and all, didn't really offer a lot of room for storyline alterations, all because the story had to be designed in a way that left plenty of room for timeline alterations. Besides, with so much to remember from the Setup Phase, we figured it would be best if we introduced major timeline alterations in Chapter 2 so as to not overwhelm players (besides, a few secrets are fun here and there). In return, we focussed on the possibilities brought about by side stories, all of which will affect Chapter 2's main storyline in some way. A lot of players seem to enjoy the side stories more than the main story as of right now, so we're happy to say it's only going to get better from here!
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In conclusion, the 5-phase system helps us focus on what Night Spasm is all about:
Making choices matter.
I hope this overly-detailed explanation gives you a better idea of what to expect from ALL future chapters. And as a reward for reading this far already, here's an upside-down H...
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H
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Now it's time for the good stuff! Let's take a look at Chapter 2's new features, shall we? I already know what's included, but I'm still excited!
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THE FEATURES OF CHAPTER 2:
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Exploring the Island:
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It would take a lot of footsteps to get from Region A1 to Klipiston, especially since you'd have to learn how to walk on water. Luckily for you, the Island has quite a variety of watercraft to choose from, and MOG knows the perfect man to get you such a thing! He's fun to talk to, underwhelmingly charming, and even a playable character at one point, but beyond that, he's your ticket to Klipiston and the keeper of a world-renowned ship. Even if nobody knows about the ship, it will always be world-renowned in his eyes!
Beyond the mountains of Region A1...
Pictured above is a section of the Overworld Map, an expansive view of the Island's many regions. To the left is a broader look at Region A1, the mountainous area you've come to love (and also the biggest of the open-world regions you'll ever visit throughout the entire game). To the right is the last independent region on the Island since Inevit attacked, Klipiston, a vast city filled to the brim with exquisite hotels, underground markets, and most importantly, every friend and foe you've met so far, all guarded by a mysterious protective organization known as Asteri.
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What awaits you on Klipiston is unclear, but it pales in comparison to the OTHER region you'll get to walk upon. We'll let you see what that one is like on your own...
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From Chapter 2 and beyond, you'll be given many opportunities to traverse the Island, allowing you to travel between regions, encounter mysteries and side stories within the waters, fight water-based enemies, and much more. There are even special weather events that either help or hinder your ability to sail the seas!
The common goal of each chapter is to rid Inevit's forces by taking over key locations within a region, causing Inevit's barriers to disappear on the Overworld Map. Open-world regions, like Region A1, require you to find golden spikes in order to conquer the dark region of the chapter.
Meanwhile, as you'll see in Chapter 2, some regions are linear rather than open-world.
Instead of looking for golden spikes, you must reach the endpoint of the region and defeat the region's final boss. As you capture more regions and visit individual civilizations spread across the ocean, key locations from previous regions will begin to evolve. Characters once trapped in a captured area will begin traveling to other regions themselves, usually providing more shops to buy from, quests to complete, and additional side stories of varying significance.
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But beware! You're not the only one conquering territory! As you take what rightfully belongs to you, Inevit will begin to do the same.
The complexity and difficulty of a counterattack are based on your previous interactions with Inevit's commanders and individual soldiers. Conquering a region causes Inevit to enact counterattacks in key locations based on your alliances. For example, if you previously made peace with the Revenger King in Chapter 1, Inevit will likely send troops to the Revenger Kingdom. If you didn't make peace with the Revenger King, Inevit will have no reason to counterattack the Revenger Kingdom. Instead, he may even try to ally with them to your dismay.
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The conditions on whether or not a key location allies with Inevit varies for every location, but with enough experience, there's always a way to falter Inevit's plans. It's just a question of how and when...
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Sparing, killing, and recruiting:
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Through side stories, there were many ways to befriend, kill, and sometimes recruit certain characters from Chapter 1. Chapter 2 provides you with similar opportunities, only this time, you'll be choosing to spare, kill, or recruit characters throughout the MAIN storyline. To clarify, sparing a character in Night Spasm is not the same as befriending/recruiting a character, meaning it may take some persistence to ally with the enemies you want to befriend. You could say the same persistence is required to kill the characters you really hate too. Whatever you do, there are benefits and disadvantages to every death and friendship.
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Interacting with colony members:
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Speaking of friendships, you've probably recruited a lot of survivors into your base by now, right? Sure, they're only there to support MOG's cause, but have you REALLY taken the time to know who they are? If only there was a way to get to know them better...
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If only there was a way...
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Hmmm, yes, if only...
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Only, if only, if only...
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Ok, this joke is stupid, and only doesn't even sound like a word anymore. That's right, Chapter 2 introduces a new way to connect with your colony members! Through the new trust-point system, you can offer gifts, spar, cook, or have a simple cup of coffee with any of your colony members. By bonding with your colony members, you can increase the trust level between a colony member and a leader, allowing you to engage in meaningful conversations. Sometimes, talking with a colony member can grant both the leader and the colony member a bonding skill, a type of core skill strengthened by the bond of the corresponding characters. Additionally, bonding skills increase trust points between the two characters, resulting in bonus EXP earned by the end of a battle, even when you spare enemies or escape from a battle!​
View the stats of your colony members and analyze their likes and dislikes!
Offer gifts based on their preferences!
Grow the bond between a leader and colony member to increase their trust level!
Increase their trust levels high enough to engage in a conversation!
There are a few other ways to increase a colony member's trust points, such as choosing appealing dialog options or eating food cooked by colony members. Overall, the trust-point system is a great way to understand the stories behind various characters and earn yourself some bonuses along the way. You'll find that your colony members will have a lot more to say outside of your base as you increase their trust levels between the leaders.
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Not all conversations are between colony members and leaders, however. You can find additional conversations outside of your base when certain conditions are met. Similar to how it's possible to recruit every colony member by the end of the game (no matter the routes you take), it's possible to view every conversation by the end of the game. All of them are easy to find, but it's up to you to discover what causes colony members to socialize.
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Colony members won't always be couped up in the base, either. Survivors will always be ready to enter your party, but when they have some free time on their hands, you might find them doing their own things in various areas, like key region locations or even captured dark regions. Making their personal Island lives easier is a great way to gain trust points for all three leaders at once!
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Expanding your base:
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Taking over another region is no easy task, even with the support of your colony members. Luckily, MOG knows ANOTHER friend ready to support the Colony, a friendly skulliton named Awckmin, the only person capable of pushing your interdimensional base to its limits!
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Awckmin's Province:
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Upon finding Awckmin, you'll be able to access a special area called Awckmin's Province, a beautiful land of rigid cliffs, monumental trees, and a home full of everything you need to bond with your colony members!
Awckmin's Province is the best place for bonding with your colony members, and for a few ckoins, you can use his services as much as you want. Being a businessman, Awckmin also has a gift shop full of items your colony members will love. He sells a collection of other things too, but they're nothing special, only a few strange devices which create dimensions based on your colony member's personalities. Like I said, nothing special.
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Awckmin's base expansions:
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Awckmin seems to like the colony a lot, and as a thank you for your service against Inevit's will, Awckmin has quite the range of base improvements to hand over to ya!
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The Kitchen Garden:
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Awckmin's first act of generosity is providing your base's kitchen with a cross-dimension garden! It seems like a lot just to grow some corn, but it's fit with the Island's newest innovations in agriculture!
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The garden lets you grow an assortment of crops using seeds you buy or collect from your kitchen. After planting, you can either wait for your plants to grow naturally, give them water, or give Ingene a fountain refiller to grow everything instantly!
At one point, you'll be able to expand your garden further. Awckmin will do anything for the right amount of ckoins...
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No, I didn't mean it like THAT...
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The Manufactory Room:
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OK, GARDENS ARE COOL AND ALL, BUT CHECK OUT THIS DOOR!!!
Holy tachytita!
This is the door to the Manufactory Room, a room dedicated to all things crafting. Around the Island are collectible crates called factory boxes, workstations that craft items for you based on a core ingredient. Whether you're making weapons, brewing suspicious potions, or cooking delicious dinners, all you need is a bundle of the core ingredient and usually 1-2 additional ingredients.
With the use of an evolution kit, some factory boxes even let you evolve equipment using ckoins, prismaryns, or jhehms. Evolved equipment not only has better stats than its original form but its stats increase based on the user's LVL. For example, an evolved weapon could grant 3 extra SA based on every 2 LVLs its user has. Additionally, evolved weapons can be upgraded up to 20 levels instead of 10.
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A secret 3rd room...
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Chapter 2 will introduce one more new room into your base, but I'm going to keep that one a surprise. It's mysterious, curious, and by all means serious... but at its core, it's a way to explore some cool new areas you couldn't access from the Overworld Map. Even if I wanted to tell you what the room features, Awckmin is better at explaining things anyways, regardless of his strange accent.
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Some other cool features to know about:
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Some other things you'll see in Chapter 2 include enemies using equipment, enemy tiers, timed battles that limit the duration of your turn, teleporting waypoints, and so much more. And of course, there will be plenty, and I mean PLENTY of moments where the rules are temporarily broken.
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Surprises follow you around every corner. Always expect the unexpected, especially when you least expect it!
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That's all there is to say about Chapter 2's story and gameplay. But, there's one last topic to discuss...
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Chapter 2's soundtrack:
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You thought Chapter 1's soundtrack slapped? Well, Chapter 2's will slap even harder!
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But achieving slappier music can not be done alone! It takes many great artists to form a story, and that's ESPECIALLY true for Night Spasm! Furthermore, a story isn't just about what you see, but what you hear. That includes music!
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Chapter 2's soundtrack will feature many compositions from multiple musicians you may be familiar with. Rising in the ranks of the music industry, these artists have generously blessed Night Spasm with their unique and wonderful songs. Some of the artists contributing to Chapter 2 include:
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Leandro Utz
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AZALI
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SaltySaltShakr
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Astrogamer54
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TYLXR OCEXN
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Mediocrates
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Ninth Crossing
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The Shaman
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UsernameHere
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Starkeeper
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Hiyoko Music
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You may recognize a couple of these names if you're a fan of sequenced music. Each artist listed above will have some of their songs featured in Chapter 2 and beyond. If you're interested in their work, you can look up their names on YouTube where their songs are published. Chances are, by listening to one of their songs, you're listening to music featured in Chapter 2!
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Please consider subscribing to their YouTube channels and following their socials. They've worked hard to make Chapter 2 the best it can be, and they deserve every bit of praise that comes their way!
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Speaking of contributing artists, if you wish to be a part of the list of contributors, send us a message through our socials (listed on the homepage and below this page)! If you have music you want to be put into Night Spasm, or you want to make a new song specifically for Night Spasm, on behalf of the Night Spasm crew and me, we'd be happy to support your musical career!
All ya gotta do is ask!
That about wraps it up!
That's just about everything coming to Chapter 2! I hope you're as excited as we are! Make sure to follow our socials and subscribe to our website's newsletter for more information about Chapter 2!
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Chapter 2 will be retailed at $19.99 as an expansion to the base game (Chapter 1), meaning Chapter 2's contents are only accessible after beating Region A1 from Chapter 1. If any content is added to Region A1 through Chapter 2, said content may be accessible before completing Region A1. Additionally, any changes to Night Spasm's engine will affect all chapters, meaning some new features will be available to use/see in Chapter 1 after Chapter 2 officially releases.
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And don't worry, Chapter 1 will always be free, at least on the PC version of the game (future console editions may distribute downloadable content differently, but this is unlikely as of right now).
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Also, if you want to be part of the alpha and beta testing team for Chapter 2, you can receive access codes for testing by donating to the project's funds (which includes some additional benefits). You can also receive beta and alpha access codes by contributing assets to the project, such as music, art, or even code (contributing assets do not include the additional benefits of contributing to the project's funds).
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With this in mind, I hope you will consider playing Chapter 2 when it releases. I am thankful for each and every one of you. We couldn't have gotten here without you, and we mean that sincerely from the bottom AND top of our hearts!
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If you have any further questions, contact us via our socials listed below this page (and on the homepage).
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Many thanks,
Gideon
You're gonna love it!