The night is the beginning of
all things. Can you endure the
dreams of the sleeper? - Xardas
PROJECT NYX is a story-driven action-rpg
with a radical immersive design, based on
GOTHIC and inspired by the uncompromising
vision of its Alpha versions.
The game that GOTHIC should have been;
the unfulfilled dream comes true.
Released in two independent acts.
ACT I: ORPHEUS
You are thrown into a self-organized penal colony without guards, sealed from the outside world through a magical barrier; a prison full of convicts which only serve one purpose - mining the precious magical ore to fuel the kingdom’s war outside. Experience anarchy: Gangs with different ideologies and brutal force govern the world of the condemned. Your goal is to survive and to escape.
ACT II: NEMESIS
You wake up from months of unconsciousness to walk through the ruins of the prison you tried to escape from - still trapped inside. Dive into a world of refugees, fleeing from a war of prophetic cause. You are on a mission to end war - in four special and unique plots depending on your chosen faction.
Project Nyx is based on four design principles:
- Immersion by Radical Visualization (Gameplay)
Intuitive and minimalistic user interface. Direct optical feedback; what you see is what you get. Everything is visualized on your player character: clothes, weapons and even skills. Every gameplay element (HUD, attributes, skills, quest journal, teachers) is seamlessly integrated into the game lore. Real time, tactical combat and monster based puzzles. Immersive crafting in animated, individual steps. Third person view (cinematic tracking-shot-from-behind-like camera system). Everything NPCs can interact with can be interacted with by the player as well. Gameplay focused on dialogues, exploration and survival. Realistically limited inventory. Different playstyles, determined by your immersively chosen class. Easy to understand, hard to master. Improve your character by following the story and by acting in accordance with the role you want to play. Ingame skill learning via teachers and through what we call learning-by-acting. No Levels, no grinding, no EXPs, no skill trees, just roleplay.
- Atmospheric Density in a small, handcrafted, living and believable world (Atmosphere)
A dense and detailed game world featuring only genuine content while avoiding any ‘filling’ elements. We believe that density, rather than size is key: A small game world, not seen as a concession but rather as a conscious decision in favor of higher content density. Every plant, every tree, every item, chest and NPC is placed by hand. NPCs and monsters do not wait or spawn for the player, they have their own simulated life and schedules. No building is mere scenery (unlike the Witcher), every building is walkable and individually designed without loading screen breaks (unlike TES). All NPCs, especially traders, have individual inventories. All characters are unique, drawn from more than one hundred face and clothing texture variations. NPCs react to the player’s guild, clothing and actions.
- Narrative Depth in an uniquely-set Drama (Story)
Set in a dark, mystic valley full of conflict, in which a meaningful story is developed - with the game world serving as its stage. Narrated like a greek tragedy, structured in chapters, like a virtual tale. Every quest is linked to the main storyline and tied to a believable motivation of the player character. Plots unfold differently depending on the class acquired ingame. Several unforeseen story twists and events including visible changes and developments inside the game world. Different ways to solve missions with different outcomes and consequences. Multicomplex and multimedia-based story presentation inside (by dialogues, scriptures, artworks, locations, visual language) and outside (comics etc.) the game. Completely voiced dialogues.
- Wabi Sabi Aesthetics or Celebration of Decay (Artstyle)
Everything is fucked up: clothes are worn-out, patched and faded, the world is in decay. Archaic earthenware and textiles, moss, rust and patina everywhere. Display of destruction and reconstruction. Asymmetric, imperfect form language. Accentuated contrasts and matt colors. An unique art design (comparable to games like S.T.A.L.K.E.R. or Evil Twin: Cyprien's Chronicles) and Oldschool graphics, not as a sign of technical deprivation, but as a conscious decision and a matter of style.
It has the same vibe as the first Gothic. (Pioneer, PL)
This mod is made for true lovers of the alpha versions. It's almost the only hope that we will be able to experience this most mysterious and exciting atmosphere and the story of the alpha version. I've always dreamed about it. (Phantom, RU)
It's so damn greaaaat. Waiting with uriziel in hand. (tefendy)
Man setzt sich mit der Vergangenheit von etwas auseinander, forscht und rekonstruiert. Man ist Jäger des verlorenen Schatzes und fügt die verloren geglaubten Funde zu einem großartigen und stimmigen Gesamtkonstrukt zusammen. Das ist ein sehr ambitioniertes Projekt... (Larifari, DE)