OMORI: REVERIE - CHAPTER 3 TRAILER
After a long wait... It's almost here!
Trailer link: https://youtu.be/Sbr3rnr3lSM
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OMORI: REVERIE - CHAPTER 3 TRAILER
After a long wait... It's almost here!
Trailer link: https://youtu.be/Sbr3rnr3lSM
Reverie Devlog - July 2026
Intro
Note: Some sections below will talk in first person, which will refer to Stahl.
It's been 4 months since the last dev log, so it's time for another (potentially last) one! Since the May dev log got skipped, I will update more in detail in this one. This being the last dev log means the mod will release around Late August to Early September. No confirmed specific date yet, though.
The majority of progress has been done in June-July, as during April-May I had a lot of other responsibilities both online and offline. Other team members also likely had finals coming up.
Progress
The main progress this time is setting up structure so other team members can start working concurrently. For example, setting a layout of the map so the rest of decoration can be designed. As a result, the main work that was done are ALL maps now at least have a solid layout, with the majority being finalized.
There is also a bit of rearrangement of moving some content to be optional or downsized. The area being based off the underwater area of OMORI (which contains one of largest areas in the entire game and infamously very slow as well) means that recreating all the elements there is not feasible, the mod is almost 6 years old now, you know. The cutting has always been done since the start, but this reduces it even further due to pacing issues as well.
Anyways, to keep in concise, I have updated the main task sheet this time round just to give a quick view.
The tasks are measured in "man-hour" as it makes more sense to measure the time when the task is actually worked on for one person. For obvious reasons, humans probably sleep and eat and work. I think. For example, a 10 hour task is probably not done in 10 hours at once, it may be 5 days if you work on it 2 hours a day.
For some people who're not used to the concept it may look big, but remember the hours can be divided to people in the team.
As for the labels, most should be self explanatory. Review is essentially finished but may be tweaked slightly. In progress in this case is mostly for tasks that are around halfway already. It would be a bit misleading to count all tasks as in progress because technically it was "given to someone". An extra category is "Optional" where it is not necessary but just good to have. These are mostly content that references the base game, funnily.
The Slow Bit
Now the most obvious thing you may see is the big red bar in the cutscenes and portraits. This is the part I mentioned back in April log about writing issues, as all three aspects are dependent on each other. I have always been the art and coding type, so writing is really hard to get through if I had to be the one starting the structure in the first place. There are other writers, of course, but discussion is still required before committing to the bit, otherwise the work may become unused.
Portraits have always been the last possible task to be worked on in all chapters, so it is not the biggest concern. I usually make the main base, and other artists can concurrently make variants if needed. This takes very little time and is added on message data later, as usually the writing calls for a specific face, rather than the other way round. This means portraits are dependent on Writing.
Cutscenes are also dependent on writing for obvious reasons, can't really be making a scene if there's no instruction. This is the main bottleneck now, as there are not many RPGMV people active at the moment.
Writing is mostly marked as review rather than completed mostly because they usually get feedback from the technical side if it makes sense within the map. This should be basically finished, but is marked as such just to note that it may change slightly.
The Good Bit
Now despite the big red bar in the cutscene side, it is in total much smaller compared to the main elements that the project focuses on. This is why hours give a better accurate view, as some tasks are not evenly sized.
The biggest progress here is the maps, as it shot up from mostly red and yellow to almost all finished. I have done my part in setting up the layout as well, so now I can put my hands off as other people decorate the map without having to worry if it fits together or if it's used in the story at all. This also means I can move on to focusing on the cutscene.
The enemies you may notice a big yellow bar. These are actually almost all enemies that are supposed to be drawn by me specifically but went on pause when I had to focus on other organizations. These also tend to be more complex enemies rather than the usual bunnies, so they occupy more hours each than common enemies. All of them already have a frame done.
As for music, it basically is just finished. A lot of tracks here are just working on optional things while waiting for others. The "yellow" bits are just an ongoing task of optional content.
Final Notes
Thank you for reading this far! This should be the last ever preview as well.
(Or technically not, since I will update on socials intermittently.)
Music Link: https://www.youtube.com/watch?v=JdNQW1XEuyc
Reverie Devlog - March 2026
Intro
Note: Some sections below will talk in first person, which will refer to Stahl.
It's been a bit over 2 months since my last Devlog, so it's time for a new one! I fell a bit ill the past few weeks, so the Devlog was delayed by quite a bit. Last Devlog was more informational, so this one will be back to reporting some progress.
Additionally, for me personally I have participated in Touhou Station Jam and the OMORI modding jam, so I didn't do as much for January. For the latter, Love Tinted Spark was my submission; it tests out a couple of future Reverie's balancing and mechanics, so it's not entirely off-topic as couple code assets will be ported over.
Progress
Overall, the progress is mixed again this time, as there were some physical blocks such as sickness and business by a decent amount of people, but there have also been some milestones made as usual.
The major progress this time is on writing. Writing has been mentioned to have progressed before, but some aspects had to do a rewrite since then, setting back a bit. The reason was due to some old plot points made hard to fit in new context, especially after Chapter 3 restructuring. The writing has now been confirmed in a proper meeting now, meaning there should be no more rewrites and can progress forward, also allowing some art tasks waiting on to go through.
As for mapping, another major area has been mostly done during this time. There is only one more mandatory major map, and another minor optional subarea.
Those are the major bottlenecks, other arts such as enemy sprites and skill animations are not entirely finished, but are relatively independent tasks so it is just the usual slow and steady progress.
For general reference, the mod should be around at the halfway point now in terms of progress. It is a bit slower than initial estimate, but also at the same time faster than I thought considering I was inactive for a couple times during Chapter 5. Sparing the details, the current conservative estimate would be around 300 work-hours (not counting playtesting), which will be obviously split among multiple people. I will not give a detailed release time estimate yet, since availability could change a lot, so giving actual work hours would be more accurate. Though, it should definitely be before August; if it's beyond that then we have a scope issue.
TL;DR: Main progress is on writing, a couple rewrites happened but now the progression is confirmed and can be moved forward. The rest of the sector is steady progress and can resume after waiting on writing. Progress is around halfway point, meaning it should come before August.
Final Notes
Thank you for reading this far. The Devlog is on the shorter end as we're at the point where showing more details would just be closer to leaking story details now as I break down tasks.
As per usual, here's some music to show! It is not new though, as I have actually released this before a long time ago; I repurposed it since it has a place here now.
Reverie Devlog - 2026 January
Intro
Wouldn't you believe it, another year has already passed!
This month's dev log will focus a bit more on the meta development side, addressing some common questions or sentiment. I usually have talked about these topics before, but only to individuals and never as formally, so this serves to help set people expectations on what's to come, and what aspects have been considered. Take this as an end of year reflection for the mod's development.
Note: Some sections below will talk in first person, which will refer to Stahl.
Progress
The progress is a bit mixed, the majority progress is mostly in November, with major milestones being organizational in terms of cleaning up writing and communication. This makes the progress a bit less visible, especially setting up to December where a decent amount of people will be busy on holidays. Other than that, a couple music and enemy sprites has been done passively as well, along with finishing drafting another map area layout.
Another aspect to mention is that I have spent Late November to December helping out with the final release of The Dreamer, as Otomerson would have a strict deadline due to life circumstances so it's a bit higher priority. I worked with the combat, progression tweak and general technical help. (Fun fact, some skills in there will appear as an obtainable easter egg in the upcoming chapter as well!). Additionally, I am also helping out with setting up with the upcoming mod jam event.
Information
Now let's get to laying out some common information so everyone is on the same page in the mod direction. Statements that get a response does not mean it is a dismissal.
In fact, I also feel the majority of the problems addressed here, so this is not intended to be negative and just more to set expectations or be a reflection. A lot of dissonance tends to come from misalignment of expectation, so this serves to ameliorate it, at least for a bit.
Edit: Formatting issue with bullet point
Reverie was NOT intended to be THE post-good ending mod. While the mod does eventually touch on some theme by Chapter 3 rewrite, it was not part of the initial focus at all, and only touched upon it when it was convenient.
This misconception came up mostly due to there not being many mods that continue off the good-end in the early modding era, leaving Reverie to be the one bearing the label of "Omori 2" by a couple of videos.
It does not help much either that many mods in early times get cancelled, but now that there are other mods such as The Dreamer to help pick up the label, I thought it would be good to officially address it.
Reverie is focused on battles. Way back in early development, the initial gimmick was "what if headspace bosses are party members." The story was mostly secondary, and the mod being set after a good ending was just a setup to have Sunny to give it an "extension" feel.
Reverie is quite hard. The mod is intended to be harder than the original game, as the general idea of the mod being an extension of base game battle mechanics. Major examples are buffs and emotions being used more often.
Normal mode is supposed to feel relatively close to base game progression, but still should feel harder, as if you're continuing off the original game experience.
There ARE balancing problems though, especially on earlier chapters as they had a very different balancing philosophy. Some of the earlier bosses also got changed indirectly due to later chapter changes.
Many of the mod aspects are also inspired by Shin Megami Tensei series which tend to lean on being a bit hard in general, having a focus on setting up a build before running into a battle. Some other mods also have similar inspiration, such as remade Broken Dreams.
Some of the story elements of Reverie feel forced. This is mostly relevant to the continuation of Dreamworld or the slight shoe-horned inclusion of the Twins in the real world section. This simply links back to the initial problem of the initial reason for the mod being a battle gimmick of using headspace emotion bosses, and the sad boss happens to be the Unbread Twins, which are based on actual faraway characters.
Some of the story elements of Reverie feel conflicting to the game theme. A more major variant of the above problem. This is more relevant in relation to the dreamworld which was included for the aforementioned reason. If the game were to be properly a post good ending story heavy mod, I would have made the mod setup entirely different. I'm just really working with what the mod has set up.
The major characters are missing. This is mostly due to being early chapters. This links back to the initial problem of not being intended to be a definitive good ending mod. Additionally, it would also be thematically conflicting to moving on to shoe-horn it early.
Off-topic, but Reverie has always focused on elevating side-characters, so the mod always had a disadvantage in terms of popularity. The fact that the mod manages to get this far with that disadvantage already is pretty impressive to me. I always have felt if any mod that focused on the main cast that actually releases back in the early modding era they would have been vastly more popular. So far almost all of the mods with that aspect of that time are cancelled, with the only prominent remaining one being Rainy Mari.
Reverie is not a ship mod. This is quite a random inclusion, but this is just due to how many people thought the Aubrey cutscene quote would imply Sunburn. This is mostly an extension of the "major characters are missing" aspect.
The references made in Reverie are quite jarring. This criticism usually comes from comments on Playthrough videos, mostly in relation to Chapter 4 as some of the enemies very openly reference Shin Megami Tensei or Touhou Project. This is a valid concern, especially if it is thematically conflicting.
The reason this happened is mostly due to change in development style as I let it be more loose. The early modding times sometimes are overly serious, which isn't really good for long term development. This is also quite apparent with how many mods get cancelled in the 2022 to 2023 period.
Most overt references are also in optional areas, meaning you may not even encounter it at all. As the criticism usually comes from comments on Playthrough videos, it is likely also due to how the showcase shows all the features in a fast pace, making it feel like a decent chunk of the mod are just random references. This is made worse as optional bosses tend to be harder, making it take up much more of the video time.
Reverie development is quite long. While some would usually defend to say that games take time, I do feel this is a valid criticism as I do also feel it is much slower than what it could have been. So it would be interesting to reflect on the development as well.
The obvious aspect would just be having more people be busy in university or jobs in general would reduce the amount of time compared to before. Despite this, there is also an allocation issue.
Some have brought up The Dreamer Prelude as an example of fast work being done by less people, which is actually quite close to what Chapter 1-2 of Reverie was like. This actually sections off to a more interesting point...
Reverie's story does not feel personal. This usually comes in comparison to other mods, but it gives an interesting development aspect to analyze. For simplification, I'll group the mods to the category of being conceptual or expressive mod.
Conceptual mods are mods that stem mostly from some open-ended idea. For example, "what if the characters are swapped" like Omari-type mods, or "what if the headspace bosses are party members" in Reverie case. This type of mods tend to be subject to multiple opinions and decision making tends to be democratic. This gives a variety of ideas, but the downside comes from communication and idea conflict. This is usually how Omari-type mods also get cancelled, as the tasks become stagnant as no ideas become confirmed, causing uncertainty.
Expressive mods are mods that come from a personal story that wanted to be told. The idea comes from one person running on what needs to be told, which is the case of The Dreamer as Otomerson has a very specific story and expression to tell, causing them to solo all of the writing. This puts a lot of work on a single person, but this eliminates the majority of time spent on the discussion as the story is final.
With this in mind, Reverie being a conceptual mod makes it a bit awkward to write sometimes, as I do not really have any personal connection to the writing. A lot of writing feels closer to an analysis, especially on replicating headspace character writings as they are usually deliberately surface level. This also leads to the writing phase of the mod being longer than usual, as it goes through multiple rounds of writing rather than final decision, a similar pitfall that mods like Omari also falls into.
This does not mean I don't value writing, it just means writing does not really flow naturally and becomes more like a puzzle to solve, which makes it jarring and prone to miscommunication. Later rendition of the writing since Chapter 3 did manage to tie the story elements to the combat element really well in the current plan, so it's not all in vain.
Side-note, certain writing criticism is actually an artifact from the original game's writing. A common example is people thinking Sweetheart is written to be over the top obnoxious, when in actuality she only laughs a couple times.
Final Notes
Thank you for reading this far, especially as this is quite a long one. Despite the problems listed above, it does not mean the mod is coming to a halt; in fact, a lot of these problems have existed since the start, so this serves as an analysis on development so it may be properly addressed later.
As per usual, here's some new music to show!
Music Link: https://youtu.be/ZuJLObM_UhM
Reverie Devlog - 2025 November
Intro
It's been two months since the last devlog, so it's time for a new one! This devlog will be kept short, as general progress for the past two months was on the lower end compared to last month (which isn’t too bad, considering how hectic the last few months were). A couple people in the team were busy with other projects or real life responsibilities; as for me, I also had some other project work, such as organizing the modding community server, and a game jam here and there.
Progress
Project
Finished plans for basic map progression
Drafted some starting tile maps
Implemented the first few cutscenes, and started progress on others
Elaborated on some story details, tweaked story progression
Elaborated on skill progression and enemies
Created some general NPC sprites
Finished some extra music
Organizational
Restructured team channels for better communication
Removed some outdated channels
Meetings will be held more often
Plotline elaborated clearer with flowchart and main document
Downsized plans for some enemies and skills; some are a remnant of old chapter restructures, which may cause pacing issues
Final Notes
Overall, progress has been a bit slower compared to past months due to many in our team being busy, but that's going to change soon - so things will hopefully pick up starting November. Late December will be holiday season however, so please don't expect an overly fast development speed at that time.
As per usual, here's another music showcase. Thank you for reading this far!
Music Link: https://youtu.be/CL_TCnSvMXE
Reverie Devlog - September 2025
Intro
September has arrived! Fall starts to come around, school for many starts to open back up (in the northern hemisphere at least), and it's been two months since the last dev log.
This dev log has been a bit delayed due to both in real life circumstances and organizing the modding community. More will be talked about later here.
Context
Note: "I" refers to Stahl. For those who want only modding info, you can skip this part.
As you may see, the devlog has been quite late, being 2 weeks later than intended. The real life aspects are mostly tame, being mostly busy with family, college work and travel (for Uni). Ironically, that usually means I tend to work less during breaks.
As for modding on the community side, there have been a couple of events that probably should be mentioned, ranging from minor organizations to more serious events. For those who only follow the mod page, I am one of the admins in the Omori Modding Community discord. Though, I usually take up the technicals and announcements, not moderation.
Around late August, we had found out about the potential passing away of one of the more prominent modding members, Fogsesipod. He was also one of the earlier mod contributors to Reverie as well, making maps and plugins. When the information was found out, it was only within the inner circle of modding. They were quite shaken, for understandable reasons, and had to take a break for a while. A delay in the announcement was made to confirm the information, in which I took the role to write it while others were emotional, which happened to be at the start of September, which is the same time as devlog. This is also why the Reverie server did not have any special tailored announcement regarding the situation, since I already wrote the main one.
This is just a rough summary as the full set of events would be too long for this devlog here. For those who are curious or want to pay tribute, more info can be found in the Omori Modding Community discord server here: https://discord.gg/M3JenE9cQx
Progress
Starting with the progress first. Progress has been mixed, with the first month having mostly slow progress as we ramp up from the break of Chapter 4 (and personally being busy irl), while most progress has been made in the past 2 weeks. As usual with how early development goes, it is mostly organizational and planning work.
The last few bug fixes of Chapter 4 are done, now working on Chapter 5 fully without having to worry about exporting for previous versions.
Some Chapter 4 bug fixes include organizing plugins for Chapter 5.
Custom mechanics in terms of battles for Chapter 5 are finished.
Progression and Skills for Chapter 5 are planned out.
Writing has been planned more in depth, elaborating further details (and flowchart!).
First cutscene started to be worked on. Other scenes drafted.
The first few maps started to be worked on. A couple others drafted.
A couple enemy sprites are finished, with most others at least having a design and a frame done.
Most music completed for the chapter, having only a couple songs left.
Future Plans
Other than direct mod progress, there are other organizational changes planned in the near future, both for development purposes and the social media side of things.
A change in the application info. There have been a couple cases where a mod application has been forgotten, as usually it would be silent for months on end. Though, the majority of applications that are "missed" are invalid contacts or not open to contact in the first place.
Music OSTs properly ordered and numbered. Music has been a bit all over the place, with some being unused, or some music from the mod's early days now being intended for very later chapters, such as Underwater Kerfuffle being Chapter 5.
Social media posting. Ideally the posting rate should be a bit higher, but in practice I am not really the type to post often. There may be more of other types of posts such as concept art and unused content. Event related art such as holidays and character birthdays are not guaranteed in order to focus on the mod itself.
Mod asset permission being more lenient than before. The best practice is still to ask the artist directly, but the majority of assets should be fine (more info later). The reason is Reverie is more open to artists owning their work, so the mod does not grant permission on their behalf unless they say they're fine being public.
Public releases repository. To help with keeping track of versions, comparing changes, and to help translators (who ideally should not go through programming work, but RPGMV isn't the best for it). To go along with asset permission, by default the assets are listed under CC BY-NC-SA. Link: https://github.com/StahlReyn/reverie-releases
Final Notes
As a thanks for reading this far, here's a song for the upcoming chapter!
Reverie Devlog, Chapter 5 - 2025 July
Intro
It's been around 2 months since Chapter 4 was released, which means it's time for another Devlog! Since this is the first Devlog of a new chapter, the formatting will be a bit different and we’ll mostly go with a general overview of the upcoming chapter.
Chapter Overview
As the end of Chapter 4 implied, the upcoming chapter will continue on in Dreamworld. It may be a bit weird to have back-to-back dreamworld sections; this is a result of Chapter 3 turning into a real world section, causing some changes to our initial plans.
This chapter will take place in the area around the base game’s Last Resort or Underwater Highway. Due to the pacing and development issues that come with the length of two dreamworld sections combined, areas like Deeper Well and Humphrey will not carry any significant gameplay impact (They may have some importance in terms of story, however).
Humphrey was a bane even in the base game's development – enough for OMOCAT to hate it – so trying to make that section is just going to kill the mod, let's be realistic here.
Areas
The following is a general overview of all the planned areas for this chapter:
The Resort, composed of these sub-areas:
Base game resort – essentially the same map as before.
Construction area – bigger, more ambitious building work is underway. Could it be under new management?
Laboratory area – a new area next to the construction area. Think of it as similar to Humphrey, in terms of its place in gameplay.
Office area – a small area just before the secretary office.
Deeper Metro B2:
Similar to the area guarded by Haltia in Chapter 4, but with slight changes in theme and atmosphere.
This area acts as a loose gameplay equivalent to Deeper Well and Abyss.
Gameplay
In terms of gameplay, Ch5 will not be accompanied by as significant a difficulty spike as was present between Fallen World and Crumbling Castle. A few new special mechanics (such as Repel and Absorb emotion) will be introduced, but they will still be reserved only for rarer enemies.
This chapter will have a focus towards bosses and strong singular enemies. This is partially due to many of the enemies in this chapter having been conceived very early on in development. Some of you may have already seen the Mermaid sprite or Underwater Kerfuffle song in the youtube channel, both of which are quite old, and Chapter 5 related.
Our current plans for enemies in this chapter are:
4 Mandatory boss or mini-boss encounters – Though the Mermaid Sisters boss is composed of 3 enemies, which would technically make it 7 boss sprites.
It should be noted, however, that some of the sprites in question have already been completed.
2 Extra bosses – One superboss, and one mid-progression optional boss.
8 Special enemies – Many of these enemies appear in groups, however, which means that the total number of special troops will be smaller.
It should also be noted that there are plans for a special area with no regular enemies, which increases the demand for special enemies.
6 Normal enemies – A couple will be from the base game.
Writing
In terms of writing, there will be less cutscenes compared to previous chapters due to most core mechanics having already been explained at this point. Nevertheless, please expect a few lengthy cutscenes at least.
Based on current plans, there are 5 major long cutscenes that will take place in Chapter 5, compared to 8 (with many sub-scenes) in Chapter 4.
Workflow
As the new chapter start, the workflow have to be polished up a bit again to know where to start first. Here is an updated general workflow for those who are curious.
Final Notes
The post-release period after Chapter 4 has mostly been used for our team members to take breaks, as well as conduct team meetings to plan out the story in more detail, so everyone on the team can be on the same page.
Thank you for reading this far! For now there are no specific sprites to showcase, since we are very early on in development (and most of the sprites we do have are spoilers). So take this log as an information page for Chapter 5.
Reverie Devlog - March 2025
Intro
March is here, which means it’s time for another Devlog! This may be the final log for Chapter 4, as we approach the finish line. We’ve made a lot of progress ever since the New Year, so let's get straight to it.
Progress
A major amount of progress has been made, this time mostly on the battles - as it's one of the later things to be polished.
Restructuring
ALL enemy data has been restructured to a new system, for ease of development.
- In technical terms, each enemy now occupies one slot in the RPGmaker data editor instead of the base game’s four.
As a result, all previous enemy AIs have now been standardized based on emotion, as opposed to being hard coded percentage differences (With exceptions for certain bosses).
- Angry increases the chances of offensive skills.
- Sad increases the chances of defensive skills.
- Happy increases the chance of special skills (less chance to use a basic attack).
- Drop rates based on emotion have also been standardized to be consistent.
Fixed a lot of broken or unintended AI behavior in Chapter 1 and 2. Some are also getting a total overhaul, like Kite Kid.
Others
Extra area maps are now finished; these are singular large maps to explore, with extra rewards and battles.
Most new enemies now have AI.
Some skills have been rebalanced and tweaked for functionality. Namely, AOE emotion skills are now acquired before level 20 and are usable on both sides.
The majority of equipment and charms have been implemented, with some being buyable or extra challenge rewards.
Quality of life changes, with ailments being visible with particle effects.
Common buffs and basic attacks are now standardized to use the same skill and state across different enemies. This is also so translators do not need to translate the same exact basic attack 40 times.
An accessible guide book has been added that lists the gameplay changes that have been made in the mod.
What’s Next
Extra area gameplay, mostly setting up troops and meaningful reasons to go there.
Extra optional area cutscenes; these tend to be smaller.
Properly make the ending scene for Chapter 4.
Some skill animations.
Moving on into early playtesting.
Final Notes
We’ve made tremendous progress so far, and chapter 4 is now nearing release. This is likely to be the final devlog for Chapter 4.
Anyways, as a thanks for reading this far, here's a teaser for a battle theme for the Castle area.
Reverie Devlog - 2025 January
Intro
New Year has just passed and now we are in 2025, which also means a new Dev log!
This log is a relatively shorter one in terms of progress made, as the majority of work happened in November, as December was busy for almost everyone. Instead, part of the focus in this devlog will concern management during times of low activity.
Progress
Main writing properly reviewed
Aside from major cutscenes and dialogue-heavy writing, work was also finalized on any transition scenes that will lead to the next chapter.
Gameplay progress testing started
A lot of things are still missing, but the chapter is playable for the main progression.
Testing was done to ensure that the chapter can be accessed through previous chapter (Ch. 3) save files.
Miscellaneous RPGMV work
Various minor bug fixes, as well as cutscene tweaks.
While no major implementation was done, it still added up to quite a lot of work.
Enemy AI brainstormed and drafted
These are just drafts for now, however, and proper testing with stats will take place later on
What’s Next
As of now, a decent chunk of people in the team are still on a well-deserved break - January will likely not see any major spike in activity. At this point, identifying specific tasks needed to be completed is sometimes tricky, even when a lot of things are obviously missing.
The probable first thing on our task list is simply playing through what we have so far, and looking for anything missing: ranging from technical bugs, to gameplay aspects (communicating where to go next or balancing in battles).
For those interested, at the moment the majority of RPGMV related tasks are hooked on the Github Project of the REVERIE project repository. Even though I was out for over a month, I did manage to list a bunch of tasks requiring completion while playing through in advance. It is likely that something similar will be done for this month as well.
As for a specific list of those tasks (that I can publicly talk about):
Extra optional areas - these are after the main chapter bosses and optional challenges. They tend to be large and have more winding paths, but are only 1-3 maps.
Extra optional fights, similar to above, but specific battles. Chapter 4 will come with a dedicated optional area, unlike the chapters that came before.
Creating and implementing the ending cutscene, though this is pretty much the final thing on the to-do list.
Playtesting and balancing various combat side gameplay.
Making skill animations, if time and resources permit
Final Notes
Overall, the past 2 months have been more lackluster in terms of progress, but that is usual and to be expected during Winter break / New Year (as most people get busy). I myself have been almost completely offline for over a month, so even I need to catch up on the work done so far: that's the reason why this dev log is a bit delayed.
Anyways, as a thanks for reading this far, here's a teaser for a battle theme for The Dungeon area and a preview of a battle gimmick there!
(It might seem a bit strange to separate battle themes for a minor areas; it's a remnant from trying to manage music in advance way back since Chapter 2)
Reverie Devlog - 2024 October
Intro
It’s been another 2 months now since the last dev log and Halloween has just passed. So it's time for a dev log!
This one also will be kept concise as a list of things like last time. Progress is a bit mixed with progress being mostly in the first months, while later months are more stagnant as I got busy and unable to organize (Hopefully that will change right now, as I got stuff out of the way).
Progress
Progress list is a bit short as a list, but each one of these is a major task.
Most of main writing is done, and story planning is pretty solidified now.
Half of main cutscenes are either done or have basic foundation laid out - (though is not connected to main game progression yet)
Gameplay is at least playable to some degree now (compared to before where it's all disconnected events in a dev room)
What’s Next
The main bottleneck as of current has now shifted to RPGMV implementation, a large reason is from me also being busy and unable to organize though, so I wasn't able to greenlight or check a lot of work to continue (usually writing, requires discussion with multiple people), or I myself hasn't worked on RPGMV.
The major RPGMV tasks right now are:
Other half of major cutscenes
Connecting those said cutscene into actual progressable gameplay
Checking the gameplay itself, as focus was dead set on cutscene (due to it being large) it hasn't been looked into for a while.
Other tasks also exists but can be done in parallel:
Flavor texts and NPCs writing (And implementation)
Other writings, like Foe Facts or Guide item
Minor skill animations (Some basic enemies just reuse copies of base game as of current)
Optional dungeon areas
Hyper-realistic Bear (I will not elaborate)
Some area music, Castle area music in particular needed changes
Tangentially - there is some idea that some areas might work better with slowed down variation of base game themes. This is not confirmed though, it might seem lazy compared to Fallen World having a unique area theme; will have to look into it.
Final Notes
Overall, the progress was mixed, the first half had some progress and the latter half was stagnant as I wasn't able to organize things due to being busy. I am a bit more available now though so I may be able to bump things into gear for November; December is very likely to also slow down from breaks for most people so it's ideally earlier.
Thanks for reading this far, here's battle music for Pyrefly Forest (and an enemy) for checking out!
Full Link: https://www.youtube.com/watch?v=mOfIJ7JhMTE
Fiery. Comedic joke!!!!! Laugh!!!!!
Reverie Devlog - 2024 August
Intro
It’s been 2 months now since the last dev log and ending of summer break, which means it’s time for another!
This one will be kept concise as a list of things, as there isn’t much special thing that happened in the timeframe that need additional explaining
Progress
Progress has been made generally in all sectors this time, to list:
Enemy sprites are all finished! (Some extras were added later)
Basic gameplay battle started to be done
Writing started on flavor text
Some extra music is done (As previously mentioned, due to plan changes)
Early progression is somewhat playable
Miscellaneous small things like equipments sprites
More map works
There is also more indirect work like organization like usual, especially in breaks where some are busy.
What’s Next
The list here might seem short, but some tasks are quite a large task, like cutscenes.
Writing finalization
Cutscene work in RPGMaker
Polishing maps
Slight changes to previous chapters
Playtesting
Balancing
Out of the list the main bottleneck here is now RPGMaker side of things, specifically cutscenes. Unlike Chapter 3, pixel art and mapping are done fairly early on, as that chapter just had so much work on the pixel art side that the momentum makes it pretty fast when it comes to this chapter with far less work.
So far with current planning, proper side quests and puzzles are very minimal. There is still plenty of side content in terms of battle and an optional area, but other than that, those events tend to be time consuming to make and maintain in RPGMaker.
Final Notes
Overall, it’s a very usual progress, nothing out of the ordinary. Decent amount of progress, but still a decent amount to go as well, especially with RPGMaker side.
Thanks for reading this far, here's battle music for Metro B2 for checking out!
Full Link: https://youtu.be/g5XUpkyO6f4
Reverie Devlog - 2024 July - CHAPTER 4
Overview
It has been a while since the last update since before the release of Reverie Chapter 3, so we finally are making an update on what happened in the past 3-4 months.
What’s with the Inactivity?
First, let’s get the reasons for our inactivity (at least to public) out of the way:
Chapter 3 released around April-May, so that period would be redundant to cover in a Dev Log in that time period.
Around the same period, some people have had high school finals (like in my case, Stahl writing here), or college exams.
Despite that, there has been steady work done in the background by others in the team. The past few weeks have also picked up in activity as well, so things are moving in a positive direction.
Chapter 4 Info
Area
As it’s no longer a much secret since it's been speculated since forever ago: Chapter 4 takes place in dreamworld. The next area involves 1 major area, Sweetheart’s Castle; and 2 minor optional areas, Pyrefly Forest and Metro Depths. This info is relevant to development, as it changes the development process quite significantly.
The obvious benefit is that many assets can be reused and modified, especially for the castle. What will be done with it though, we’ll leave up to speculation. This applies to tilesets, maps, and even some sprites like enemies, leading to far less workload than Chapter 3 had demanded with the real world.
Gameplay
Gameplay wise, this will be where the “mid game” should start ramping up, so difficulty would start spiking here as well compared to base game. Normal mode would still be accessible for most players, but Hard mode would get more aggressive in terms of mechanics, and start to really pose a challenge. Regardless of mode, both would really push for players to learn emotion mechanics properly (I mean seriously, some people still played the entire mod without using emotions at all???).
For a rough overview for what’s coming gameplay wise:
Enemies throw ailments far more often
Some enemies nullify, absorb, or repel specific emotion damage innately
Charge skills and Telegraphed heavy attacks appear more often
Troops tend to appear in larger sizes
Considering feedback received from Chapter 2, it won’t be as tedious as Cattail fields, where enemy encounters tend to be spongy and slow-paced: leading to the next point;
Battles are generally more dynamic, going in a more aggressive direction: enemies are easier to kill, but so are you.
Area conditions that spice up the initial battle a bit
Progress
As of now, Chapter 4 is going relatively fine. There is a temporary knock down in activity from external factors, but we’re still able to keep a steady pace, which is what really matters in the long run. For easy viewing, the progress will be split into sectors:
Writing is going steady, it isn’t as difficult as the real world which has higher stakes, but it still matters to write in character.
Pixel art side of things is also going well. There is far less work needed in terms of pixel art, due to less of both sprites and maps. Basically, anything now is relatively easier than CH3.
Drawn art also is going fine, the majority of spriteworks are already done. As mentioned before in CH3 dev logs, half of the sprites were done before CH3 even started, so this is not new information.
Music is also similar to Drawn art in progress, the majority of songs having been completed beforehand. Though one major difference is that a decent amount of those assets became “outdated”, so we might need to work on replacing or recomposing. This also happened in the art side, but just not to the same degree.
And finally in RPGMaker work itself, there is also some progress made, though less than others as this would be the final step after all assets are completed. The work here so far is mostly implementing all the assets and organizing files. On top of that, we have also started working on cutscenes as well as enemies.
Final Notes
Overall, progress is going steady, despite earlier difficulties in terms of activity. All sectors are progressing in some form, which is a nice change of pace compared to CH3’s very lopsided work allocation.
Thanks for reading this far, here's a preview of some work done so far!
REVERIE Applications Open
We hoped you enjoyed Chapter 3 of REVERIE! If you'd like to join us in developing Chapter 4 onwards with us, we'd be more than happy to have you. Applications are always open!
Form Link: https://docs.google.com/forms/d/e/1FAIpQLSdik8aVF8My823iBvnbRaEsJAQMO1rRpEsc5Lq9Zr5F27H-oA/viewform
REVERIE: CHAPTER 3 RELEASE
REVERIE: CHAPTER 3 is live RIGHT NOW!
Thank you for waiting, and please have a fun time playing!
Mod Link: https://mods.one/mod/reverie
Here are some screenshots on the mod page
Reverie Dev Log - 2024 January + February
Overview
January and February saw ups and downs in activity, but overall significant progress was made. The start of the year was initially slow due to breaks, but activity picked up slowly. You may have noticed that there were less promotional posts or updates in general during this time, as we were focused on development. Thanks to these efforts, though, we’re fairly optimistic that this will be the final dev log for Chapter 3.
As for me (Stahl) personally, I have not been able to do much this time round as I have been busy (hence lack of public updates), but this time round invaluable progress was made by others in the team.
Quick rundown:
First round of playtesting has been done - This was a very rudimentary one aimed at finding basic bugs
NPCs are now mostly finished, and our writers are now working on flavor text and side writings
Portraits are all done and implemented
Battles have been planned out in more detail
Various organizational changes
Extra writers and RPGMV members have been recruited
Updates
The first round of playtesting is complete! This one was rather rudimentary, containing only basic story points. The aim was to test progression and to fix major bugs, both of which we’ve now finished. There are still some major aspects missing, like flavor texts and quests but vital components to main progression like cutscenes and maps are completed and being tested. Hopefully, this round of playtesting should wrap up soon, and more will follow.
Minor and Side contents
There’s still a lot of design decisions to make, mostly regarding seemingly minor aspects of the game that actually take large amounts of resources. A lot of thought must be put into whether these features, like flavor text and shops, are worth the amount of time needed to make them, and if so how much.
Due to this chapter being a real world section and story centric, the remaining gameplay would be left to mostly side quests. This is an interesting challenge, as unlike base Omori, Sunny is not familiar with the city like back in Faraway town, meaning it’s more challenging to find opportunities to give him quests.
As for Reverie specific side content, battles won’t completely be abandoned in the real world. They’ll be taking forms in various challenge battles found throughout the city. For a rough idea, think of the Jackson poster found in Hobbeez from the base game.
Miscellaneous Changes
Another thing yet to be done are tweaks to previous chapter content. They will mostly affect quality of life, but some will also be major gameplay changes. Here’s some examples of planned changes (not exhaustive):
Picnic allows the player to change difficulty mid game (Trust me, later dream world chapters will feature major difficulty spikes and players may get stuck)
Hit Rates on equipment changed, mostly heavily nerfed. This makes evasion buffs actually relevant (and also, 300% hit rate is just silly).
Some skills entirely changed (e.g. Spaceboy Preserve will change into another Attack skill instead).
In game info to indicate that emotion influences Enemy AI very strongly in reverie compared to base game.
Conclusion
Overall, development on chapter 3 is reaching its later stages, reaching the first round of playtesting. This should hopefully be the last dev log in relation to Chapter 3 development.
As thanks for reading this far, here is a remade portrait of real world Sunny! It’s a bit more softer than the previous one, and the proportion has been improved as well.
Reverie Dev Log - November and December
Side Note: This one is quite long, if you only want an important part, there is a TL;DR summary at the bottom.
New Year Note
Happy New Year! We have now reached 2024! Reverie has begun as a little project since April 2021, before it even has its name. The more modern variant began after the demo release in August 2021, with CH1 releasing in May 2022, so it’s been a long way.
Though to admit, considering CH2.5 update came in December 2022, this means CH3 has a gap of a year now (though there are some updates and patches on 2.5 for a few months. This makes it seem like progress has been in stagnation, especially with delayed dev log recently.
This one will be shorter in technical and progress details, and more about the general gist of development plans in general, the surrounding environmental change in modding and OMORI as a whole (as that bears a great effect currently), and finally explains the slow down a bit (though a TL;DR: basically the past few months is holidays).
Also, Development post will now rather be every 2 months as well.
(And also the time is better spent on actually development than just writing, lol)
Overview
November and December for its period of time wasn’t as much done compared to previous months, though it wasn’t as bad as the worst case scenario when factoring in multiple holidays coming in that could have easily killed the motivation entirely. So all things considered, it’s relatively steady going despite the circumstances
For a quick rundown:
More NPCs implemented in maps
Writing is a bit more organized and more steady in terms of work now (And also an additional writer member!)
Portraits started to be done for most main characters
Connected up some progression from separate disjointed cutscenes
Some new plans that reduces workload*
Some enemy sprites are done as well on the side**
A few changes and re-polish on some music tracks
*for example, sunset are done on same map with filter than whole new set of maps
**Which are low priority, more of optional content in CH3 context
Updates, Changes and Needs
There are multiple factors that affect development, here it will be listed from short term factor to long term factor and potential future.
Holiday and Breaks
Let’s start with easy stuff, the short term factor. The past few months contain multiple holidays and also school breaks for some people. There isn’t much to say here, people on holidays get busy therefore less people are doing mod work, especially Christmas and New Year holiday.
(I mean, reverie is a fan mod project, not a job, lol)
Though there is still at least some minimum baseline of trying to keep interest up with some check in, so the interest doesn’t die off entirely, as mentioned in previous Dev Log before large holidays tend to be in big risk for that.
CH3 and Real World Content
One major thing to think about is the length of the real world section and the amount of content it has. The real world content has a large upfront cost due to making an entire new asset for the majority of aspects, so any new things added more will take far longer time than usual other chapters in the dream world.
There are two major aspects to consider, the mandatory story aspect, and the optional side content aspect.
Mandatory / Story Content
As of current the main story aspect of CH3 is quite short, unlike Dreamworld areas, the Real world main content mostly revolves around cutscenes and dialogues, if you speed through the dialogue and cutscenes, it could very well take only half an hour or less to go through (though that’s unlikely the way it’s played on first playthrough at least, ignoring reading time).
One conflict is that, Reverie as a mod is far more focused on Dreamworld sections and battle heavy, making real world sections a bit awkward to make, taking quite a large amount of development time compared to other dream world chapters. The question then is how much real world content should be made, factoring in development time?
Side / Optional Content
As for side content, like in base game it’s mostly NPCs giving fetch quests (which are simpler to make), or potentially jobs (which is a bit more complex).
One unique aspect of Reverie over the base game though, is some amount of gameplay battles to at least give something to do (think of Jackson poster in Hobbeez in base game, but more fleshed out).
The important question is, how much side content should there be in the real world section of reverie? While it is cool to have some side content in real world and is a common complaint on base game itself that the real world feels lackluster, making more things in real world also takes up a large amount of development time which is not ideal. It’s a balancing act between not too lackluster but also not too much content which would take too much time.
RPGMV Needs and Modding Community
And finally, the general community aspect. The OMORI fandom has aged quite a while now, and as time passes the amount of people interested is reduced as well. This project is ultimately a fan project so the amount of interest on the mod isn’t really a problem, but what does this mean is there are less people interested in OMORI and also modding in general,.
A fair amount of people who tend to do RPGMaker MV (RPGMV) works tend to now be out no longer modding, or new members who do would tend to be making own project anyways. This means there has been less people who are available with RPGMV side, which means aspects like cutscenes should be cut down smaller to avoid development hell.
What this means for development is the gears shift from previous usual development focused on efficiency (getting task as parallel as possible), to a slower but sustainable development, focusing more on sustaining interest, which is better than losing interest totally.
TL;DR
Basically, the key important points are:
Short term aspect of Holidays and New Year makes November and December slow period in general.
Real World content (and CH3 by extension) is more time consuming and harder to make than other chapters
Therefore, amount of Real World content needs to be discussed, both mandatory and optional content
There has been less people in Omori community in general meaning there is less people to go by, especially RPGMV sector
Therefore, development has switched to a more slow burn state, taking things slow but sustaining interest to avoid burn out or lost motivation
And for development posts, now will be posting every 2 months than every months instead to reduce writing.
And about Applications...
Applications are always open! RPGMV / Programmers are always appreciated!
[As of Jan 8th 2024] In Demand RPGMaker MV Good to have: Pixel Artist Tilesets Creators / Map Implementations Not as in demand (Possible, bu
Final Stuff
Well now that you read this far, here's some portrait of Daphne and Bowen! (and also probably the only few sprite that is showable related to CH3 now)
There isn't much detail, but when resized down it is enough as a sprite
September & October Development Update
Writer: ReynStahl
Overview
A fair few milestones were achieved during the past few months. The pixel art and map sectors are starting to near its completion, at which point the bottleneck now shifts towards the writing sector instead (such as NPCs and Flavor text), and the RPGMaker sector. Some small tasks regarding art still remain, such as portraits, but the fact that much higher priority tasks take precedence as well as the low number of art related tasks itself puts it on the back burner for now.
Going into a more personal aspect, I have not contributed much to the team due to being busy with the real life aspect, though hopefully November should be different. However, our awesome team members were still able to make a good amount of progress, especially with maps (which are really good).
Progress
Music organization and implementation
Even though most songs needed for chapter 3 have already been finished prior, it’s only just been implemented properly. There are also some extra music tasks that have come up along the way as well, but overall this sector is pretty close to completion.
Maps
Majority of maps are now functional within the RPGMV engine to continue making events and other things. Most are just about at the polish stage.
Flavor Texts
Only a map or two have their flavor texts fleshed out. However, it should be noted that most of our writing is dedicated towards NPC dialogue at the moment. The current flavor texts are more done on passing when testing maps.
NPCs
RPGMaker wise, 2 maps are completely done now in terms of NPCs. NPC dialogue for other maps are also in progress.
Writing wise, there is still quite a lot to go through.
Overhaul sheet organizer
This is a more developmental aspect, where all the tasks are now concentrated into a central sheet so it’s easier to manage and communicate, and so tasks don’t become lost as well.
Organization of files and compiling older assets
As mentioned above, organization is needed as some older works are being left forgotten for a while. For example, an asset might be finished early but require other tasks to be completed as well before implementation.
What’s Next?
As mentioned before, the bottleneck now starts to shift into the writing and RPGMaker aspects.
Writing NPCs or flavor text might seem like a small minor aspect, but surprisingly, it can be quite a large task, especially for newer areas where it has to be made from the ground up. There is also an aspect of organization involved here, as we’re dealing with quite a large amount of text in different areas or NPCs, and have to keep track of what belongs where. It can be quite tedious as the process might feel disjointed and also due to the sheer quantity of text required, relative to main cutscenes.
As for RPGMaker, the main two tasks would be the actual implementation of events, such as populating the maps with flavor or NPCs, and organization of said events so the individual elements actually connect together (which is another whole type of task in itself).
Here’s a flowchart of the current progress below:
Any Teasers?
Anyways, thanks for reading this far and being patient! Here’s a teaser for the apartment map and its area theme!