Welcome back for another monthly update, Sleepyheads! I think most of you that are just generally in the northeast of the US as I am, have been dealing with some very cold weather with lots of snow. Usually I would actually quite enjoy this kind of weather and would get out to do some snow-shoeing, but Iāve just been too busy getting Little Nemo ready for release. š
Thereās much still to be done ahead of release, but itās the last Friday of the month, so I wanted to make sure to take a bit of time to fill everyone in on where things are at with the game. And I know last month was a shorter one because of the holiday, but Iāve got lots to dig into this month: our release and post-release timelines, what I wrapped up this month, whatās left to do before launch, and a look behind-the-scenes at implementing sound effects in Nemo.
So grab a hot beverage and get comfy!
Weāre in the quarter of release now, so I wanted to share some details about the release timing with you all ahead of any official announcements. That way I can dig into the decision making process and give you all the fine details. As usual with this sort of early news, I just ask that you not share this info publicly (this is a backers-only update) so that we can use the news to help make a splash when the time is right (likely sometime later in February).
So the plan for the Q1 2026 release date has generally been: letās join the February Steam Next Fest, that way we can do some announcements ahead of Next Fest, get some people playing and excited about the demo, and have some wishlist momentum going into a release immediately following Steam Next Fest. But there are a few things that have shifted the calculus a bit:
So all of that means that releasing in early or mid March is pretty scary or problematic, so weāre going to be pushing all the way back towards the end of March. Iāll save the exact date for later because I think things are still in a state where they could change a bit, but I just wanted to give you a general idea.
I was originally hoping our release would be late February, but itās looking like itāll be about a month later than I was thinking when I was sharing the Q1 2026 plans late last year.
So I want to dig back into the details of the release plans for those that didnāt read earlier updates, and just to reiterate. Weāll be launching the PC version on Steam and itch.io to start, and then weāll give it a few weeks for follow-on work and bugfixes before moving over to getting the Nintendo Switch version ready. I think the process of getting things running smoothly on Switch and getting through Nintendoās approval process will take a few months, so donāt expect the Switch version before sometime in summer.
I also wanted to warn that there may be some features I had planned the game to ship with which might not make the 1.0 release. Some of the stretch goals and milestones may not get finished up in time for release, I think the bestiary and artbook are the most likely to not make it in the game until just after release.
Hereās the graphic used in the original Kickstarter campaign to share the Milestones that were unlocked
If youāre already waiting for the Switch version, you donāt have to worry about this stuff not being included there. Part of the reason I wanted to push the Switch release back in the first place is to make sure the game got into an ideal state before launching on the eShop. So the Switch port will be finalized once all of the game, including stretch goals and milestones, are all wrapped up.
The goal right now is to make sure things are all polished up and you have an exciting and relatively bug-free game to play by late March, and from there weāll be wrapping up any of the smaller missing pieces and the Switch port.
Itās probably worth also touching on what else will be next when the Switch port is done and has had time to have its bugs all worked out. Depending on how the game sales go, thatās when Iāll start looking into doing further ports and localizations.
Little Nemo has been built in Unity, and it has the necessary features it needs for localization (to make it relatively easy that to do, that is), so both of these are things Iād like to pursue if it looks like it will be worth the time and effort invested. Localizing to many regions and doing Switch 2 and/or PlayStation ports could take up plenty of time and effort, so I donāt want to say for sure about those until we see how the sales are going. My hope is that it looks like it would be a clear benefit to expand the consoles and regions Little Nemo appears on and in, because while I am excited to think about whatever is next after Little Nemo, Iād really love to take advantage of the fact that Iāve built the game to be ready to get localized and ported.
So thatās all the latest on how things are shaping up for the next couple months and, possibly for the rest of the year. But what have I been up to this month? Oh man, there is lots to talk about here. I feel like this month I got done as much as I like to imagine I can get done in a month. But the reality is that to achieve it, I ended up working 10-12 hour days most of this month, often including the weekends as well.
But as I crack on towards release, the reality is that any polish and features I donāt finish up before we launch, will mean it doesnāt get in until after release, and obviously the game needs to make a good first impression. So Iām just working hard to get everything as polished and ready as I know it can be. Iāll just briefly touch on each of these things that I worked on this month since thereās a lot:
SFX This month Jonathan finished up another round of sound effects, this time covering everything in the game that didnāt already have sound effects, and revisiting some things that I didnāt love (I have a stock sound library which Iāve used for some placeholder audio, some of which have been in there for a long time). Now everything in the game has SFX, and it really makes a big impact, especially for some of the later enemies and bosses which playtesters were having to play with no sound effects.
Lore Records I went ahead and populated every lore record in the game. Cid has written up a really cool general outline of the character and world lore, and it was really fun to take that and make a bunch of little pieces of that lore which players can find to help them assemble an idea of whatās going on under the surface and figure out how to get the best ending possible.
Panda Tuxpin ready to read a Lore Record for Nemo
Similarly, I took Cidās ideas for the domain themes and wrote memories for the remaining Guardians which didnāt yet have them. Hopefully Cid will have some time to revise what Iāve written, because I think they do a much better job writing these than I do.
Level Design Polish I have been accruing a lot of level design revisions and polish from playtesting that had needed to be done. For instance, what we call āthe gauntletā portion of Gumdrop Gardens (an area you get dropped into and canāt back out of, and is a fairly linear challenging area you must clear to open a path to the boss) was identified as much too difficult for quite some now. Other areas were simply a bit too boring in my opinion and needed to get revisited just to add a little something to them. But in general, I think the world of Slumberland is much more exciting now. Iām sure Iāll continue polishing things up, but it finally feels like itās in a shippable state.
Donāt look too closely if you donāt want spoilers, but hereās a look at this portion of Gumdrop Gardens after revisiting it to make things a little more fair
Boss Difficulty I tuned down the difficulty of some of the bosses based on playtesting results. The most egregious offender was the Cordysect Queen. Iām actually quite happy with how this boss has turned out, but it had a pretty tricky problem: it was too hard for less experienced players, and it was too easy for more experienced players. Thatās completely backwards, so I had to tune the difficulty in a way to make it even harder for advanced players, but otherwise easier. The reason thatās even possible is because that boss has a bit of a shortcut that you can leverage if youāre clever and handy with the pogo stick. I really liked having that shortcut (itās been an essential part of the bossā design since the inception) but I simply made it more difficult to execute. And then I also made the bossā normal patterns a bit slower and made it throw fewer projectiles at the player.
While I was tuning the Argemony boss difficulty, I had a realization about some of the gameās projectiles: the targeted, arcing projectiles that get lobbed at the player would benefit greatly with a quick targeting reticle to appear where theyāll wind up. The result looks like this
A Mushroom Mortar firing spores at Nemo
The original intent was to make these attacks feel more fair, but I think ultimately it also makes them more fun. Itās funny how little things like that will sometimes just completely change things to feel very different and more interesting.
Finish Up Missing Content There is stuff that wasnāt done in the last playtest, including: enemy and boss sprites in the Palace, Frog and Bat PJs didnāt actually have a buff implemented yet, the gameās ending flow and ātrueā ending flow werenāt properly functional, and we didnāt even have credits yet. I got those all taken care of this month. And speaking of the credits, this is a good time to make sure you (yes you, the Kickstarter backer reading this) appear in the credits correctly! Many backers never filled out how they want to appear in the credits, so if thatās you, please get in touch so I can make sure you appear.
If you want to verify you appear as expected in the credits, Iāve uploaded a video of the Kickstarter portion of the credits for you to check. Also the credits are now available to select from the main menu, so youāll be able to check in-game when our demo is available in the upcoming Steam Next Fest (the credits allow for scrolling using the right thumb stick so you can zoom around to find where your name appears).
Ranking System So this could be a much larger topic, but I will save some of the finer details for a deep dive perhaps next month once I have time to implement more of it. But I wanted to share at least what I got done recently.
If youāve played a build or demo of Little Nemo in the past, youāll know that Nemo has a Moon Meter in the HUD which fills up a bit with each moon you collect. When you fill it up, youāll heal up, and it rolls over back to empty. If you were already at full health, it would just roll over and you wouldnāt get anything for that healing effect you didnāt need. Bummer.
But now, Iāve got the core of the ranking system implemented, so when you fill that meter up, if youāre already at full health, it will keep filling up a second time and youāll see a āRank Upā effect instead of a āHealedā effect. Now that youāre ranked up, the enemies get a little more difficult. If you take a hit, your moon meter will drop back down and youāll āRank Resetā, bringing the enemies back to their normal difficulty.
Nemo collecting moons to fully Rank Up before taking damage and resetting back to normal
And if you manage to fill up the Moon Meter a second time while Ranked Up, youāll get a āMax Rankā effect instead. Now the game gets quite a bit harder as enemies emit ābulletsā in all directions when theyāre defeated, and bosses will be ranked up as well. There are also some fun effects youāll notice while at Max Rank.
Nemoās spin jump doesnāt actually do anything, itās just for style points and to help reiterate that youāre at Max Rank
So why would you want to Rank Up? Well, if the game is a bit too easy for you, youāll naturally wind up with the enemies getting tougher. This helps the game meet you where youāre at. But also, there are some benefits of Ranking Up: notably, youāll get more candy from enemies, and at Max Rank you have the speed buff that you can normally only get from the Quick PJs.
So while I have this system and the Ranking side effects all implemented, I need to make sure all the enemies and bosses can Rank Up into their more difficult variants as well. Just as a proof of concept for myself for how it would work, I implemented the Burrchin Rank Up. Burrchin simply gains the ability to jump when Nemo jumps, which you can see in the animations above.
So Iām really excited that this is finally in the game, and eager to work on all of the enemy Ranked Up variations I designed and wrote up in my Bestiary doc already.
So thatās a lot done this month, but that still leaves plenty that I still need to get into the game before launch. Hereās what Iām gonna be working on this month:
Kickstarter Rewards The Wallpaper Pack, Instruction Manual PDF, and Artbook PDF arenāt done yet. Obviously all of these benefit from waiting because they could be subject to change with the game still getting tweaked and worked on, but weāre ready to move forward with these now. The Instruction Manual and Artbook have some preliminary layout work done already, but thereās more to be done. The Instruction Manual is my top priority of these rewards because obviously itās something thatās really nice to have before playing the game, whereas the Artbook will be full of spoilers, so youāll want to save that for later.
Stretch Goals Both the Instruction Manual and Artbook have their PDF form for the Kickstarter Rewards, but they also need to be done before their in-game version can be made ready. The Artbook is designed to be found throughout Slumberland page-by-page, but even if that does have to get pushed back to after release, I already have plenty of hiding places ready for those pages. The in-game bestiary doesnāt have a PDF counter-part, but I think ultimately itās actually more work because it will require more custom UI work. Thatās why this is the one I think is most likely to get pushed out to after release.
Achievements I believe Iāve mentioned before, these are all designed, and partly implemented, but I need to go through and wire things up and actually test them out with Steam to make sure they work there. Something Iād love to do post-release and to prepare for the Switch port, is to have in-game Achievements. Since Nintendo does not have an Achievements system UI, if I want Achievements in the Switch version of Little Nemo, I would need to offer all of that myself in-game. Itās definitely doable, but UI work is always slow going in Unity.
Soundtrack Pete is still putting the finishing touches on the soundtrack, and weāre working out the details of making the soundtrack available to the backers that have it included in their tiers as well as for people that are interested in buying it separately.
Ranked Up Enemies As I mentioned above, I need to do the enemy and boss variations for players looking for more of a challenge. These will also probably want for their own playtesting with more skilled players once itās all ready.
Continue Playtesting and Polishing And of course Iām going to be juggling all of this with collecting feedback from playtesters and using that to polish the gameplay experience, fix bugs, and improve performance. I meant to do the full start-to-finish playtesting this month, but kept thinking āoh this should really be in there before playtestingā and āoh that really needs to be in thereā. So Iām only just now getting that build ready, but looking forward to it first thing in February.
Miscellaneous I need to finish up the end-of-game dioramas that I want to work into the game ending flow (I shared a bit about this back in Monthly Update #38). And JoĆ£o is working on some decoration sprites for various domains throughout Slumberland. Heās making some really cool stuff that is not at all essential, but will help make the world more visually exciting and interesting than it already is. Thereās also a bunch of other things Iāve kind of added to the scope of the game in my head and in docs, but arenāt critical (and could get pushed to post-launch): Chromatic PJs (oooh whatās that?!), more meaningful interactions with some of the Guardians and your progress with some of the collectibles, a way for Silas to direct you towards secrets you havenāt found yet by giving him candy, and of course the in-game music player Iāve mentioned before (tracks are intended to be unlocked by finding the collectibles in Slumberland).
So thatās still plenty to keep me just as busy in February and March as I have been in January, but itās super exciting to be in a place where it feels more like Iām putting a bow on things rather than rushing to just get the game into a fully playable state.
Well thatās enough for the very topical news about where things are at with Nemo. Letās take a deep dive look at a fun behind-the-scenes aspect of the gameās development. And this month I want to look at something that has been suggested: the gameās sound effects. Specifically Iām gonna dig into the process here, which is maybe a bit more interesting because this is something I donāt do myself, and so Iām working with Jonathan Baken on all of this stuff.
So in this update, what I want to talk about is the process of getting the sound effects created and implemented in the game. But before I get into that process, it would probably help for me to give some context about the systems Iāve designed for the sound in the game.
Sound Channels In Little Nemo there is one sound channel for the music, and then four separate sound channels for the sound effects. They are broken up into interface, voices, and then two diegetic channels: ambient and the default diegetic SFX channel. That last one is probably what one thinks of when thinking about game sound effects, but as you can see, thereās a lot more to it than just that.
Hereās a look at Unityās Audio Mixer panel:

And here are the levels that are presented to the user in the settings so that they can adjust the audio:

The sorting and nesting of the channels allows us to break them out for distinct user-adjustable volume levels, and it also provides us with differing audio effects for each channel.
Diegetic Sound Effects The most interesting of these are the diegetic sound effects. That channel has two filters, reverb and lowpass, whose settings get adjusted dynamically as the player moves throughout Slumberland, based on the environment theyāre currently in. This allows us to produce a variety of effects like making an area sound more cavernous or enclosed, or making it sound like weāre a bit underwater. The sound effects themselves donāt need to know anything about this, it will happen automatically to the entire channel as needed, so each sound effect shouldnāt worry about trying to fit a certain acoustic space.
These diegetic sound effects get spawned into the world based on where the sound occurred. This is important because we also fade and pan a sound effect based on its location relative to the camera.
These sound effects on camera will be at full volume, while the one just off camera on the right will be quieter and panned slightly to the right ear
Voice Sound Effects The sound channel for the voices has a lot more filters available to tweak. But rather than being location specific, these get tweaked based on whoever is currently speaking. Each actor has a defined voice, which is a combination of audio clips (one for each letter) and parameters for the channelās filters.
Interface and Ambient The interface and ambient audio channels are a bit simpler as these donāt need any type of filtering or spatial considerations. These sound effects just get slotted in pretty simply. And for clarity, ambient audio is the stuff you probably donāt even know is there: the very gentle sound of wind in the Dreamswept Plains, the gentle trickling of water from nearby fountains in the Palace exteriors, the distant din of car and foot traffic in Nightlight City.
Okay, so with that context set, what does the process actually look like?
Documenting It all starts, of course, in a document. I will create a list of sound effects that are needed, broken down into groups (by enemy or character for instance). Here is where I try to convey what weāre looking for exactly and some in-game footage that Jonathan can use both as reference, but also to test his sounds by syncing it up with the video and making sure it feels right.
Hereās a pic of the most recent doc I sent to Jonathan that weāve been working from
Making the Clips From here, Jonathan will create sound effects for each specific item I have called out, usually with several different versions to try out. Usually at least one of these will be perfect, but if not, I can mark it in our shared document that it needs further revisions. I canāt say too much about his process in this step, but if anyone is interested to know more please let me know in the comments and I can talk to him and get more details about how the .wav files actually get made.
Implementing in Unity When Iām testing out new sound effects, ideally itās a simple use case of āthis sound fires whenever this thing happensā. Those are typically very easy to implement, and it looks something like this:
Thatās the general idea for most sound effects, but even here Iāve glossed over some details, so letās take a closer look.
In the above description of the implementation, the third step made things sound pretty simple, and it often is when weāre just attaching a single, momentary sound to a visual effect or playing it in a specific part of a characterās attack animation for instance.
But often sound effects have more particular needs. Perhaps itās some kind of looping audio that will need to neatly fade in and out as desired. Or maybe it is a simple momentary audio clip, but itās important that the audio stops immediately if the character that emitted that sound is destroyed. For these more specialized use cases and considerations, Iāll typically develop a minor system for how to implement them. We rarely ever have to do anything a single time, so if I find I have to do something unique with a sound effect, thereās a good chance I will later need to do something similar in another scenario.
So here are a few different scenarios for more specialized audio needs that are kind of interesting:
Proximity Audio Loops Oftentimes when something has some looping audio component, it risks becoming a bit annoying or overwhelming. My solution for these scenarios is to have the volume of the sound effect be tied to Nemoās physical proximity to the collider of the source of the audio. I first used this to introduce a threatening hum that comes from the Oblivion (it is also paired with a visual effect, slightly over-contrasting the screen as the sound gets louder), but have since used it in several other places. The solution was fairly complex to build out once, but now itās just a matter of adding a ProximityAudioProxy component to an entity which references a Sound Effect asset.
While you canāt hear the humming in this screenshot, you might be able to tell that the contrast is increased due to Nemo being so close to the Oblivion
Looping Audio More Generally Looping audio in other scenarios has important considerations about when and how it starts and stops. For simple audio loops, the Sound Effect has a āShould Loopā property you can check. That loop will continue until told to stop or the entity responsible for emitting it is gone. But loops suddenly starting at full volume, and then later abruptly ending, tend to sound bad. So in a lot of cases we use a custom subclass of the SoundEffect which is a FadeInOutLoopingSoundEffect (it does what it sounds like it does). I used this very recently while working with Jonathanās sound effects for the Crystal Cruncher bossā idling engine noise. The sound effect is fairly loud and helps communicate which sub-phase you are in (is the core vulnerable or not) based on whether or not itās running. But if we just stop the sound without fading it out (even very briefly) itās very jarring.
Surface Effects Another common need is a sound when something collides with a floor or a wall. This gets a bit more generally into our Surface Effects systems, which also includes visual effects like having different bits of grass, snow, or dust kick up when walking on a surface, but without going into those details, we can simply hook into that system to specify that some objects should make sounds when making horizontal and/or vertical collisions. A good example of this is the breakable gems which appear in the Palace. In an effort to communicate that they can and should be shattered, they make a crystalline sound whenever bouncing off a floor or wall.
Hereās another in-editor screenshot in which you can see the gem emitting a sound effect right where itās hit the wall
There are probably some other minor variations of how the diegetic sound effects get implemented, but I think that helps give a sense of how much their implementation can vary. The sound effects used for interface elements, ambient sounds, and the voices are all much more straight-forward. Interface sounds are typically immediate and momentary, ambient sounds are just looped with the volume attenuated based on how much screen space that type of environment takes up, and voice sound effects are all implemented in the same way so that I can just slot new clips in for new voices.
But hopefully that helps paint a picture for the general workflow and process that goes into getting sound effects into Little Nemo! Let me know what you thought of this deep dive. Did I go into enough detail, too much detail, not touch on a particular aspect youāre more curious about? These are fun to dig into so Iām happy to share more details!
I ran very long this month, so Iām just gonna wrap things up here. I hope everything about the release and post-release plans make sense and feel fair for all of you backers. Iām really excited that weāre so close to getting this into your hands! Make sure to stay tuned this month for some more public announcements regarding release and our inclusion in Steam Next Fest (and thank you for keeping release info a secret for now)!
Stay warm, Sleepyheads. See you in next monthās update if I donāt see you before then in the Discord!
-Dave
