We Shall Wake DEMO 7 was a success to NOKORI. We loved making it, and hopefully you guys enjoyed playing it. DEMO 7 will be available and free forever too, or atleast until we make something better that's also free. Consider it its own game, our gift to you (and yes, you can consider it a game, I think most people got around eight hours of gameplay out of it before putting it down).

Anyway, I'm excited about WSW, and hopefully you are too! But this is only the beginning. We still have a long way to go, and we're still going to need your help.

"What's the roadmap look like right now?"

Right now, we're working on getting a kickstarter ready. We're going to try and get We Shall Wake funded so it can reach its full potential. This involves some minor changes and preparations in the game engine, and getting some art assets ready so we can try and fill you in on what the whole game is going to be like.

Engine side, we updated INSOMNIA to "NNGINE." NNGINE is short for NOKORI ENGINE, and is an updated version of INSOMNIA. So, INSOMNIA is no more - we're now using our new NNGINE. 

These upgrades included moving us from LWJGL2 to LWJGL3, and updating our math library from LibGDX to the new, shinier JOML.

This alone has netted us some major performance gains, but that's not it.

We're also working on a new level editor, proper Inverse Kinematics systems, Artinator as we call it, and new gameplay elements. New gameplay elements include wall-running and various parkour movement enhancements, and the new "trading card" system that I've been calling "DNA Cards" or "Psyche Cards."

The movements systems are too infantile to talk about, but I will elaborate more on the Psyche-Cards. I'm super excited about them. Check out this screenshot:

First of all, those of you who played DEMO 7 will notice the new health bar. That, along with the card in the bottom right.

The card is the psyche-card, and it's replacing the old Scanner some of you may have used in DEMO 7. Of course, you'll also notice the Psyche-card is missing key info, like the robots stats/traits. This is because the card is still a work in progress, it's missing some textures that are still being worked on.

Most of you know that We Shall Wake's robots are very emotional little tykes. This plays a roll in the narrative, but from a gameplay standpoint, it also plays a huge role.

The emotional state of an AI affects their fighting, movements, and synchronization in groups - they can even have nervous breakdowns if you destroy all of their friends in front of them in terrifying ways.

In the final game, this will be important to consider when collecting these Psyche-cards. You'll be able to use them to rebuild the robot and have them employed to defend your bases inside of the Yarib mega-structure the game takes place in. You'll need to consider how good they are at fighting, how good they work in groups, and how high their stress threshold is.

This is just one of We Shall Wake's deep systems of mechanics. The items system is its entire beast, along with custom movesets, for example.

Anyway, TLDR;

  • We're getting ready for a kickstarter
  • We improved the engine
  • I made it easier to scan AI personalities
  • You can also collect the souls of fallen enemies, essentially, and rebuild them later for your bases
See ya soon!

Now that DEMO 7 is out (check it out if you haven't already), we've gotten a lot of feedback on We Shall Wake's combat systems and its nuances.

One of the main complaints stemmed from how group combat is approached and how that the air stomp is overpowered and over-relied upon. For example, we had always intended for people to fight in WSW in a more guerrilla pick them off one-by-one style; however, many players wanted a more direct approach.

The fact of the matter was, standing in the middle of a sixty man crowd of Leichts was not going to fly, and considering how powerful WSW makes you feel, that's exactly where you usually want to be. To solve this, the team came together and designed Compression-Fields, or C-Fields for short.

Every time Novem lands a blow on the ground with a normal combo, the force behind it is strong enough to throw an enemy back, but the MORS Model staple Infinity Engine uses its gravity altering effects to keep the enemy you hit in place.

However, this was not a smooth process. The team argued for hours upon the exact traits that the system would have. This ended up giving birth to two versions of the C-Field: the normal version, and the modified Stand Chip version.

By default, the C-Field will only blow enemies back a short distance, but when the Stand Chip is equipped, MORS09's nanobot based immune system will also materialize fists to throw them back even further while doing damage.

This was mainly created due to a dispute over whether or not the fists looked cool. It was a 50/50 divide, so I decided to make it an option. The stronger megafist version comes at the cost of having to use an item slot on it, whereas by default without it, it's pretty weak.

The C-Field has its limits though: it won't work on special enemy types.

Finally, to solve the Air Stomp issue, we made it derive its power from the amount of Energy left. When the attack lands, it uses energy and transfers it into the hit, so you have to vary your moves and regain that energy before it can do more damage. That said, you can use its crowd clearing effects to get space as much as you need.

Anyway - this patch came out last night. Boot up DEMO 7 and give it a try! We hope you enjoy the new features. Give us feedback on our new forums, or our twitter. We like hearing from all of you!



Post-World Accelerated Action.

Millennia passed the extinction of mankind as we know it and centuries gone since the pass of the enigmatic race known simply as the Creators, a legendary machine is awoken to end a war that has long ended - yet continues to wage on. This machine is the legendary ninth MORS model - Novem; spoken of only as legend among whispers in a world that only vaguely remembers the old one.

Capable of the forgotten practice of emotion and possessing a bio-mechanical makeup that can cause apocalyptic levels of destruction, only you can finally end the conflict.

However, you are not the last MORS model in existence.


Engage in lightning-fast combat with legions of enemies. Intelligent, aggressive AI will challenge your skills, decision making, and reflexes.


Experience sonic speeds as you traverse through supermassive structure of Yarib. Run, jump, dodge and attack freely with extremely smooth and responsive controls.


Construct your own customized movesets from more than 50 individual moves. Build and place defensive structures and allies wherever you choose.


We've spent the last year working hard to expand and then refine the combat mechanics of We Shall Wake to make them as fast, smooth, and deep as any in the genre. DEMO 7 is all about letting the players take Novem out for a test drive and see what he can do.

But We Shall Wake is more than a boxing ring with pretty grass and a series of increasingly unhappy robots to kick to pieces. When it's finished, We Shall Wake will feature a full story mode, including 10 boss fights, enormous areas to explore, factional warfare, a town builder, and robot dinosaurs.

We want to make We Shall Wake the best action game, with the best combat system we can, but, we feel like, traditionally, action games tend to be a series of arenas and fights, with little else going on. And there's never been an open world game with a fighting system approaching the depth and quality of our favorite action brawlers. That's what we want We Shall Wake to be, an open world game that's fun to explore, with factions and characters that are fun and meaningful to interact with outside of jumpkicks; all wrapped around the core of a true action game combat system, with all the exciting boss fights, interesting enemies, and brutal difficulty that you expect from the best Brawlers in the genre.

We hope you enjoy DEMO 7, and are ready to share the rest of our vision of what an action game can be.

Minimum system requirements:
CPU: Intel dual core CPU @ 3.0 GHz or above, or any Intel or AMD quad core CPU (the game scales well any number of cores)

GPU: Nvidia GTX 8000 series card, a AMD HD3000 series card, or an Intel Ivy Bridge integrated GPU (HD2500 and HD4000).


Recommended system for maximum graphics settings:
CPU: Any CPU with 4 or more cores GPU:
  • – For 1920x1080: Nvidia GTX 480, 570, 650 Ti, 750 Ti or above
    • AMD HD 6970, 7850, R7 265 or above
  • – For 2560x1440: Nvidia GTX 680, 770 or above
    • AMD Radeon HD 7970, R9 280X or above