Why I'm Creating Nyx: Legacy
- rattacookie
- Jun 27
- 2 min read
Updated: Aug 12
First of all, I want to start by saying thank you guys for the support and help you're giving me through this process. It helps a lot that there are people who are truly interested in what I'm making.
It has been a while since I last created a blog, but this does not mean I haven't been busy with the game itself. On the contrary, I've been working a lot on it and have made significant progress. There are now 6 complete dungeons, a bunch of hidden, deep lore, and part of an evolve system for your pet. You read that right! I won't say too much more about it because I don't want to spoil the journey for you.
There is, however, another thing I haven't talked about yet, and I think it's time I do: why I am creating Nyx: Legacy. Aside from my love for games in general and my hatred for cash shops in any form—whether that's pay-to-win or even customization options like skins—I have a deep aversion to them. I'm not saying that any form of a cash shop or microtransactions are a bad thing; I just don't like them. Therefore, I want to make games that don't and will never have them. This is a promise I make to you and to myself.
But there is another reason.
I used to stay with my aunt a lot as a little boy. She was playing a game with a cool battle system, monsters running across the map, the battle theme was amazing, and many, many, many treasures. It came with a guide book that I must have read a thousand times easily. I'm talking about the game Lufia II. I played the first game before, but Lufia II was on a different level. My aunt and I became pretty much obsessed with it, especially when we found out about the Ancient Cave.
Hundreds and hundreds of hours we would pour into it, trying to collect the rare treasures and hunt for the blue chests (damn mimics!). She once got to floor 95 and just warped out; it frustrated me so much, but she didn't want to lose her newfound items.
Needless to say, I can talk about this for countless hours: how many times we died, how happy we both were finding a new permanent item. There are many games like that now, but back then, as far as I know, not so many. I was very attached to my aunt; she meant a lot to me. Unfortunately, she is no longer with us, but she is a huge part of why I am making Nyx: Legacy and why it is so closely related to Lufia and games alike. It's a way to honor her and keep that connection, and at the same time make something amazing anyone can enjoy.
This is why Nyx: Legacy isn't just a project, but a passion. Every tile, every stone, every line of dialogue has meaning. Not because I'm a perfectionist, but because it's important — and I want everyone to feel that, from the first moment they start the game, to the very end of their journey.
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