An indie game based on Winsor McCay's groundbreaking comic strip.
Latest Updates from Our Project:
November/Early December update!
4 months ago
– Fri, Dec 05, 2025 at 02:01:55 PM
Happy December Dreamers,
We've got a lot of things going on at Team Nemo HQ, so let's just get right into it!
An art exhibition!
We were honored to have been asked to be a part of the Cleveland Institute of Art Reinberger Gallery's new exhibition, Free Play: Innovative Ohio Game Design. This exhibition features games developed by Ohio-based game designers, and includes games like The Bridge by Quantum Astrophysicists Guild, Davionne Gooden's She Dreams Elsewhere, several "applied" games for advocacy and physical therapy, and the Peabody Award-winning We Are OFK by Team OFK. Nemo is presented next to large wall-mounted prints of some of Winsor McCay's original comics. The exhibition is open until February 8th, if anyone is in the area and interested in checking it out. Here are some images from the exhibition opening:
Gamedev updates!
Of course, we've been working on the game as well. We've significantly improved the game's physics and are continuing to put together a lot of the back-end systems and polish up the interface. We've also been sprucing up things like the Flower Puzzle in the house (the one that opens the door to the Mushroom Forest) to make it more of a puzzle and less of a fetch quest. We're also adding things like the kitchen cookbook function, so that players will be able to change their journey through Slumberland by having Nemo snack before going to bed (more on the actual design of this system in an upcoming update.) We also added animations for every character's version of locked doors that will open only when they attack them (Peony's are already in the demo that you all have, but we added Flip and Princess's.)
We're adding some Art Nouveau touches to text boxes and bits of the interface, along with a lot of work on functionality so it feels more final
This is very work-in-progress, so art/graphics/functionality will change, but players will be using a cookbook interface to make snacks in the kitchen
Editing the flower puzzle - players will need to figure out which colored flowers to place next to one another (flowers can also be distinguished by their shape)
Characters will also have doors and switches unique to each of them, to add additional ways to block off pathways through the world and entice exploration. Here's a Flip door.
Other fulfillment items
We're starting production on our other fulfillment items. As of right now, the most visual thing to share is the t-shirt, which features a piece of art featuring the player characters and the Nightmare Fiends. We're excited to get these things assembled and will keep everyone update as all the rewards are assembled for distribution to you.
That's all for now! Look for more updates soon, as we continue our latest push to the next demo and Early Access.
Cheers,
Chris and Team Nemo
October/early November update - Creepy doorways, House puzzles, Ice Palaces - oh my!
5 months ago
– Tue, Nov 04, 2025 at 07:42:27 AM
Hello dearest of Dreamers!
I know we say that every month is a busy month full of progress...but this was once again a busy month full of progress! As you may recall, last month was about getting the first several hours of the game in proper working order, up through the end of the Mushroom Forest environment. This month, we turned our attention back to Jack Frost's Ice Palace to give it the same level of treatment that the early areas received. This included a lot of work on lock puzzle mechanisms that will be applied to the game as a whole, as well as gameplay elements that will let Nemo reach the Ice Palace itself.
The Nightmares are taking over!
Those of you who have played the demo know that the Nightmare Fiends start taking over Slumberland slowly - having a mysterious green wisp of negative energy conjure monsters and bring out the darkness within even friendly characters.
In addition to our ever-expanding collection of enemy characters, we also wanted to give a sense of how the Fiends' influence was affecting Slumberland. In doing so, we also wanted a way to enhance the exploratory nature of the game and usher players towards side-quests and other adventure content.
Cue up this nightmare miasma, which is going to act as a blocking mechanism within the levels. We have alluded to a mechanic that we call "Figments" before. The idea is that when Nemo and friends do a good turn for characters in Slumberland, they receive Figments in return. Those Figments were always planned as a part of a Mario 64-esque lock system (collect so many Figments to be able to take down barriers), and here are the barriers. By making the barriers this creepy sludge, we can make the nightmares feel more pervasive throughout the game world, while achieving some gameplay goals.
This Nightmare goop that has taken over parts of the game can be dispelled by collecting set amounts of Figments, which will power through the negative energy and restore areas of Slumberland.
The goop, or miasma, or sludge (we don't really have an official name for it...) is just a 2D terrain object with some sprites and a particle effect added on for flavor. We've even made it so that creepy eyeballs look at you when you get close!
Here's a non-final prototype of what that door will look like:
Speaking of creepy eyeballs, here's another doorway...
This one is a little different: it's a "skill gate" (i.e. a doorway that players have to use a particular skill or move to pass) that requires players to use Nemo's new Reflect ability to pass. Reflect is a power that lets Nemo (specifically Nemo) deflect enemy projectiles back at them if he can hit them with his sword. It is going to be the basis of a few enemy encounters in the game, so we wanted to make a doorway that trains players to use it. The door's eye fires shots slowly at the player, which they can reflect back to the eyeball.
Here's another look at a prototype of the door (still a work in progress):
When they do hit it...
Animating this stuff is fun...
Getting to ice
Before we show off some of what's going on in the Ice level, we have to first get players there. Part of this involves a puzzle in the house that requires lighting a creepy furnace in the basement.
To reach the Ice Palace, Nemo will have to enter the ice box, but it's frozen solid! He will need to light the furnace to heat up the house. When he goes downstairs, he finds the furnace itself frozen over.
From there, he has to collect a candle and some paper to light the furnace, and some wood to keep it going. He also has to cut the wood into pieces small enough to fit into the furnace itself. All of this can be done by exploring Nemo's house and finding the proper items.
For those that love a good Winsor McCay deep cut, the furnace itself is based on the one from this Dream of the Rarebit Fiend comic, which is also the source of one of our Nightmare Fiend characters, Thanatos. We'll let you wonder if there will be any links between him and the furnace...
As toasty as the house gets though, it doesn't seem that all of the ice will melt...the ice over the kitchen's dumb waiter seems as strong as the ice in Jack Frost's palace itself! It might take something as strong as the sun to melt that...
"By the way..."
Speaking of the Ice Palace, we've started implementing our "Flip Chase" sequence - nightmares and ice cutters have taken over Jack Frost's home, and he and his subjects all say it has something to do with a green guy in a top hat! Could it be? Could Flip taken up with nightmares? Nemo and Peony are on the case, but have to catch him first.
Folks who love the NES game will get a little shoutout here, as Flip will say one of the very small number of lines he got in that game (once again work in progress - please ignore the dummy Flip in the scene)...
While our game can't be a remake of the Capcom game (and honestly, with all of these awesome things from the comic - there are lots of ways it can be very much its own thing), we are excited to put in more moments like this for eagle-eyed Nemo fans!
A different kind of Fiend...
One more game thing - we've added cheese to the game! Here's a quick video of collecting it in our testing room.
What's it for? We've got to leave some surprises, but I'm sure it'll be a gateway to some rare items...
Nemo in the museum and other showcases
Finally, we're happy to announce that Little Nemo and the Nightmare Fiends has been invited to be a part of the Free Play: Innovative Ohio Game Design exhibition at the Cleveland Institute of Art's Reinberger Gallery. This is a huge honor, as we will be shown alongside aweome indie games like the Peabody Award-winning We Are OFK, Studio Zevere's She Dreams Elsewhere, and some other amazing projects! The exhibition runs from November 7th through February 8th. More info can be found at: https://www.cia.edu/exhibitions/free-play-innovative-ohio-game-design/
We've mentioned this in previous posts, but the game will also be a part of the 2026 MAGFest Indie Videogame Showcase (MIVS) during Super MAGFest, happening January 8-11 in National Harbor, MD. Come see the game in action there - our goal is going to be to have something for those waiting for their Early Access copies around that time. More info on MAGFest at: https://super.magfest.org/
Speaking of MAGFest - we've also got updates on our musical guests, MAGFest veterans Mega Ran and KMurdock! They'll be MC'ing a parade in Slumberland when Little Nemo and crew arrive. Here's an initial look at their sprites:
Whew! That was a lot. As always - we're speeding onward as fast as we can, like an out of control running bed, to get this game into your hands while working to make it as awesome as it possibly can be. Look forward to some additional news soon on physical items, as we've gotten some designs nailed down and will be moving items into production.
Cheers and many thanks,
Chris and Team Nemo
October Update: We're going to MAGfest! Plus, a new backer build & Cleveland Gaming Classic
6 months ago
– Tue, Oct 07, 2025 at 07:39:55 AM
Hey Dreamers! Adrian here!
In August, we released a new in-production build for our high tier backers, with promise of a new build of the game available for all backers in the coming weeks. We're excited to announce that a build for all backers is now available. If you've backed the game at any level, you should have received an email or see a separate update for a link to that build, along with a survey for feedback/bug reports.
Apart from our latest build, we have an exciting announcement plus an update from our last convention showing!
We're Going (Back) to Super MAGfest!
After a year hiatus, we're excited to announce that we're coming back to Super MAGfest in 2026!
It's always a huge honor to be invited to the MAGfest Indie Video Game Showcase, and we can't wait to show attendees the progress the game will have made in the next three months before the show. So if you want to check out Little Nemo and the Nightmare Fiends while getting to chat with us, and also get to see a whole bunch of other amazing indie games, concerts, and more, and you can make it to National Harbor, MD on January 8th-11th, get your badge at the Super MAGfest website!
Little Nemo @ Cleveland Gaming Classic!
In September, we also got to show the game to attendees of Cleveland Gaming Classic, Ohio's largest gaming event.
The showcase takes place every September in Cleveland, and has started to pick up a really great following over the past few years. As usual, we had a booth at the event and were able to see a lot of folks come out and try the latest build (which is the same one that backers just received.) The game ran great and received a super-warm response from the crowd!
This isn't from our booth, but the basement setup really took us back, and was just so COOL!
Nemo and the gang get their upgrades from our own Art Deco versions of Chozo statues now, with toys giving you the upgrade. Boy, that stuffed squirrel looks familiar...
We were also honored to accept the award for best sound design at the show!
Thanks to everyone we saw at the show who played the game and hung out with us over the weekend, we really appreciate it!
Level Introductions
While we have been focused primarily on system-level features and bug fixes for our public builds, Chris and Max have been working on level introductions for each of our game's four worlds. Check out the current progress on the first 2 levels!
We've had the idea for these title introductions for a long time now, and getting to see them actualized for the first time is really exciting!
Conclusion
That's it for now! Backers, we really hope you enjoy the new demo we've released. We look forward to your feedback, and to sharing more progress in the coming months as we get the game ready for our return to MAGfest in 2026! As always, be sure to wishlist the game on Steam if you haven't yet, and happy dreaming!
Until next time, Dreamers!
~ Adrian
Backer update: NEW BUILD for backers!
6 months ago
– Tue, Oct 07, 2025 at 07:38:55 AM
This post is for backers only. Please visit Kickstarter.com and log in to read.
NEW Backer demo incoming soon! Plus, Post-GDEX report, and Cleveland Classics dates!
7 months ago
– Wed, Sep 10, 2025 at 02:28:38 PM
Hey Dreamers, Adrian here.
Recently, we released a new build to our high level backers. Since then, we've been testing the game both internally and externally, fixing the most egregious bugs and smoothing over a lot of the experience. There's still a couple of issues we want to iron out, but soon, all backers will receive an email with a link to a new backer-exclusive demo!
We're really excited for more of our supporters to get access to the game, as this build far better represents our vision of the complete experience more so than our previously released demos. Testing this will be an important step in pushing towards a new Steam demo and our long-awaited Early Access launch, so we can't wait to get it into your hands.
What to Expect
New Level - The City Rooftops
Nemo runs toward a red Momerath in our new City Rooftop level.
Our introductory stage, the City Rooftops, will be available to all of our backers for the first time! The beginning of his adventure has Nemo leaping from building to building, chasing down his bed in order to catch a ride to Slumberland.
Story Sequences
Nemo and Peony find his bed atop the city.
For the past couple of months, we've been perfecting NemoScript, a custom scripting language that among other things, allows anyone on the team to create cutscenes with little coding experience. NemoScript is even written to include some of Winsor McCay's comic idioms in the scripting language itself. Because of this, we've been able to include most of the cutscenes players will experience throughout the game's first three major sequences. This includes the first motion comic at the start of the game! While none of these sequences are finalized, backers will be able to experience the first parts of Little Nemo and the Nightmare Fiends' story for the first time!
Explore Nemo's House
Nemo standing in his dining room, with some familiar photos hanging on the wall!
After finishing the Night Sky level, players will be able to now also explore Nemo's House! This interstitial stage serves as the game's hub, where players must solve puzzles to access new worlds, while also being able to access the places they've previously visited. While they won't be accessible in this build, players will be able to access other features such as the kitchen, music player and more in the future!
Befuddle Hall Challenge Courses
Nemo runs toward danger in Befuddle Hall!
By searching around different levels and talking to new NPCs, players will gain access to the Befuddle Hall challenge courses. These bonus areas will test the player in various platforming, puzzle and combat challenges throughout the game. Please note this feature is still very early, but it will be a fundamental part of the game!
Fast Travel with Bosco & Mysto
Mysto will build Bosco Stations for Nemo to fast travel within the level!
For the first time, backers will be able to access Bosco Stations and fast travel around the Night Sky and Forest maps! Just give Mysto a small bit of your candy stash, and unlock the ability to move between Bosco stations. These will also serve as checkpoints for players who have lost all of their lives, returning them to the last Bosco Station visited.
And more!
In addition to these major upgrades, there have been changes made to level design, item progression, game feel and more to all areas of the game, including those from previous demos. We'll also be sending out a feedback and bug report form along with the build, so please be sure to let us know your thoughts there once you've had a chance to play the game!
GDEX 2025 Report
Once again, the team visited GDEX in Columbus, Ohio to meet with other regional developers and test the game. Along the way, we met with some of you in the backer community and were able to talk about the game. This was also an important opportunity for the team to jam on some new fixes and features, including adding our version of a "Chozo Statue" for when Nemo and friends find new upgrades, as well as level design and game feel tweaks.
The Nemo cabinet made a return to GDEX, now running on a Steam Deck (which ran the game beautifully!)
Chris, in the team's hotel room, using his hand as a reference as he draws an item-giving statue
Max editing the game in real time on our booth's mini-bed as people play the demo
We even fixed a pretty mean game save bug so that the overall experience can be a lot smoother. Chris also finally bought a boxed copy of the Little Nemo the Dream Master game for NES, which was an important part of everyone on the team learning about Little Nemo and Winsor McCay's art in the first place!
Cleveland Gaming Classic
We'll also be bringing the new build of the game to Cleveland Gaming Classic next weekend! If you live or will be in the Cleveland, Ohio region from September 19th to the 21st, come say hi to us at the show and play the game with the developers! And if you haven't yet, visit http://www.gamecleveland.com for tickets!
Conclusion
That's all for this update! If you haven't already, please be sure to wishlist Little Nemo and the Nightmare Fiends on our Steam page, and keep an eye on your email box for when the demo goes live! Again, there will be a feedback and bug report form alongside the build as well. Your feedback is important to us, so please be sure to fill it out when you've checked out the game!