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Five Nights at Sonic's: Next Generation REGENERATED (Unofficial)

3 hours ago

ACT 0 DEVLOG - APRIL 12TH, 2026

"Can I kick it?"


Greetings once again, followers of this game and page.

It has been 3 months ever since our last devlog (time does fly by fast, christ.) and ever since then, Act 0 has grown a bit more further. I would be pleased to share details, so, let's get on it.

Game Status

The game's looking pretty fine and is working pretty fine; minus some weird, unintentional anomalies.. (cough, cough)

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Currently, after the build sent to the team on April 7th, Normal Mode is the most polished part of the game; which is what I'm focusing on. Once Normal Mode is partially 100% complete, Hard Mode will be hard focused on next.

Something you should've noticed by now, and if you haven't, you need new eyes is the two new screenshots on the game page. The game's art is now finally going into shape, alongside assistance, of course. (I'm not drawing 14 camera rooms all on my own again, fuck no, not again)

Speaking of new rooms, have a looksie at the new Viewing Square!

(Main room art made by SG, extra details by yours truly.)

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A critique that popped up during the making of Act 0's Teaser Trailer (which was nearly 7 months ago, yikes) was that we should deviate away from the original rooms from Previous Generation's Act 0 (if you don't know "Previous Generation" means, it's just how I call OG Next Gen.) basically saying, in simpler terms, create custom designs for the rooms. Which I was completely aboard on. However, I opted to not make the custom room designs for the trailer as that would take a tremendous amount of time (i'm lazy) so I decided to just keep them with the original designs but still in my artstyle as placeholders.

While doing custom designs would slow down game progress, that's not the point, as all that matters while making the game is to have fun (and also be different enough from FNaS 5 as is (and I guess other FNaS 5 remakes?))

unrelated note, but here's a fun fact about the trailer

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..Sorry, I'm getting off-topic.

Other Important Things To Note That Are Being Worked On At This Moment For The Game And Stuff Like That This Is A Really Long Hea

Achievements are being worked on as of now; GameJolt API related stuff works.

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Settings.. well, there is a few things to note about settings.

Unlike "Act 1 Classic", where Settings were saved onto the save file you were playing in; Settings now save globally, so if you go from Slot 1 to No Save Mode, things like Fullscreen and Keyboard Controls will carry over; so you won't need to worry about having to adjust the settings everytime you go into a new save.. or any of the other--

Also check out this cool ass Restore Trophies button that I made for whenever you're logged in.

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..Arright, time to address the elephant in the room.

Gameplay Mechanics

To the many neanderthals of the degenerate FNaS Community who are braindead for an extremely difficult game with unique mechanics that raise the difficulty spikes, sorry, but there ain't much here.

..Notice how I didn't say "there's nothing here".

While I DO want to stay close as possible to being similar to the original FNaS 5, that doesn't mean I can throw in a thing or two into the gameplay.

I'm sure anyone with eyes of a hawk have noticed that in any in-game screenshot that's on the cameras (aka most of them), there's this new counter above the "Power Left" counter.

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Temperature.. what does it do?

Well, it just keeps track of your temperature, it goes up if the office fan is on. thats it it does nothing else have a good day

Jokes aside, though, sorry to burst your bubble, but revealing what temperature ACTUALLY does would be a spoiler. I don't want to spoil everything new this game has to offer, although I do have a feeling what this truly does might be underwhelming to some, but what can you do? You can't really please everyone.

If you think that's all there is for new mechanics, don't worry! Hard Mode is also going to throw a new mechanic for all of the six characters in the game too, alongside Aggressive Mode of course.

I don't have ANY of these new mechanics coded, sure, but they're gonna be there. Trust me.

Regarding The Troll Demo Shaped Elephant In The Room

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Back on April 1st this year, I dropped a "DEMO" for Act 0..

Yes, I know it was darn obvious but I couldn't pass up the opportunity, sorry. But hey, at least you didn't leave empty handed if you stayed around for long enough. That's something, right?

I may have mentioned this somewhere, but if I didn't, I'll say it again: I'm not making DEMOs for the game and instead just focusing on finishing and releasing the full product.

That way, people's expectations aren't completely thrown the hell out the window because the demo was jarring as shit. (COUGH COUGH)

Release Date(?)

Obviously, I don't have any release dates for a game this early in development other than a placeholder release date of "October 21st, 2026". It doesn't actually mean I'm aiming to release the game on FNaS 5's 10th Anniversary, but if the game is done by then, then it'll be a nice 10th Anniversary Special.

AGAIN, REMINDER, THE RELEASE DATE MENTIONED ABOVE IS A PLACEHOLDER, NOT AN ACTUAL RELEASE DATE, DON'T ACTUALLY EXPECT THE GAME TO COME OUT ON OCTOBER 21ST THIS YEAR UNLESS STATED OTHERWISE

Conclusion

So, the game's coming together! It'll probably be done sometime by Late 2026, but I can't confirm nor deny anything. I hope you'll enjoy the secrets that Team Regenerated will have brought to you by then.

Also, please, refer to the pinned post; we're looking for a voice actor for Classic Tails! Contact me on Discord!

See you soon..

- Ryan "Neo" Hedgehog

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