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

4 days ago

January 6th, 2026 - Act 0 Devlog

"Taking shape and forms."


Why hello there. Happy new year and all that sort of bullshit or whatnot.

You're here for a status update, so here's your status update.

Status Update'n'stuff

Act 0 as it is right now is taking shape pretty well, the main game (Nights 1-6 and All Max Mode on Normal Mode, Hard Mode doesn't have any AI Level sets for the main nights yet) is playable, still using placeholder assets from the original Act 0.

Save Files are currently functional, but Achievements still aren't. There is no GameJolt API implemented yet either.

(Save Files are broken in the current beta build and will transfer any smidget of data from one Save File to all other save files due to me not understanding what "Global Data?" actually meant.)

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(Also, unlike the previous iteration of the game, the background in the Save File Screen now rotates.)

As teased prior, the Normal Mode Custom Night screen is fully fleshed out and complete in terms of graphics, including Origin Sonic's Night 8 design fading in if everyone's A.I Levels are at 30.

However, at the time of me writing this, the All X Screen has yet to be implemented. (It has no asset for it yet at all and I don't feel like ripping another NG Act 0 asset for that because I'm lazy as FUCK!!!)

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In terms of gameplay, the night segments are essentially done for Vanilla standards, not including any difficulty changing challenges or Hard Mode changes at all (Not Custom Night challenges, why would I add these to FNaS 5? Then again, it saves me from an egostical bastard asking me to add gimmicks to make this a glorified modern FNaF Fangame.)

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Charging power works, closing vents works, power outages work, the one change to Origin Sonic and Nightmare Golden Sonic's behavior wor.. hey, wait-

Also, you may have noticed it, but yes, the office has been redrawn. Since I lost the original Aseprite project for the original office alongside my laptop's original Hard Drive, (alongside a buncha other stuff) I had to redraw it from scratch because I don't feel like doing some arbituary edits with one singular layer whenever we get to Hard Mode assets.

also phone calls are still missing because we have no tails voice actor.

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Any Act 1 Classic leftovers have been basically disintegrated from the game (Since a thing or two from Act 0's mfa were taken from Act 1 Classic's mfa while that was still in development)

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Currently, a bit of work has gone to the game's easter eggs, as starting with the simplest easter eggs first may be a good idea to get rid out of the way right now.

(Spoiler alert: This one isn't simple.)

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The inbetween Night cutscenes also have some work to them too, although anything past Night 1 uses the original FNaS 5 backgrounds as placeholders.

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And another thing that has been teased prior; multi-language support will be coming to the games too, currently I only have English, Portuguese (Brazil) and Spanish planned. As it is right now, only PT-BR has work into it.

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Conclusion

Game is pretty fine looking right now. Pretty much.

If you have any questions, feel free to ask them below.

Next devlog will be written by Act 0's Head Lead, @Inferno_i_guess .



8 comments

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what the hell dude

innocent little boy

brasil

Happy 9th anniversary FNaS 5!

New thumbnail up and running to reflect Act 0

Once Allies, Now Foes.

Due to recent events, the redesign for MPW Lefty Mario will no longer be used.

first ever act 0 beta was sent out a few hours ago.. going pretty well it seems

og multiverse would never