System Requirements
Nivalis Nights is a Windows PC game released on Steam on September 29, 2026 (App ID 1488490). The publisher announced the Epic Games Store version separately without a release date. No console versions have been announced, and the developers have said they are not currently exploring Mac or Linux versions. The game runs on Unity, the same engine used for Cloudpunk, with a denser voxel-built city. The September 24 hardware update replaced the earlier generic specifications with named processors, graphics cards and performance targets.
Hardware Specifications
Component | Minimum | Recommended |
|---|---|---|
Operating System | Windows 10 64-bit | Windows 11 64-bit |
Processor | Intel Core i5-11600K / AMD Ryzen 5 3600 | Intel Core i5-13600K / AMD Ryzen 5 7600 |
Memory | 16 GB RAM | 16 GB RAM |
Graphics | NVIDIA GeForce GTX 1660 SUPER or RTX 3050 / AMD Radeon RX 6600 / Intel Arc A750 (6 GB VRAM) | NVIDIA GeForce RTX 4070 / AMD Radeon RX 7800 XT (12 GB VRAM or more) |
DirectX | Version 11 | Version 11 |
Storage | 42 GB available space; SSD required | 42 GB available space; SSD required |
Published Target | 1080p at 30 FPS, very low preset, native resolution without upscaling | 1440p at 60 FPS, high preset, native resolution without upscaling |
Laptop Equivalent | RTX 4050 Laptop with 6 GB VRAM | RTX 4080 Laptop or RTX 5080 Laptop with 12 GB or more VRAM |
Specification Notes
Both tiers require a 64-bit processor and operating system and 16 GB RAM. The minimum and recommended figures apply to different resolution and graphics-preset targets. They are published requirements, rather than a promise that every scene will run at the stated frame rate.
The minimum graphics tier lists 6 GB VRAM and GTX 1660 SUPER, RTX 3050, Radeon RX 6600 or Intel Arc A750 hardware. The recommended tier lists an RTX 4070 or Radeon RX 7800 XT with at least 12 GB VRAM. The targets are 1080p at 30 FPS on very low and 1440p at 60 FPS on high, both at native resolution without upscaling. The listed laptop equivalents are RTX 4050 Laptop at minimum and RTX 4080 Laptop or RTX 5080 Laptop at recommended. The requirements warn that mobile GPUs perform below their desktop equivalents.
Storage is 42 GB at both tiers, and both require an SSD. The earlier 30 GB listing has been replaced. Keep the game storage requirement separate from the optional soundtrack download, which has its own storage figures.
Platform Availability
Platform | Status |
|---|---|
Steam | Released September 29, 2026 (App ID 1488490) |
Epic Games Store | Confirmed, release date to be announced |
PlayStation 5 | Not announced |
Xbox Series X|S | Not announced |
Nintendo Switch | Not announced |
Steam Deck | No full support at launch; improvements in progress |
Mac | Not currently being explored |
Linux | Not currently being explored |
The launch announcement said Steam Deck would not have full support at launch and that the developers were working on hardware support and performance. That is a support statement, not a claim that the game cannot run on the device. The same announcement confirmed availability through GeForce NOW.
On consoles the developers have been consistent rather than silent: PC is the current focus, and other platforms are something they are looking into without any commitment or timing attached. That is why the console rows above read as not announced rather than ruled out. Mac and Linux are further away still, described as something the team is not exploring at the moment, with any change to be announced through the official channels.
Steam Features
Nivalis supports several Steam platform features.
Feature | Status |
|---|---|
Supported | |
Cloud Saves | Supported |
Full Controller Support | Supported |
DualSense Controller Support | Supported |
Family Sharing | Supported |
Offline Play | Supported |
Ultrawide Support | Supported |
VR Support | Not supported |
Modding Support | Not supported |
Early Access | No (full release only) |
Demo | Not planned; none listed as of 21 September 2026 |
Full controller support means you can play the entire game with a gamepad, including menus, the business management interface, and cooking interactions. The game was designed with both keyboard/mouse and controller inputs in mind, so neither input method feels like an afterthought. Ultrawide monitor support is confirmed, which is worth noting for a game with detailed environmental art; the extra horizontal field of view should enhance the sense of being inside the city's dense lower levels. The listing separately declares DualSense controller support, so a PlayStation pad is recognized natively alongside the usual gamepads. As of 21 September 2026 the listing does not say which DualSense-specific capabilities, such as haptic feedback or adaptive triggers, are actually driven, only that the controller is supported.
Offline play is supported. Nivalis Nights is a singleplayer-only game with no online functionality, and the developers have said you do not need an internet connection beyond whatever the storefront requires to update the game. Cloud saves need a connection to synchronize progress across machines. The revised September 24 requirements do not carry the broadband row that appeared in the earlier block.
Accessibility and Comfort Features
The store listing now carries a set of accessibility and comfort capability tags alongside the usual platform features. These are declared by the developers rather than inferred, so they are a reliable picture of what the game commits to at launch.
Feature | Status |
|---|---|
Save Anytime | Supported |
Playable at Your Own Pace | Supported |
Playable without Timed Input | Supported |
Camera Comfort | Supported |
Custom Volume Controls | Supported |
Stereo Sound | Supported |
Surround Sound | Supported |
Two of these matter more than they might sound. "Playable at your own pace" and "playable without timed input" together mean the game does not gate progress behind reaction speed or timed button presses, which fits a slice-of-life sim built around a 2 AM curfew rather than around twitch skill. "Save anytime" means you are not tied to sleeping or to fixed checkpoints to bank progress. Camera comfort is a first-person-specific tag, covering things like field of view and camera movement, which is worth knowing given the game is played entirely in first person.
Nivalis Nights is available to buy and play. Its announced base prices are USD 24.99, EUR 24.99 and GBP 21.99. The Steam listing checked on October 6, 2026 showed a 10% launch discount, with USD 22.49 as the discounted US price; by October 13 the discount had ended and the listing showed the full base prices. No demo was listed in the current game metadata. The hardware targets remain the developers' published figures, rather than independent benchmark results.
Supported Languages
Nivalis supports 11 text languages at launch. Voice acting is in English only.
Language | Text | Audio |
|---|---|---|
English | Yes | Yes |
French | Yes | No |
German | Yes | No |
Spanish | Yes | No |
Japanese | Yes | No |
Korean | Yes | No |
Portuguese (Brazil) | Yes | No |
Russian | Yes | No |
Simplified Chinese | Yes | No |
Traditional Chinese | Yes | No |
Turkish | Yes | No |
All 11 languages include full text localization for the game's roughly 200,000 words of dialogue. The roughly 135 voiced characters have English-only performances. ION LANDS conducted over 8,000 auditions for more than 100 speaking roles.
Additional Details
Detail | Information |
|---|---|
Rating | ESRB Teen (Language, Use of Alcohol), recorded August 27, 2026 |
Multiplayer | None (singleplayer only) |
Combat | None |
Price | Base prices: USD 24.99 / EUR 24.99 / GBP 21.99; launch discount ended by October 13, 2026 |
Optimization and Performance Targets
Before release, the developers described a target of 60 frames per second, giving a frame budget of 16.66 milliseconds. They reduced memory allocations to limit garbage-collection stutter. The final published specifications now attach explicit preset and resolution targets to the two hardware tiers, while post-release updates continue to address performance.
Several techniques support that goal. Because the world is built from voxels but does not use a traditional voxel engine, it carries much higher polygon counts than usual, so the game relies heavily on multiple levels of detail (LODs) to keep rendering costs down. The light probes that capture environmental lighting were completely overhauled, and furniture assets were polished, which together cut memory usage significantly. An NPC "Ghost system" simulates characters at three tiers of detail depending on whether they are out of district, in the player's district but hidden, or visible, and an object-pooling system reuses a managed pool of more than 10,000 elements such as tables, chairs, and dishes instead of constantly creating and destroying them. These systems are why a dense, detailed city like Nivalis can target smooth performance on mid-range hardware. The city's lighting combines baked light probes, real-time lighting and volumetric lighting.
Quality Assurance and Localization Testing
Ahead of release, Nivalis went through three separate quality-assurance teams. ION LANDS' own internal team tested new features and bug fixes inside the editor and on Steam builds. Once a build was pushed to the Steam testing branches, the publisher's primary QA team and an external partner studio, Quantic Lab, took over. Between them they covered general stability and blocker identification, save and load functionality, quest and story progression, environments and movement and interactions, character simulation, the user interface, and memory consumption and performance.
A dedicated team handled localization testing for all 11 supported languages, including verifying that the English voiceover stays synchronized and that on-screen text is accurate in every language. For Simplified Chinese, Traditional Chinese, Korean, and Japanese, the team baked two optimized fonts per language before each translation update so that every required character is available. The external partner also assisted with compatibility testing, working from Steam hardware-survey data to validate a range of configurations and to finalize the minimum and recommended specifications shown on the store page.
Performance Expectations
The published minimum target is 1080p at 30 FPS on very low; the recommended target is 1440p at 60 FPS on high. Both use native resolution without upscaling. Actual performance varies with the scene and configuration, and the developers have continued optimizing the released game. Update #1 addressed character-action, animation, physics and save-load camera performance. Update #3 improved crowd simulation and animation and fixed light probes from unloaded scenes remaining in memory in The Stacks.
Update #2 added a Lighting Details slider. At the far right, light culling is disabled; moving it left deactivates lights based on distance. The same update removed the Low texture-quality option and moved existing Low users to Medium, with a confirmation and progress display for texture changes. Update #3 corrected lighting issues introduced with Lighting Details. Update #2 also described a temporary workaround for a performance drop after fast travel: save after arrival and reload that save. This is a dated workaround from the October 2 notes, rather than a guarantee that every performance problem has the same cause.
Update #4 on October 9, 2026 added five more graphics options and reduced memory pressure while travelling. When the PC is low on memory, the game now unloads the previous area before loading the next one, which lengthens loading but should lower the risk of a crash; taxi rides and transition cinematics also use slightly less memory.
Setting | What It Does |
|---|---|
Crowd Density | Reduces how many background characters appear, for a small performance gain. |
Hybrid CPU Optimization | Improves performance on Intel processors with both Performance and Efficiency cores (12th generation Core and newer, including Core Ultra). |
Pooling | Can now be turned off to lower memory use, though this can cause more stuttering. Recommended only when memory is short. |
Thunder Intensity | Sets how bright lightning flashes are. |
Brightness | A brightness setting; the notes give no further detail. |
Upscaling is not available. The developers' official FAQ explains that the Unity version the game uses is too old to support DLSS, FSR or other upscaling technologies, and that upgrading the engine during development would have added too much risk; they said they were evaluating whether upscaling could be added in the future. As of October 13, 2026, no update has added it.