The game that once promised a few extra levels and tweaks is now shaping into a beast of its own. NeverAwake FLASHBACK, which was initially announced as downloadable content for the surreal twin-stick shooter NeverAwake, is being reborn as a standalone title. Publisher Phoenixx and developer Neotro revealed that the new game will hit Steam this fall with support for English, Japanese, Traditional Chinese, and Simplified Chinese.
Fans had been asking for more. Now, they’re getting it—just not the way they expected.
A New Chapter From the Same Nightmare
It wasn’t supposed to be this big. At first, FLASHBACK was pitched as a small slice of bonus content—more of the same, with maybe a few new bosses and levels. But feedback from the community changed everything.
“We kept hearing the same thing,” said Neotro’s Hiroshi Sawatari in a statement. “People loved the combat, the dreamlike world, and the weirdness of it all. But they wanted more—more content, more replay value, more reasons to keep diving back in.”
That’s how FLASHBACK grew from a DLC into a standalone project. It’s not a sequel, technically, but it’s also far more than just an expansion. Think of it like a twisted side story, one that warps everything you remember into something… off.
It’s familiar, but wrong. On purpose.
A New Setup With the Same Sleepless Hero
Rem, the game’s main character, thought she had finally found peace after surviving the horrors of NeverAwake. Turns out, peace is short-lived.
In FLASHBACK, the nightmares return. Stronger, weirder, and harder to pin down. They don’t follow the same rules anymore. This time, even the structure of the game has changed.
One thing hasn’t changed, though: Gabe-chan, Rem’s adorable and slightly unsettling plushie companion, is back. And he’s more than just a sidekick—he’s a vital tool in navigating the chaos.
Procedural Levels, Personalized Loadouts
This isn’t a simple level-based shooter anymore. Each run throws players into procedurally-generated arenas that mash together Rem’s fears in new and unpredictable ways.
And yeah, you’ll see some returning enemies—giant dentist tools, evil broccoli, and demonic chihuahuas still haunt her subconscious. But the real challenge now is how much the game adapts each time you play.
Before each run, players can choose a combination of three weapons and three accessories. The idea? Customize your loadout to match your play style—or experiment until you find a combo that clicks.
Here’s where it gets spicy:
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Want faster bullet spread and movement speed? Stack up agility-based gear.
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Prefer a slower, more defensive build? Pick damage absorption perks and auto-healing gadgets.
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And if you’re feeling lucky, throw on randomizing accessories that change weapon behavior mid-game.
Once you’re in, there’s no going back. But if you do want to replay a particular set of levels, there’s a “seed code” system that lets you input the specific sequence and try again.
50 Levels, Endless Chaos
So, how long does a run last? That depends on your skill—and maybe your sanity.
There are 50 procedurally-generated stages. The order changes with every playthrough, meaning no two sessions are exactly alike. One minute you’re in a narrow corridor with meat grinder walls, the next you’re floating through candy-colored mazes being chased by mutant pacifiers.
The boss fights? Brutal. Each one’s handcrafted and far more aggressive than before.
Let’s break it down with a quick comparison:
Feature | NeverAwake (Original) | FLASHBACK (Standalone) |
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Total Levels | ~80 pre-set levels | 50 randomized stages |
Boss Battles | Handcrafted | Handcrafted + surprise modifiers |
Game Mode | Linear progression | Roguelite-style structure |
Replayability | Medium | High |
Loadout Customization | Limited | 3 weapons + 3 accessories |
Seed System for Replays | No | Yes |
Designed For Quick Play, Built To Last
One thing Neotro emphasized in the press release is that FLASHBACK isn’t trying to reinvent the wheel. It still plays like NeverAwake—tight, responsive, and wild—but now it’s been remixed for longer play sessions and more variety.
If you’ve got ten minutes? You can jump in for a quick run. Want to lose an hour chasing a better loadout or trying to beat your last score? That works too.
This shift to a roguelite structure is a smart move. It opens the door to unpredictable combos, risk-taking, and a kind of intensity that the original never quite reached.
What Fans Can Expect This Fall
Honestly, FLASHBACK feels like a love letter to the fanbase. It’s bigger than DLC. Not quite a sequel. Somewhere in-between.
The art style, that pastel horror mix that looked like Yume Nikki on a sugar rush, is still intact. The soundtrack? Just as dreamy and off-kilter. But everything’s more refined, more responsive.
Still, that’s kind of the point. The original game had a devoted following because of its challenge and surreal beauty. This game doubles down on both.
And it doesn’t overstay its welcome. Pick-up-and-play, but enough meat for veterans to chew on.