Consider all of the content in this post my own personal opinion.
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If you saw the project’s 2014 presentation at Mysterium, you may have been shocked to hear Zib mention that we have cancelled our plans to implement a full day/night cycle into RealRiven. No doubt this was a surprise to many of you, as we’ve previously showcased our dynamic sky on both our website and as a key feature at Mysterium 2012. Our decision to discontinue this work has been the subject of debate for a long period of time, and although we’re confident we’ve made the right choice, we appreciate how much some of our fans were looking forward to this particular feature.
It was always our plan to implement a day/night cycle from the very beginning, inspired directly by RealMyst. Throughout 2011 and 2012 we put a lot of time and effort into developing our own sky system, which also incorporated weather patterns and lunar phases.

[2016 edit: The sky system developed by Everett Gunther, who was working with us at the time, has since become the very popular Ultra Dynamic Sky on the Unreal Marketplace.]
This was a complex system, and we were in the midst of refining it when we started running into problems. I am not going to detail the technical difficulties here (although there were many) as I am sure we could have pushed through them and delivered an amazing looking sky.What I’d like to talk about are the several fundamental design obstacles we faced, which led us to the decision to drop it.
The first problem came about during our early testing on Prison Island. Adequately lighting the environment so the player could navigate at night forced us to add light sources in many new locations. You might have noticed the small fire-marble lights lining the walkway to the prison, these were some of our earliest additions. We do not make changes to the environment that do not exist in the original game lightly, and we knew we would have to continue this trend throughout all five islands. We had plans for clever ways we might be able to light the world, including bioluminescence in the jungles and lakes, but we knew we’d still need to add a lot of new light sources. This wasn’t a game-breaking issue, but it was the first indication that the implementation wasn’t going to be as simple as we thought.
Riven is a difficult game, as I’m sure you’re all aware. The clues the player discovers in the environment have to be as clear as they were in the original so as to not create additional difficulty. Night time, poor visibility due to weather conditions, and other similar environmental factors have that unfortunate consequence.

A good example of this phenomenon is the Sunner lagoon. These creatures bask in the sun during the day, but would they be there at night? Would it make sense that they bask through the night? If they’re missing, players will lose vital clues to the game’s second biggest puzzle. Our natural inclination was to give the animals a routine, where they’d bask at certain times and at others they’d be out hunting. This behaviour would mean that there would be those unlucky players out there who would happen to not see the Sunners enough during normal play to be able to get the information they need to complete the game. It just wasn’t going to work.
The final nail in the coffin came when we broached the subject with several individuals who were close to the development of the original game. In Riven, a large amount of effort was put into making sure each shot was framed and coloured to perfectly suit the intended mood of the environment. Again, the Sunner Lagoon is a good example. Coming from the Mag-Lev cave, the player approaches the Lagoon in deep shadow, with the lagoon framed in the distance. As you leave the shelter of the ravine and reach the water’s edge, suddenly the world is full of brilliant blues and bright light. It’s a transition that was painstakingly set up for that effect. Should the time of day be dynamic, this effect would be impossible to reproduce, as we’d be unable to control the colour or shadow of the scene. This is just one example, but there are many others we could point to that show just how much the ambience of an area would be altered from the original creator’s vision.
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The sky system was a fantastic idea, and was visually impressive. It worked well in RealMyst, but we have chosen not to include it in RealRiven. There is a lot to say about the static nature of Riven’s climate being a deliberate choice by Gehn when writing the age as well, but that’s a lore discussion for perhaps another time.
The following features remain up for debate:
- Moving clouds
- Times of day under specific circumstances (Tay, 233, endings)
- Minor weather occurrences (light showers, rising and lowering winds)
If you have further questions about this decision, I'm happy to answer them.