Night Of Revenge -v1.0.7- -d-lis- May 2026

| Feature | Description | |---------|-------------| | Defeat system | Events trigger on loss against specific enemies | | Equipment/Items | Basic RPG inventory | | Map navigation | Side-scrolling with vertical exploration | | Multiple endings | Based on choices/performance |

After a long development cycle punctuated by demo updates and delays, D-Lis has finally released the full version (v1.0.7) of Night Of Revenge. For fans of the "Soulslike" genre and 2D action games, this title has been a beacon of high-quality animation. Now that the final product is here, does it live up to the legendary status of its visual presentation? Night Of Revenge -v1.0.7- -D-Lis-

The Short Verdict: Night Of Revenge is arguably one of the best-looking 2D action games ever made, boasting fluidity that rivals top-tier fighting games. However, players must be willing to endure a combat system that can be as punishing and clunky as it is satisfying. | Feature | Description | |---------|-------------| | Defeat


Without specific details on what "-v1.0.7- -D-Lis-" refers to, one can only speculate. This could be a version of a game, a software tool, a literary work, or even a piece of art that explores themes of revenge. The inclusion of a version number suggests a digital or evolving work, possibly one that has been updated or iterated upon to explore different facets of revenge. Without specific details on what "-v1

For all its brilliance, Night Of Revenge is not without flaws, many of which are common in solo-developed projects:

In the sprawling underground world of indie Japanese role-playing games (JRPGs) and action-adventure hybrids, few titles generate as much whispered reverence and heated debate as Night of Revenge. Version 1.0.7, colloquially known as the “D-Lis” release, represents a pivotal moment for the game—a stabilization of dark, bloody mechanics and narrative tonal shifts that distinguish it from mainstream horror titles.

For the uninitiated, Night of Revenge is not a simple jump-scare fest. It is a punishing, atmospheric, and often disturbing experience that blends 2D side-scrolling action with survival horror inventory management. This article will break down everything you need to know about version 1.0.7, the role of the enigmatic “D-Lis” tag, gameplay systems, lore implications, and why this specific build has become a collector’s gem for fans of the doujin (self-published) game scene.

public class EchoManager : MonoBehaviour 
    public static EchoManager Instance;
    public GameObject echoPrefab;
    public float revengeDecayRate = 0.05f; // per second
private readonly List<Echo> activeEchoes = new List<Echo>();
void Awake() => Instance = this;
// Call when player kills an enemy
    public void OnEnemyKilled(Enemy deadEnemy) 
        SpawnEcho(deadEnemy);
        foreach (var e in activeEchoes) e.AddRevenge(0.10f);
void SpawnEcho(Enemy source) 
        var go = Instantiate(echoPrefab, source.transform.position, Quaternion.identity);
        var echo = go.GetComponent<Echo>();
        echo.InitializeFrom(source);
        activeEchoes.Add(echo);
void Update() 
        foreach (var e in activeEchoes) 
            if (!e.IsAlive) continue;
            e.DecayRevenge(Time.deltaTime * revengeDecayRate);
// Remove dead echoes
        activeEchoes.RemoveAll(e => !e.IsAlive);
public void PurifyAll() 
        foreach (var e in activeEchoes) e.ReduceRevenge(0.30f);