Lievnu

DISCLAIMER: THIS IS A FANON SAGE ENTRY IDEA, AND IT WOULD MOST LIKELY WON'T BE REAL

Lievnu (stylized as "LIEVNU") is a Pre-Apocalypse lightgun game that has Time Crisis and The House Of The Dead as it's biggest inspirations (especially Time Crisis, with the Side-Switching mechanic being directly inspired from Time Crisis 5's "Double Pedal" gimmick), it is made by a group of nine people, the game was first presented at the SAGE 23' Expo Trailer, Development began January 1, 2022, the base game is set to release on March 12, 2024, exactly 9 years after Time Crisis 5 was released.

Development
Development began January 2, 2022, lead by Kevin Leeds, who is a massive lightgun game fan, with two of his friends, Amy Wendelle and Clyde Johnson (also lightgun fans), the three friends started making the game with the Unity engine, Kevin, who played alot of Time Crisis (especially 4 and 5), came up with the idea of taking Time Crisis' tactics (mainly 5 because of it's "Double Pedal" gimmick) into an indie game that is moderately long and with many extras.

SAGE 23' Demo
The Game was presented at September 2, 2023

Reception
When Lievnu was released in

DLC
The devs decide to make DLC of Lievnu when the game saw great success.

Lievnu/DLC

Main Game
The game follows a girl in her late-teens named Sophie "Sofi" Garcia, who has found out of the apocalypse by announcement, she randomly finds a handgun, and she sets for a quest to prevent this apocalypse

Gameplay
Lievnu is a lightgun game that uses three action buttons/commands, two will make the player switch sides (a la Time Crisis 5), one will allow the player to reload (and hide as well, since this is a Time Crisis clone), and one weapon switch button (only works if the the "Switch Method" option is set to "Modern").

Basics
The player has to shoot all the enemies on-screen (although some can escape), the player can switch sides, and the player reloads by pressing a reload button (on PC), in which makes your character take cover as well.

Cover and Sides
The player can take cover by simply reloading, like the Time Crisis series, the player can also switch sides a la Time Crisis 5, which can catch enemies off guard and awards bonus points, unlike Time Crisis 5 however, the player is vulnerable to hazards while switching sides (like the One Point Wonder Franchise beginning with One Point Wonder: Atrocity), as compensation however, you switch sides faster (Lievnu took you 183ms to switch sides, while Time Crisis 5 took almost 400-600ms to switch sides, on Normal covers that are not vehicles)

Branching Paths
Some stages have two paths, and the choice is done a la House Of The Dead III, if you don't decide after the 10 seconds are up, the choice is done by random, one route is easier, one route is harder...., the harder route would be more dangerous, but it would allow potential for higher score as there are more enemies you encounter in the said route, in some stages, you fight the boss in that said path, in others, you go back to one path point and fight the boss there, here are the branching paths:

Main Game

 * Stage 2 Part 2 - ends in a Three-Way-Fracture
 * Stage 3 Part 3 - You fight Stella at the end of the branch you picked.
 * Stage 4 Part 2 - ends in a Four-Way-Fracture
 * Stage 5 Part 1 - ends normally, merges to one path in Part 2
 * Stage 6 Part 1 - ends in another predetermined choice to stay in your current path, or to switch to the other path, either way, Part 2 will start
 * Stage 6 Part 2 - Continuation of Part 1, ends in a Three-Way Fracture
 * Stage 8 Part 1 - ends normally.

Flynn Side-Mission

 * Stage 2 Part 3 - ends with the boss fight with the "Ball Offender"
 * Stage 3 Part 2 - Ends normally
 * Stage 5 Part 1 - Ends in a Three-Way-Fracture

Game Modes

 * Normal Game
 * Main Mission - Has 12 Stages focusing on the main story, you can either begin from the Beginning, or a later stage, from Stage 2, to Stage 9.
 * Lore Mode - Mixes both Flynn and Arcade modes, here are the stages in total
 * Flynn Stage 1
 * Main Stage 1
 * Main Stage 2
 * Flynn Stage 2
 * Main Stage 3
 * Flynn Stage 3
 * Linka Stage 1
 * Flynn Stage 4
 * Main Stage 4
 * Main Stage 5
 * Main Stage 6
 * Linka Stage 2
 * Main Stage 7
 * Flynn Stage 5
 * Main Stage 8
 * Flynn Stage 6
 * Main Stage 9
 * Main Stage 10
 * Main Stage 11
 * Main Stage 12/Final
 * Flynn Mode - Play as Flynn, in this six-stage side-story
 * Linka Mode - In this Villain mode, you play as Linka, one of the bosses in this short two-stage campaign.
 * Online Game - You need internet to play this game, but you can play 2 players from different devices via internet connection
 * Challenge Mode - can you complete all 60 challenges?
 * Special Fracture - Has it's own sub-heading

Special Fracture Mode
Special Fracture is an endless game mode where you are faced with endless waves of enemies, your lives are now tied to the Barricade's Endurance Meter, taking damage from Critical Bullets and other projectiles will make you lose an entire shield unit (you begin with three shield units), after each wave, you are given a shop, you can increase your maximum shield units, and repair your barricade, with coins...., your health is tied with the barricade's endurance

Common Enemies

 * Kenny - a random gangster who just shoots his pistol, not caring for his accuracy
 * Weapon - Pistol
 * Health - 1
 * Joe Mama - A Cyborg with two terminator-esque hands
 * Weapon - Cyborg Blaster
 * Health - 60
 * Woozi - skilled criminal who sports a Uzi
 * Weapon - Uzi (they fire between 6 to 10 bullets at once before reloading)
 * Health - 8
 * Bambi - The bomber
 * Weapon - Grenade
 * Health - 10
 * Klugo - A Knife Wielding acrobat
 * Weapon - Throws 1-3 knives
 * Health - 6
 * Eric - like Kenny, except with more health, and also can move around
 * Weapon - Pistol
 * Health - 9
 * Tonma - a swordsman
 * Weapon - Sword (close range attack)
 * Health - 11
 * Rocky - a buff military man, who would blast with rockets
 * Weapon - RPG-7
 * Health - 35
 * Zardy - Zombie
 * Weapon - Machette (Like the Zombie from Time Crisis 5)
 * Health - 70
 * Runs to you to swing his machette at you.
 * Waldo
 * Weapon - Axe (throws it at you)
 * Health - 40
 * His critical strike chance is 100% no matter what (or 1 in 2 chance of being a critical strike if the difficulty is set to "Rookie"), but fortunately, it's a slow enough reach you in a maximum of 2-3 seconds (as opposed to 0.3+ seconds of that of a regular critical bullet)
 * Izumi
 * Weapon - Like Waldo, except she throws a pickaxe instead of an axe, after her initial axe throwing, she'll throw ninja stars, three at a time.
 * Health - 6 (Unlike Waldo, she's done in one handgun hit)
 * Like Waldo, she has a 100% critical strike (Pickaxe only)
 * She's based of the Pickaxe-wielding enemies from Mad Bullets.

Bosses
click here to see bosses

Multi-Way Fracture
Multi-Way Fractures are like the Multi-Screen Battles from Time Crisis 4, Normally there are Three-Way and Four-Way Fractures, which means it you have three sides and four sides to defend yourself from respectively (although there are one instance of a Six-Way Fracture, and two instances of Eight-Way Fracures, both in the Main game's Final Stage), The player is protected by a limited barricade, and there is a certain requirement, if the barricade is destroyed by taking too much damage, you lose one more life (or if you have one life and have the Kenny costume, lose a 1/2 more life unit)

Barricade Durability
The barricade's durability is measured on shields, If the player takes damage from a critical bullet (or if a normal bullet hits you and you take damage from a random chance if Easy Detect is disabled), the player will lose half a life, as well as the barricade being damaged by a whole Shield Unit, if another player joins via online-play, the barricade is reset to the initial maximum, if the player takes cover when the Critical Strike hits the barricade and/or is on a different side from the Critical Strike, the barricade will take 1/4 sheild unit of damage.

Instances
Standard Weapons refers to your handgun and the other weapons (maximum of three) you choose before hand.

Lievnu/Multi-Way Fracture Instances

Extra Missions
See the Challenge Mode

Desperation Events
Desperation Events are like Crisis Events from Time Crisis 5, there are three types

Lievnu/List of Desperation Events
 * Single-Evade: press the correct side switch button, take too long and/or press the wrong side switch button causes a failure
 * Multi-Evade: you have a few seconds to do a sequence of left and right using the cover switching binds, usually it's a command of six or eight
 * Targets: You have a set amount of time to shoot all the targets, succeed and it either clears, or you have more targets, depending on the situation, run out of time, and you fail, each target.

Weapons
you can equip up to four weapons in your playthrough (your main weapon with infinite ammo and three secondary weapons with limited ammo), there are three ways to regain non-main weapon ammo:


 * 1) Shooting a spaceship (non-hostile, but you can shoot them, or take too long and let them fly away) that randomly appears, which gives you random amount of ammo, stated in the "Extra Ammo Amounts" stats, if you're lucky, it will give you more ammo on all three weapons, usually it's refill is just for one weapon, but it can sometimes be two, if you're lucky, it can be for three.
 * 2) Continuing (If you continue after losing all your lives, and any of your weapons are under the initial ammo, said weapon's ammo will reset to the initial ammo.
 * 3) Clearing the stage with any of your weapons under the initial ammo, the said weapon's ammo is reset to initial.

And Here are the Weapons, explained
 * Handgun - The only weapon available in the SAGE 23' Demo, also your main weapon
 * Max Ammo at once - 12 (Infinite Ammo, but needs to be reloaded once those twelve bullets are spent)
 * Damage - 10
 * Attack type - Like the normal handgun from most light gun games
 * Shotgun (Blast)
 * Initial Ammo - 10
 * Magazine Count - 6
 * Extra Ammo Amounts: 2/5
 * Maximum Ammo - 99
 * Damage - 30
 * Attack Type - One medium blast (can be shot once every 200 milliseconds, aka can be shot five times in one second)
 * Shotgun (Spread)
 * Initial Ammo - 10
 * Magazine Count - 6
 * Extra Ammo Ammounts: 2/5
 * Maximum Ammo - 99
 * Damage - 30 (one spread of 5 handgun shots)
 * Attack Type - Spread/Multi (can be shot once every 333 milliseconds, aka can be shot about three times in one second)
 * Uzi
 * Initial Ammo - 100
 * Maximum Ammo - 999
 * Magazine Count - 40
 * Extra Ammo Amounts: 10/20/30
 * Damage - 5
 * Attack Type - Rapid (is shot sixteen times in one second when held, one shot per 1/16th second, or 0.0625 seconds)
 * RPG-7
 * Initial Ammo - 1
 * Maximum Ammo - 9
 * Magazine Count - 1
 * Extra Ammo Amounts: 1
 * Damage - 250
 * Attack Type - Explosion (can also kill multiple enemies within radius, but beware as it also kills civilians)
 * Minigun
 * Initial Ammo - 200
 * Maximum Ammo - 999
 * Magazine Count - 50
 * Extra Ammo Amounts: 10/20/30
 * Damage - 2
 * Attack Type - Rapid (shoots one bullet every 0.025 second when held)
 * Grenade Launcher
 * Initial Ammo - 3
 * Maximum Ammo - 9
 * Magazine Amount - 1
 * Extra Ammo Amounts: 1
 * Damage - 150
 * Attack Type - Small Explosion (same with RPG-7, but the radius is smaller, also with less delay)
 * Laser Gun
 * Maximum Ammo - 99
 * Starting Ammo - 10
 * Magazine Count - 10
 * Damage - 8 (uncharged) 20 (partially charged) 50 (fully charged)
 * Extra Ammo Amounts: 5/10/20
 * Attack Type - Chargeable (uncharged shots will consume 1 ammo, partially charged ones will consume 2 ammo, and fully charged ones will consume 5 ammo), you can charge your shot while taking cover, but you can't shoot, releasing the shoot button prematurely when in cover or switching sides will cancel the charge shot.
 * Slingshot - Weak, but still capable of averting the apocalypse
 * Maximum Ammo - 999
 * Magazine - 10
 * Starting Ammo - 100
 * Damage - 8
 * Attack Type - like the handgun, but with slight delay (132ms per shot)
 * Crossbow - Triple-Shot, moderate delay, but does it's job if rightfully skilled.
 * Maximum Ammo - 999
 * Magazine - 30 (one shot consumes 3 arrows)
 * Starting Ammo - 80
 * Damage - 6 (per arrow)
 * Attack Type - Spread of 3, can be shot up to 6 times in one second.

Life Point Meter
There exists a life point meter, if you fill it to 100%, you get an extra life, missing a shot will reduce the bar by 20%, if you actually filled it to 100%, you will get an extra life and the bar resets to 0%, taking damage (only in the SAGE 23' demo) and shooting civilians will reduce the bar to 0%, shooting a boss only fills the bar by 0.25% to avoid cheesing.

Game Settings

 * LIves: sets your starting lives
 * Manual: can be set between one to nine lives, however, if the maximum lives are set less than nine, then you only start the game with the said max life limit (default setting to this is three)
 * Auto: Sets your number of lives to the Maximum lives setting
 * Difficulty: sets how often enemies will let out a "Critical Strike"
 * Maximum Lives: how much lives you can have, can be set between three to nine lives (defualt is 9)
 * Minimum Setting: 3
 * Maximum Setting: 99 (can be unlocked with a cheat code) 9 (by default)
 * Default Setting: 9
 * Timer: sets how much time you are given, has eleven options (40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95 and 99, in short, you can adjust between 40 and 99 seconds, the options are increasements of 5 seconds)
 * Continues -
 * Infinite (default)
 * Limited - depends on how many Credits set.
 * Disabled - No continues at all
 * Credits - sets how many continues, from 1 Credit, to 30 Credits.
 * Easy Detect: Makes the bullets behave similarly to the second Time Crisis game (and later), enabled by default, if disabled, it will behave like the bullets from Time Crisis 1
 * Time Limit Penalty - changes the punishment you face when running out of time
 * Noob - lose 1,000,000 points, no life penalty
 * Lenient - you only lose one life, the timer resets
 * Strict - you lose all your lives
 * Rank Lives - toggles extra lives by getting good ranks
 * Inverted Reload - Release the Reload button to Reload and Take cover, Disabled by Default
 * Weapon Change Type - Change reload type
 * Modern: You have a dedicated button to change your weapon
 * Classic: Pull the trigger/press the shoot button while on cover to change.

Light-Gun Exclusive options

 * Reload Type - changes how you reload/hide
 * Default - use a button/pedal
 * Sega - Point out of the screen
 * Gun Adjustment
 * Crosshair on/off

Default Controls

 * PC
 * Switch Sides - S (left) D (right)
 * Switch Weapon - F
 * Reload - Right Click / Z (has two key binds, one can go unused, but not both)
 * Shoot - Left Click / X
 * Cursor - option of Mouse (Default) or Arrow Keys
 * ProtoGEAR
 * Switch Sides - 3 (left) 4 (right)
 * Switch Weapon - 1 (left) 2 (right)
 * Reload A / B
 * Shoot - X / Y
 * Cursor - ProtoGame style, Traditional style

Other Controls settings

 * Crisis Reload - Hold Respective Side Switch keybind to take cover, pressing the opposite side keybind will switch, releasing would take you out of cover, keep holding the keybind will make you re enter cover.
 * Cover Rate - Changes the speed of taking cover (and your reload rate as well)
 * Standard (66ms for each, 132ms combined)
 * Slow (96ms for each, 192ms combined)
 * Retro (163 for each, 326ms combined)
 * Inverted Reload - RELEASE the reload button to take cover, hold to be out of cover.

Spare Time
Beating the section with more than 20 seconds remaining on the clock will count each second before 20 as "Spare Time" (for example, you cleared a section with 64.3 seconds on the clock, 44.3 seconds will be counted as spare time)

Scoring

 * Normal Hit - 100 points
 * Combo (0-5 hits) - 0 points
 * Combo (every hit between 6-25 hits) - 50 points
 * Combo (every hit between 25-50 hits) - 100 points
 * Combo (every hit between 51-100 hits) - 200 points
 * Combo (every hit after the 101-200 hits) - 400 points
 * Combo (every hit after the 201st hit) - 800 points
 * Side Attack - 200 points per side attack
 * every subsequent side attack in the same combo meter will increase the 100 points with increasements of 50 (until it's now giving 1000 points per side attack)
 * Losing you combo will also reset this combo back to it's initial score it gives.
 * Unlike Time Crisis 5, the side attack doesn't have to be a kill to count as a side attack.
 * Enemy Headshot - 1,000 points (Unlike Time Crisis, You can still combo after a headshot, it's just harder to pull off)
 * Boss Head Hit - 200 points
 * "Return to Sender" Shot - 10,000 points
 * Civilian Saved - 2,000 points, there is a 10% chance of increasing your Extra Life meter by 50%
 * Shoot a Civilian - lose 5,000 points and one life unit (half a life unit if you have two lives or less)
 * Shot an Ally - lose 1,000 points per shot, no life penalty
 * Use a continue - lose 1 point
 * Extra Life (getting one while having lives maxed out) - 1,000 points
 * Every spare second - 10 points per 0.01 second
 * Spare Life Bonus - 5,000 for a half unit of life, 10,000 for a whole unit of life, finishing the stage with only one life (or a single half unit of life with no other lives) will grant nothing, meaning, maximum bonus is 80,000 points (cap limit, if you have more than 9 lives, the spare life bonus points will always be 80,000)
 * Peppino Bonus (Keeping the combo without breaking it throughout the entire stage) - 1,262,300 points
 * No Damage Bonus (Normal Stage) - 240,000 points
 * Each non-handgun weapon bullet more than starting ammo (you can only have three secondary weapons in one playthrough)
 * Uzi - 50pts
 * Shotgun (both Blast and Spread) - 250pts
 * RPG-7 - 5000pts
 * Grenade Launcher - 2500pts
 * Minigun - 100pts
 * Laser Gun - 200pts
 * Slingshot - 500pts
 * Final Stage Clear Bonuses
 * No Damage/Continues (You can only have one at a time)
 * Unharmed (No Damage for the entire run) - 5,000,000 points
 * True Survivor (No Continues for the entire run, take more than 10 or more injuries, but no continues.) - 1,000,000 points
 * Single Digit Injury Count (take less than 10 injuries through out the entire run) - 2,000,000 points
 * Hand-Gun only - 1,000,000 points
 * All Civilians Saved - 5,000,000 points
 * All Civilians Saved - 5,000,000 points

Abrasion Meter
The abrasion meter is the health bar below your lives, it's kinda like the Health Bar from Time Crisis 4, except it does not regenerate in-between wait segments, the meter is measured by HP, you start with 100 HP maximum in your abrasion meter, but it's expandable filling the graft meter.

Graft Meter
The Graft meter is a meter above the weapons ammo bar, if filled, it will increase your max abrasion meter by 10 HP, if you lose all your lives and continue, it goes down one level.

Headshots needed to level up:


 * Level 0 - 10 headshots needed to level up to level 1
 * Level 1 - 15 headshots needed to level up to level 2
 * Level 2 - 20 headshots needed to level up to level 3
 * Level 3 - 25 headshots needed to level up to level 4
 * Level 4 - 30 headshots needed to level up to level 5
 * Level 5 - 35 headshots needed to level up to level 6
 * Level 6 - 40 headshots needed to level up to level 7
 * Level 7 - 45 headshots needed to level up to level 8
 * Level 8 - 50 headshots needed to level up to level 9
 * Level 9 - 50 headshots needed to max out the Graft meter, increasing the maximum Abrasion HP to 200 [(10x(Graft Level)+100]

Hazards that deducts abrasion

 * Burning
 * Burning by normal fire will make you lose 20 HP per second (gradual damage)
 * Getting hit by a motolov will damage your abrasion meter by 15 HP (at once)
 * Panaetius' Red Prisms of Blood will make you lose 2 HP if you shoot one, and 10 HP if you are hit by one.

General

 * The Demo only had three stages (two from the normal game, and one from the Flynn mode)
 * You're only stuck with the handgun no matter what in the SAGE demo.
 * Taking Damage in the demo will reset the extra life meter to 0%, this penalty is reduced to 30% reduction in the final game.

Trivia

 * It's the first SAGE entry to be a light-gun game
 * The only way to play 2 players without online mode is by Dual-Wield mode.
 * Lievnu is often considered "The "Friday Night Funkin' of Light Gun games" due to the game being open-source, but unlike Rhythm games, where they're easy to make, Lightgun games are more complex, so, even with good skill, it would take weeks to make a mod out of this game, but the results are also more effortful.
 * Lievnu supports both Sinden and GUN4IR, but it's recommended that you have a triple-foot pedal (two for switching sides, one for reloading), Lievnubsupports Sinden and GUN4IR from rhe ground up, not needing mods.)
 * The game was released on the same day Time Crisis 5 was released nine years prior.
 * Kevin was 19 when he started developing the game.

Graphics

 * Resolution - Changes your resolution scale
 * Auto (Device-dependent)
 * 240p
 * 480p
 * 576
 * 720p
 * 1080p
 * Pixelation - Measured in Percentage, higher percentage means the in-game graphics will appear more pixelated (default is 0%)
 * Shadow Quality
 * No Shadows
 * Low
 * Medium
 * High
 * Max
 * Aspect Ratio
 * 1:1
 * 4:3 (Default in the Sega Dreamcast Demake)
 * 16:10
 * 16:9 (Default in most versions)
 * 18:9
 * 21:9

Controls

 * PC
 * Switch Sides - S (left) D (right)
 * Switch Weapon - F
 * Reload - Right Click / Z (has two key binds, one can go unused, but not both)
 * Shoot - Left Click / X
 * Cursor - option of Mouse (Default) or Arrow Keys
 * ProtoGEAR
 * Switch Sides - 3 (left) 4 (right)
 * Switch Weapon - 1 (left) 2 (right)
 * Reload A / B
 * Shoot - X / Y
 * Cursor - ProtoGame style (default), Traditional style/D-Pad

Game

 * LIves: sets your starting lives
 * Manual: can be set between one to nine lives, however, if the maximum lives are set less than nine, then you only start the game with the said max life limit (default setting to this is three)
 * Auto: Sets your number of lives to the Maximum lives setting
 * Difficulty: sets how often enemies will let out a "Critical Strike"
 * Maximum Lives: how much lives you can have, can be set between three to nine lives (defualt is 9)
 * Minimum Setting: 3
 * Maximum Setting: 99 (can be unlocked with a cheat code) 9 (by default)
 * Default Setting: 9
 * Timer: sets how much time you are given, has eleven options (40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95 and 99, in short, you can adjust between 40 and 99 seconds, the options are increasements of 5 seconds)
 * Life Force Mode: replaces your life meter with a larger timer bar (see subheading below)
 * Continues -
 * Infinite (default)
 * Limited - depends on how many Credits set.
 * Disabled - No continues at all
 * Credits - sets how many continues, from 1 Credit, to 36 Credits.
 * Bullet Behavior:
 * Default - Like Time Crisis II/3/4/5
 * Endgame - Bullets will look normal, except the effect that indicates that the projectile will injure you when collided is still there.
 * Disguised - All bullets look normal, except if the bullet collides with you, there's a random chance you will take an injury
 * Alternate - Same as default but Normal Bullets WILL damage you (except it only does abrasion damage unlike the red ones)
 * Time Limit Penalty - changes the punishment you face when running out of time
 * Noob - lose 100,000 points, no life penalty
 * Lenient - you only lose one life, the timer resets
 * Strict - you lose all your lives
 * Rank Lives - toggles extra lives by getting good ranks
 * Inverted Reload - Release the Reload button to Reload and Take cover, Disabled by Default
 * Weapon Change Type - Change reload type
 * Modern: You have a dedicated button to change your weapon
 * Classic: Pull the trigger/press the shoot button while on cover to change.

Life Force Mode
Life Force mode is a setting that exchanges your traditional life meter with a timer that begins at 100 seconds, taking damage deducts 25 seconds from the timer, there are three ways to replenish the timer:


 * Saving civilians: save a civilian and you get 20 bonus seconds.
 * Getting atleast an A- rank: ending the stage with an A-/A/A+ grants 10 bonus seconds, S-/S/S+ grands 20 bonus seconds, X-/X/X+ grants 30 bonus seconds
 * Enemy Headshots: a headshot grants 3 bonus seconds for the health timer, the health will also pause for a split second when the headshot death is triggered.
 * Filling the "1UP" meter: if it fills completely, you get 50 bonus seconds.

When this option is enabled, Continues are also disabled for some reason, as conpensation for this however, this timer pauses on Wait sequences along with the smaller standard timer (the one with two digits and two decimals), the difference is however, is the standard timer resets to the amount, while the health timer is stuck to it's current during those sequences.

Light-Gun Exclusive options

 * Reload Type - changes how you reload/hide
 * Default - use a button/pedal
 * Sega - Point out of the screen
 * Gun Adjustment
 * Crosshair on/off

Potential OST
https://scratch.mit.edu/projects/934013963/

(Not actual, just an idea on how it could sound like, it's also incomplete)

Modding
Main Article: Lievnu Modding

Since Lievnu is open-sourced, Lievnu has met a decent amount of modding.

Minimum

 * Storage: 1.8 GB free
 * RAM: at least 4 GB usable (3 GB if you just want the base game without DLCs)
 * GPU: Equivalent to GT 730
 * OS: Windows 8.1 or later (works on Windows 7, but loading may take long if used on Windows 7)

Recommended

 * Storage 2.5 GB free
 * RAM: at least 8 GB usable (6 GB if you just want the based game without DLCs)
 * GPU: equivalent to GTX 1060
 * OS: Windows 10 or later

Minimum

 * Storage: 600 MB free
 * RAM: at least 1.5 GB usable (1 GB if you just want the base game without DLC)

Recommended

 * Storage: at least 1.3 GB free
 * RAM: at least 4 GB usable (3 GB if you just want the base game without DLCs)

Overall

 * 1-Up: There are two ways of getting more lives, by getting good grades by the end of stages (getting an A- or better will net you one life), or filling your "Life points" meter, where you shoot enemies to fill it up, successfully filling it will net you an extra life, along to resetting the said bar to 0%, both methods of extra lives.
 * Action Girl: Sofi
 * Adjustable Censorship: There's a "Censorship" option, which mute out swear words, actually four options of it:
 * Based (no censorship)
 * Wuss (extreme swear words are censored, but moderate and mild swear words remain)
 * Snowflake (only mild swear words remain)
 * Karen (no swear words, at all)
 * Anti-Frustration Features
 * If it can be damaged, inanimate objects won't give an extra life meter penalty if you shoot them (unless it can't be damaged), although it does not add up to your life points.
 * there is an option called the "Easy Detect", which makes the bullets act like in the second Time Crisis game (and onward), where the bullets that does nothing are yellow, while the ones that will definitely hit the player are in red, complete with an effect that is triggers on the attacker's hand/gun/turret/whatever, it's on by default, when turned off, the bullets are like the ones from Time Crisis 1, where the bullet had a random chance of damaging you.
 * If you end the Stage Part with a 1/2 life unit (or get an extra life with the said half-unit), that 1/2 life unit becomes a whole life unit again
 * Taking damage will pause the Combo meter, unlike the Time Crisis games that has it.
 * You don't have to actually hide to reload in the SAGE 23' Demo, you just reload the instant you press that reload button, in the final game however, it was abolished, you have to hide to reload (unless you are in a situation that lacks covers where the only way to hide from a Critical Strike is to switch sides), where you instantly reload, but it doesn't matter anyway since it has a very quick reload threshold (it will only take 1/12th second to hide).
 * In the "Wasps Of Doom" segments, if there are less than 10 wasps remaining, they will all die by self-destruct the instant the timer hits "15.00" seconds (or if you have less than 15 seconds once you shot the wasp count to less than 10).
 * If you have the "Life Force" Setting enabled, the health timer pauses during wait sequences along with the standard two-digit timer, although it does not change while paused.
 * The entire purpose of Partial Time Refills, so you won't have to cram on bosses, however, it can't get the timer higher than the limit you set though.
 * Taking Cover will briefly pause the combo meter (only for a split second though, like 1/4th of a second)
 * Cap: your score limit is 999999999 (or 999999999999999999 in the special fracture mode)
 * Continuing Is Painful: Continuing after losing all your lives has the darker blue part of the combo meter being reduced by 400 Maximum Combo Time Units (which is around half of the full dark blue bar), Downplayed because unlike the Time Crisis games, where you have a little more than a split second to renew your combo (with the initial combo meter limit,maxed one takes 2-4 seconds), Lievnu has the lighter blue part of the combo (the first/initial 300 Combo Time Units) drains rather slowly (4 seconds), your abrasion also goes down two levels.
 * Cutscene: Both In-Engine and FMV, but most are In-Engine, except for certain cases.
 * Difficulty By Platform: yep, difficulty by platform in this case, but in the Android and iOS version, Critical Strikes (or Projectiles rather) are 20-30% slower in the said Android/iOS version., just to give the player more reaction time for it's controls (a standard Critical Strike from 5 meters away reaches you in 400ms in the said versions, as opposed to 333ms elsewhere)
 * Difficult, But Awesome:
 * If you're either lucky, or accurate as hell, you can actually SHOOT A CRITICAL STRIKE (specifically red bullets that can damage you) OFF, SHOOTING IT BACK TO THE ONE WHO SHOT IT, doing this will trigger a "Return To Sender" shot, which grants a crazy amount of points, the bullet had a REALLY small hitbox (inside of a relatively large red reticule) to hit, but the risk is worth the extra points.
 * Developer's Foresight:
 * the health offset, it's purpose is to prevent cheaters from cheesing the bosses and making the bosses die too early.
 * The reason why targets in desperation situations can take more than one hit (as long it's not being shot by the handgun) is because Kevin played Time Crisis 5 alot, and he would wind up cheesing the target-shooting segments with the machine gun, even more so when he played it on PC, so, he made the targets take five machine gun bullets instead of one,
 * Your character's running animation changes depending in
 * Easy Mode Mockery: If you beat the final stage of the Normal game, and with the difficulty at "Rookie", you are given a Bad Ending where Dr. Bionyte sets off the apocalypse, and the apocalypse will end up spreading, it happens no matter unless you play on a harder difficulty (Anything, just don't play on the Rookie Difficulty), the only ending you can get other than that, is a joke ending, triggered if you finish the game with 69 damages taken.
 * Expy
 * Sofi is basically if Lisa from Ghoul Panic (as a human) was in her late-teens
 * Eldwin is very similar to Charles from Zombie Raid, same blonde hair, both being skinny, and had been blasted to the stomach, only to revive as a brainwashed monster, except, Charles ends up completely corrupted, while Eldwin turns back after his defeat (but also before his death)
 * Pyroxol is this to Magician, both have an attack to dash towards you for a slap, both having a barrage of fireballs, etc.
 * Panaetius wants to be Sonic.EXE so badly, to the point that his 2nd and 3rd forms are DIRECTLY taken from Xenophanes! (more specifically the Xenophanes from the FNF mod "Vs. Sonic.EXE").
 * Karl is just Carl Johnson with a blonde mohawk, and a delinquent uniform.
 * Stella is actually based of Stariaat's OC, Annie, more specifically her outfit from the Wonderland meme the said artist, Stella's basically the humanized version of that outfit.
 * Gameplay Grading: after each stage in the Main, Flynn and Linka modes, you are graded on how many seconds you saved, how good is your accuracy, how many side attacks you did, and how many civilians are saved, and these will calculate your "Execution" rating, if it's enabled, doing good enough will also net you life bonus.
 * D-
 * D
 * D+
 * C-
 * C
 * C+
 * B- (50% Abrasion refill)
 * B (Full Abrasion refill)
 * B+ (Full Abrasion refill)
 * A- (one bonus life)
 * A (one bonus life)
 * A+ (one bonus life)
 * S- (one bonus life)
 * S (one bonus life)
 * S+ (two bonus lives)
 * X- (two bonus lives)
 * X (two bonus lives)
 * X+ (two bonus lives + 100,000 points)
 * Good Bad Bugs: You can spam switching sides, which is helpful in one of Pyroxol's attacks where he launches multiple fireballs up in the air to fall on you, in which no fireballs cover what's in-between (and you can cover, meaning reloading will just mean you reload your weapon), you can exploit this bug to avoid them entirely, this exploit is made even better at the fact that the combo meter goes back to full each time you switch sides, but this one actually HAS a downside: you are not invincible, meaning that if you get hit by an unrelated hazard that can hurt you, you will still take damage from it if it DID hit you.
 * High-Heel-Face Turn: Stella after she witnessed her boyfriend, Eldwin, being disintigrated by Dr.Byonite (Eldwin was already dying anyway)
 * Hearts are Health: Well not exactly hearts, but you life meter IS displayed with hearts.
 * Hostage Spirit-Link: Two versions, shooting civilians will actually make you lose life (or a half-life unit if you have two lives or less), while shooting allies (like Flynn, Karl, etc.) won't kill them, but you simply lose score.
 * Kunoichi: Izumi
 * Joke Item: Slingshot
 * Last Chance Hit Point:
 * Once you have the Barricade Endurance Emptied, one more critical projectile/damage and it's over.
 * If you fail a desperation event, and/or take normal damage while having the Kenny (Sofi) or Cartman (Flynn) costume, both with one life remaining, you instead lose half of the said life unit instead of losing it entirely.
 * Jocker is invincible the moment his health bar is emptied (but you can still shoot him for more points and keeping your combo), only to throw a van at you, a la Virtua Cop 2, except the van took more bullets to take down.
 * Luke, I Am Your Father: Downplayed, Dr. Bionyte (real name: Christopher Evuls), is Sophia's uncle, revealed in the last event
 * Mercy Mode: Killing civilians with having two lives or less just reduces your life by a half unit, as opposed to a full unit with three or more lives, Challenge mode does not have this luxury though.
 * Mooks, but no Bosses: the Linka sub-story, justified, since you're one of the villains, and most of the bosses are your allies.
 * Multiple Endings
 * No Celebrities were harmed: One of the bosses, "Linka" looks very similar to Sssniperwolf.
 * Pinball Scoring: in the increasements of 10, and normally in the increasements of thousands.
 * The score limit in most of the game is 999,999,999 points.
 * The score limit in Special Fracture Mode has more digits, hitting 999,999,999,999,999,999 points (double the one in normal game).
 * Player Death Is Dramatic: The Game Over screen would be very similar to the ones from the first two House of the Dead games.
 * Retraux: The game's graphics quality resembles that of from 2004-2007 (Think of Aliens Extermination, House Of The Dead III, Leathal Enforcers 3 or Time Crisis 3) albeit with more realistic physics, and not pixel-like (although for the latter, you can change that in the settings).
 * The Sega Dreamcast demake plays this trope more straight, as the graphics are now downgraded to look like that of mid-90's lightgun games (Like the first Time Crisis, House of the Dead, Virtua Cop games for example), the reason is unknown, but it's either most likely Technical Limitations (considering that demake used canned animations instead of ragdoll), or just simply aesthetics.
 * Revenge: The reason why Stella did a Heel-Face turn, to avenge her boyfriend, Eldwin.
 * Shoot The Bullet: Unlike the other Time Crisis clones, you can ACTUALLY SHOOT THE CRITICAL BULLET BACK TO THE SHOOTER. (see Difficult, But Awesome above)
 * Shout-Out
 * The game over screen (on all modes except Challenge, and Special Fracture modes, where the former had a simple "Fail" screen, while the latter had the barricade being destroyed and Sofi fleeing) shows your character collapsing on the ground like the first two House Of The Dead games.
 * The Multi-Way Fracture gimmick is named after the Friday Night Funkin' song "Four-Way Fracture", in fact, the four-side version of this gimmick is ACTUALLY CALLED Four-Way Fracture!
 * There is a "Peppino Bonus" that you can get by clearing the stage without breaking your combo ever in the said stage, this is named after Peppino from Pizza Tower, meeting S rank requirements and not breaking your combo in Pizza Tower will grant you a P rank, in this game, keeping your combo for the entire stage will grant you 1,262,300 points (this is an intentional reference to Pizza Tower's release date (/26/23)).
 * Jocker throws a van at you as a last resort, similarly to how Bobbie Louise does it from Virtua Cop 2.
 * Panaetius is full of Sonic.EXE references, which is his entire purpose anyway, his existence in this game just screams "Sonic.EXE wannabe"
 * Take Cover: Thanks to the fact that it's gameplay is devired from Time Crisis (especially the fifth entry).
 * Video Game Demake: The Sega Dreamcast Demake

Main Game

 * Almost Dead Guy: Eldwin is this after his defeat in Stage 10 of the main game
 * Golden Ending: Getting either good ending without losing any lives (either full unit or half-unit, but losing abrasion is allowed, as long you don't lose a life from it) and saving all civiliana, and there will be a post-credit scene of Stella reviving Eldwin with her remaining, happily reuniting, and the two sharing the kiss, in which this point, Stella is a redeemed villain, after that though, it's the same scene of Sofi walking down the sunset.
 * Multiple Endings: TBA
 * Good Ending (Kill): Sofi ends up killing her uncle by shooting him, aka the main antagonist Dr.Bionyte, the Apocalypse is cancelled
 * Good Ending (Spare): Sofi ends up shooting the doomsday remote, the apocalypse is cancelled, and Dr. Bionyte is detained.
 * Bad Ending (Disarm Failure): If Sofi fails to shoot either target, but fails to disarms him, he will trigger the apocalypse
 * Bad Ending (Sophia Dies): Dr.Bionyte manage to shoot Sofi with a severe enough injury, he leaves her to die, and he triggers the apocalypse
 * Bad Ending (Rookie Difficulty): Dr.Bionyte had already escape, the apocalypse is triggered....
 * Joke Ending (take damage 69 times in that playthrough, the damages you take must be at "69" only): Dr. Bionyte flies to space, flies to the sun, killing himself, but the world is saved
 * Joke Ending (Rookie Difficullty Version): Dr. Bionyte farts massively and the earth explodes in a comedic way, later accompanied with massive crowd laughter, as well as Sofi narrating the line "WHAT THE FUCK?!?!?"
 * Point of No Continues: Once you get to the Final Target event, you can't continue, if you have limited continues, your remaining continues are converted for points (500,000 each remaining continue), if Dr. Bionyte shoots you and you don't have enough lives to soak the hit, you get a bad ending where Sofi drops, and Dr. Bionyte leaving her for dead, if you did shoot away the targets and manage to make him drop his gun, but fail to either shoot the doomsday remote or his head afterward, Dr. Bionyte will let out the apocalypse.

YMMV

 * Demonic Spiders:
 * Joe Mama, there's a likely chance of him releasing two critical bullets at once, either both directed at you, or one at you, the other for the other side (which means if you mistime your side-switching gimmick when he shoots the two bullets, YOU'LL TAKE DAMAGE BECAUSE THERE IS ANOTHER CRITICAL BULLET, and also, you're not immune to environmental damage when switching sides), but he's nothing compared to...
 * Izumi, not only she throws her pickaxe at a quick pace (almost at the same speed as a normal critical bullet), but she will also throw shurikens, also having a big chance of being a critical strike.
 * That One Attack: there's a chance Linka just stands in there, aims her sniper, and shoots, with a different purple critical bullet (it can't be turned off, you'll need to have difference with this purple critical bullet), the good news, the bullet is 2x slower than the regular critical bullet, bad news, once you get hit, you lose all your lives, regardless of how much lives you have prior (unless you have the Kenny costume, in which case. reduces you to a single-half life unit, implying that you have more than one life), you also can't shoot it back to her, unlike a regular critical bullet
 * That One Boss:
 * Panaetius, that motherfucker would just teleport and try to gorge you (in which the player takes a normal injury if he succeeds) which you cannot take cover from (because HE APPEARS INFRONT OF YOU, WITH THE COVER BEHIND HIM, fortunately you have two ways to avoid damage, shoot him before he gorges you or switch sides.), you also have half a second before he gorges you, not only that, he also has the most health out of every boss in the entire game, Panaetius would be even more outrageous in his rematch in Stage 11.
 * His Stage 11 rematch has him having EVEN MORE HEALTH than he has in the initial fight in Stage 8, even worse, he has a phase 3, and once phase 3 is triggered, Panaetius gains a percentage meter, when it fills to 100%, he unleashes his super at you, which is unavoidable, because the player is forced to be out of cover, and it's a cutscene of Panaetius slowly hovering towards you (like Sonic.EXE), only to maul the player, the player will lose between one and three lives (depending on your abrasion meter) in the process.
 * No Port For You: The developers confirmed that if there's any console (Outside of the PC, Android and the Sega Dreamcast Demake) this game is going to be ported on, it's only going to be ported to the ProtoGEAR, simply because of it's "Blast Function Gradient" light-gun add-on, which means PlayStation, Xbox, and Nintendo consoles will all have no ports of this game simply because of the lack of Light-gun support for those three, the devs don't have good faith with the PlayStation Move controller, so they skipped it out.
 * What Could Have Been:
 * The third encounter against Henry Appleton could have been him having a massive fight with Eldwin, like Robert and Keith from Time Crisis 5, but this was dropped in favor of the two having seperate boss fights, with Henry shooting Eldwin, resulting the latter to turn into a beast, and forcing Sofi to take him down in a boss fight...., the said third encounter also could have been Henry's final encounter, but it was instead his second-to-last encounter in the finished game.
 * There are plans for a "Timed Mode", which would be similar to the "Time Attack" mode from The House Of The Dead III, this idea is scrapped for unknown reasons, however, the mode came back in the form of "LIfe Force" setting in a hotfix.
 * The devs originally planned to limit the amount of continues to one when you're fighting against Panaetius (then it goes back to normal continues after you defeat him), as a reference to Sonic.EXE: The Disaster, where you can only get revived once before it's game over when you die again, but it was scrapped for beginner-friendly reasons.

HUD
HUD Assets: https://scratch.mit.edu/projects/884227479/