Kingdom Hearts III

File information

Last updated

Original upload

Created by

Project Infection

Uploaded by

ProjectInfection

Virus scan

Some manually verified files

About this mod

A Dark World overhaul, and a full gameplay overhaul bringing challenge and depth to the game

Permissions and credits
Welcome to “Kingdom Hearts III: Light vs. Darkness Edition”! This two-sided mod is a large visual, audio and gameplay overhaul for Kingdom Hearts III. Choose between a “Darkness” edition to re-discover worlds infected by Darkness (akin to 0.2 BBS), a “Light” edition to experience a completely overhauled and rebalanced gameplay, or combine both editions for a fresh new look on the entire game.

⚠️ Before downloading, please read the description below, and install the mod according to instructions provided at the end. ⚠️


Supported languages: English audio + text as well as Japanese audio (but not text).
In other languages, the game will use unmodded and misleading text files which will replace factual gameplay info, or may display no text at all. This may prove fatal to your party since these text changes are important to understand gameplay and to survive.



v1.5 changelog - What's New

Spoiler:  
Show
Playable Characters

Sora -
-Ever After formpoint generation changed from damage dealt on beams > damage dealt on beam finisher — each complete combo earns a situation command
-Favorite Deputy's MP nerfed 11 > 8
-Kingdom Key, Elemental Encoder, Starlight now have +2 Formchange Extenders
-Ultima Weapon has had Combo and Air Combo Boost removed, balancing its damage
-Mighty Guard has received its own custom damage type, now dealing neutral magical damage. 
-Mighty Guard particle position fixed
-NPC AI improved, cooldown reduced
-Fine-tuned Anti-Form lifesteal mechanics

Riku -
-Riku regens MP on dealing physical hits.
-Dark Firaga now uses the KH2 "Dark Aura" animation and projectile. 
-Dark Aura costs 20 MP, or 15 HP if you have no MP. Using the shortcut version resets your Situation Gauge, so use it wisely.

-Normal Thundaga discharge removed, Thundaza discharge reduced to 5 seconds.
-New Thundaza projectile
-Thundaza damage reduced 10 > 8
-Riku's Dark Breaker will not activate while using the shortcut menu.
-Gained more Air Slides, Overtime, Defender, Critical Charge and Thunder Boost


Kairi -
-One Heart and Seven Wishes deal Magical Neutral damage instead of Physical damage
-Berserk slash combo is now included in the air combo as well
-Gained Overtime and more Air Slides
-Thundaga/za damage type fixed


Aqua -
-Grand magic replaced with BBS High-Tier spells: Firaza -> Mega Flare / Blizzaza -> Deep Freeze / Thundaza -> Energy Magnet
-Aqua now regenerates Focus by dealing melee damage
-Use the left or right directional buttons to swap into or out of Aqua's armor. Also applies to Ventus when he is present.

-Rebalanced magic, formchange, and Wayfinder damage
-Endless Magic —> Magic Roulette
-Gained more Air Slides, Overtime, Critical Charge, MP Walker, and Full MP Blast.


Roxas -
-New state and attacks: "Edge of Existence". Hold the lock-on button while aiming at an enemy to release a ground attack (Eruption) or an aerial attack (Heaven Vector), based on KH2FM Roxas (cost: 20 MP). Or, hold Square at the same time to enter Twilight Shift, allowing Roxas to slide across surfaces quickly (cost: 0 MP)
-Use the left or right direction buttons to take off or put on Roxas' hood.

-Stop removed from most Water iterations, except Waterza
-Proper damage type given to Light Rain
-Firaga/za launches enemies


Rapunzel -
-Nerfed Resistances 100% > 25-50%
-Changed collision to "Strong" type, prevents stagger

Sulley -
-Reduced elemental weakness, but still very poor element weakness overall

Enemies and Bosses

Rock/Metal Troll -
-Shortened AI cooldown
-Faster animations

Angelic Amber -
-Shortened AI cooldown
-Increased attack speed and homing
-Earlier DM phase

King of Toys -
-Shortened AI cooldown
-Shortened ride-along time
-Higher drift height and speed

Grim Guardianess -
-Shortened AI cooldown
-Lengthened bird hover time — birds will now attack you while Grim Guardianess attacks
-Tightened bomb radius
-Increased attack range and speed

Lump of Horror -
-Shortened AI cooldown
-Lengthened combos
-Produces more hands
-Flaps for longer periods and stuns during DM
-Fireball homing patterns changed

Skoll -
-Higher Strong Body value, making stagger more difficult
-Increased HP and damage reduction pool
-Increased amount of mini-wolves required to defeat Skoll DM


Davy Jones -
-High Strong Body value, making stagger very difficult
-Increased damage reduction
-Increased RV

Vanitas (Land of Departure) -
-Increased damage resistance
-Decreased RV

Saix -
-Increased resistance, changed RV

Yozora -
-Fixed RV during Aero Armor phase that caused him to suffer infinite loops
-Added an indicator for Yozora's "Reality Break" status

Spiked Turtletoad -
-Harder to stagger

New Enemies

Calamity Troll -
-Powerful, larger variant of the Rock Troll
-Deals fire damage, shoots fireballs instead of boulders
-Shortened AI cooldown
-Faster animations, larger hitboxes, heavier damage


Battlegates

Hero's Gate -
-Replaced Rock Troll with Dark Baymax

Nano Storm Gate -
-Replaced Dark Baymax with Calamity Troll. Added an indicator for the "MP Drain" Status[/color]

Destiny Gate -
-Added an indicator for the "Conviction" status

Promise Gate -
-Changed two Frost Serpents into Supreme Smashers

Frosbite Gate -
-Fixed the Frostbite Drain logic to account for cinematics and team attacks
-Added Sköll DM
-Added a thick frost fog obscuring the player's vision

Drift Gate -
-Fixed missing enemy issue

-Mother's Gate -
-Changed 1-tier Chaos Carriage to 3-tier

Naught Gate -
-Changed ally Sora to ally Axel
-Added a stronger Berserker variant
-Removed HP regen for Roxas

Terror Gate -
-Changed first wave of Beasts 'n' Bugs into Floods.
-Fixed up "Fear" status and included an explanation of the status in the gate description

Puerta de Muerta -
-Removed Aqua

Items
-Situation Boost added to Hero's Glove

Story Battles
-Correctly added in the Guardians of Light to the 1k Heartless fight. The allies are removed after using Mountain Coaster, and will reappear if the mission is not complete.
-Decreased the amount of enemies required to clear the mission
-Added new varieties of enemies, including Sorcerers.
-Donald and Goofy now return to Sora's party for the "Mountain Coaster" and post-battle segment of the 1K Heartless fight


Quality of Life
-Finale Crown now only appears if you've defeated Yozora, instead of just having battled him.
-Edited the Battlegate descriptions to make mission objectives absolutely, specifically, pointedly clear. Or, in some cases, more vague. Who can say for sure?
-Renamed "Dark Firaga" to "Dark Aura".[/color]
-Edited difficulties in the starting menu to all have "Plus" in their name


Shortcut rebinds for playable characters -
-Shot Spells = Square and Circle (PlayStation controllers), X and B (XBox), Right-click and left-click (Keyboard + mouse)
-Cure = Triangle (PlayStation), Y (XBox), F (Keyboard + mouse)
-Cast spells/Ether = X (PlayStation), A (XBox), Spacebar (Keyboard + mouse)

BIG CREDITS
Extra shoutouts to Dh, who worked together with me and contributed a LOT of direct animation and blueprint work to this update in helping to bring Roxas, Aqua, and Riku to life. We hope you have more fun than ever with them.


Previous changelogs
Spoiler:  
Show

v1.4 changelog - What's New
Spoiler:  
Show

===================
# Light
===================


## Balance

========
### Playable characters

#### Riku
- Gave Riku "Dark Breaker", a Groundbreaker-style attack that allows you to unleash a combo that spikes enemies to the ground. Activates when you press Circle/B/Spacebar immediately while attacking–and don't worry if you mistime it when you want to jump, it has a high reflect value and will auto-parry most attacks in a pinch. Use it as an offensive or defensive move!
- Rebalanced attack data

#### Aqua
- Buffed physical attacks

#### Kairi
-Buffed physical attacks
-Removed Dark immunity

========
### Enemies

#### Data Xion
- Increased physical resistance > 85%

#### Data Marluxia
- Removed Slow status from basic attacks

#### Data Saix
- Removed Freeze status from heavy attacks

#### Gigas (Vehicles)
- Speed Gigas booster speed buffed

#### Big Game Hunting enemies
- AI and stats buffed

================
## Big Game Hunting
- Big Game Hunting has been overhauled, including a quest NPC, ship registry system, reward overhauls, QoL updates, and a new Cursed trait! The enemies are tougher than ever before. They can and WILL kill you.

================
## Formchanges/Abilities/Keyblades/Other
- Formchange Extender now actually extends formchanges, up to a stack of 6 instances of the ability — a total of 60 seconds!
- Ultima Weapon has been given three Formchange Extenders

- Anti-Form now drains your HP and returns it on dealing damage courtesy of @dh. Its duration has reached 15 seconds
- Added a backhand sword wield to Grand Chef courtesy of @dallin1016
- Battlegate changes, including a 3-segment Chaos Carriage in Mother's Gate and Axel instead of NPC Sora in the Naught Gate

and various other bugfixes!



v1.3 changelog - What's New
Spoiler:  
Show

===================
# Darkness
===================

## Environment changes

- Adjusted lighting in Toy Box and Corona to help with exploration
- Removed Freecam instances from further maps

===================
# Light
===================

## General changes

- Alpha Coda is now an ability that can be toggled on and off, earned after defeating Re Mind Xehanort
- Removed the Crowns from the store. 
- Added a new "Counter Shield" backhand blade design, courtesy of @dallin1016

========
### Playable characters

#### Riku
- Fixed Riku's attack data so he deals RV and does balanced damage. 

####Aqua
- Added a visible Teleport indicator during Aqua's Guard.

========
### Enemies

#### Yozora
- Increased Yozora's physical damage resistance 0% > 50%
- Increased the speed of Yozora’s tractor beam.

========
### Other Balance

#### Gigas (Vehicles)
- Gigas classes have all had their stats changed to reflect their types. Speed Gigas has the least damage reduction, while Power has the most.
================
## Fixes
-  Fixed the Nachtflügel Keyblade grant as well as an error softlocking the player after the Yozora fight if they lingered on the screen too long.
- Cleaned up some formchange animations that would cause Sora to descend too soon.
- Made other (in-game) character idles compatible with the necessary logic. 
- Fixed Davy Jones’ AI issues.



v1.2 changelog
Spoiler:  
Show

===================
# Darkness
===================

## Environment changes

- Adjusted lighting in Toy Box; light sources were added in many places
- Adjusted lighting in the Forest of the Kingdom of Corona; light sources were added in many places

- Adjusted the LUT in Monstropolis

These changes should address the main concerns about Tox Box, the Kingdom of
Corona and Monstropolis regarding visibility, and allow players to
navigate a bit more easily in these locations.

================
## Sound engineering
- Fixed English voice lines for NPC echoes in Olympus, Twilight Town, the Kingdom of Corona, the Caribbean and San Fransokyo
- Added Japanese voice lines for NPC echoes in Olympus, Twilight Town, the Kingdom of Corona, the Caribbean and San Fransokyo
- Reduced the volume of the Game Over sound effect

===================
# Optional Path abilities
===================

- All optional Path abilities now have a proper ability name and description in the Main Menu
- Damage done by Dynamic Dash has been nerfed
- Mighty Syphon now has a 360 degree guard box, i.e. guards attacks in all directions (had previously a 220 degree guard box)

===================
# Light
===================


## General changes
- “Alpha Coda” passive ability is now triggered by using X (with an Xbox controller), O (with a PlayStation controller) or the Spacebar (with a keyboard + mouse) mid-combo, exactly like “Omega Finale”.
- “Alpha Coda” now has a cooldown, preventing the player from spamming it.
- Cooldown duration: 2 seconds

================
## Balance

========
### Physics
- Rebalanced swimming, climbing, gliding and jumping speeds and power for the Warrior, Mystic and Guardian routes

========
### Playable characters
#### Sora
- Removed Aero damage from Second Form, Second Form S and Second Form E combo attacks and finishers
- Rising Spiral must be disabled to use Alpha Coda on the ground
- Groundbreaker must be disabled to use Alpha Coda on the ground
- Underwater combo finishers can now be redirected by “air” sliding in an other direction early during the finisher
- Underwater combo finishers can now be cancelled mid-attack by doing another action (“air” sliding, guarding, etc.) late during the finisher

#### Roxas
- Minor improvements to Roxas
- Light Rain now casts fewer rays and lasts less longer

========
### Formchanges
- Rebalanced damage from Hyper Hammer, Boom Hammer, Drill Punch, and Clock Drill combo attack and combo finishers (in line with other formchanges)

========
### Magic spells
- Rebalanced damage from Sea Spells
- Rebalanced damage and revenge values from Proximity Style (area-of-effect) Magic spells

========
### Links
- Damage from Links has been nerfed
- (Experimental change) Links are now automatically disabled in the Dark World, the Final World, the Keyblade Graveyard, Scala ad Caelum, and Quadratum

========
### Party members
#### Donald Duck
- Stop/Slow hit chance changed
- Ground attack chance: range reduction from 60–90 % to 5–25 %
- Aerial attack chance: range reduction from 60–90 % to 25 %
- Stop/Slow now lasts a shorter amout of time decreasing the odds of being stacked by successive hits
- Stop/Slow status duration: reduction to 5 seconds
- Firaga physical effect on enemy change
- Change from “Toss” to “Small”
Didn’t realize his stop chance on hit was so large, but on bosses it absolutely can’t fly due to the nature of stacking the effect. His Firaga also used “Toss”, which juggles human-sized enemies.

#### Hercules
- Hercules will no longer spawn during the Lich Chase in Olympus

#### Roxas
- Minor improvements to Ally Roxas

#### Xion
- Light Rain now casts fewer rays and lasts less time

#### Lea
- Lea now fights Saix again

========
### Enemies
#### HP changes
The following enemies had too much HP early in the game. Their respective HP were reduced to maintain a challenge without it being a slog.
- Tornado Titan HP rate changed
- Changed from 50 % to 30 %
- Purple Ace Gigas HP changed
- Changed from 5500 HP to 2000 HP in Toy Box

#### Davy Jones
- Immunity to Slow/Stop
- In-Combo Damage Resistance: 95 % 
- In-Combo Damage Resistance during Berserk: 100 %
- Fire resistance: 75 %
- Maximum Damage: 25
- Munny Gained: 2000
Davy Jones was very much exploitable by some of the additions to Donald’s kit. This will let him finally get around some of the last exploits that have really plagued his battle, despite his stat changes.

#### Other
- Rebalanced Catastrochorus fights in San Fransokyo and in the Promise Gate
- Rebalanced Demon Tide fights in Twilight Town and the Keyblade Graveyard
- Enemies will no longer spawn indefinitely in Olympus (which previously caused a Save Point to be indefinitely inacessible)

========
### Battlegates
- Frosbite Gate now leaves the player 5 seconds to recover when critically damaged before triggering a Game Over

========
### Items, synthesis, and rewards
- Counter abilities have been removed from Keyblades
- Increased the buying price of Strength, Magic and Defense boosts in the Moogle Shop

================
## User interface
- Updated Gummiphone tactical data for playable characters and party members, including the following changes:
- Added “AI data” for certain party members, describing their AI in more details
- Minor text edits and formatting
- Updated special abilities for certain playable characters and party members
- Added tactical data to all versions of Sora, Donald, and Goofy
- Added indications for using Aqua’s “Teleport” ability in information bar during Vanitas’ boss battle in the Land of Departure
- Added a Curse warning system for Big Game Hunting, indicating what curse the enemy has
- Clarified hints in the information bar during Battlegates
- Clarified Battlegate descriptions, including the following:
- Frostbite Gate now explains the draining HP mechanic and the countdown before a Game Over
- Oblivion Gate now states which character is playable during the battlegate, and when
- Destiny Gate now states how a KO:ed Ventus impacts Sora’s mechanics

================
## Fixes
- Pre-barbershop Riku no longer uses a voiceline from Sora
- The playable character will no longer randomly teleport during Riku’s combo if Riku is in the party (either playable or as a party member)
- Nachtflügel is now removed only from the player’s inventory, not from the player’s hand
- Donald Arcanum will now properly attracts enemies instead of flying them off to Neverland
- Ally Kairi will now be able to deliver her full combo instead of just the 1st hit
- Axel now properly attacks during battles against Saïx
- When flying in the Drift Gate, Sora will now recover from being stunned after a set amount of time instead of being softlocked into a flying Stun state
- The “Alpha Coda” passive ability now works on all versions of Sora (instead of only in certain worlds)
- Fixed certain AI issues
- Removed leftover instances of Freecam from maps

===================
# Music
===================

## General


- Fixed loops and transition from phase 1 to 2 during the Demon Tide fight in the Keyblade Graveyard
- Sound engineering tweaks for “Wave of Darkness I (Riku vs. Aqua edit)” during the Riku vs. Anti-Aqua/Demon Tower fight in the Dark World

================
## Darkness

- Fixed loop for the field music in Arendelle’s Labyrinth of Ice

================
## Light

- Removed unnecessary files
- “Unseen Abyss” from FFXIII-2 is now Destiny Gate’s background music

===================
# Primer, FAQ and strategy guide
===================


- Added a guide for updating the mod
- Added a FAQ about world levels
- Added additional tips about graphical options for players using the “Darkness” edition, including HDR-related info for players with a NVIDIA GPU
- Corrected factual errors in the FAQ (including the non-availability of “Block” and “Scan” at the beginning of the game)
- Updated and clarified the summary of features
- Updated and clarified the installation guide
- Updated and clarified the mod compatibility list
- Updated and clarified the FAQ
- Updated button presses/keyboard inputs for Alpha Coda passive ability
- Updated tactical data for playable characters and party members
- Further general edits





DARKNESS EDITION
When will you be able to leave the Dark World?


VISUAL OVERHAUL

In the “Darkness” edition, Darkness has infected the Realm of Light, transforming worlds into mere shells of their former glory. Echoes of humanity dot the landscape of the worlds, crying out with lost desires, while Gummi ship travellers will have to navigate a desolate landscape. The obscurity may blind you and be a challenge when seeking out enemies–adjust your battle strategies accordingly.

From Olympus to Quadratum, Sora’s journey will be a torment that can recall Aqua’s bleak memories from the Dark World and bring back his own memories from the End of the World.

Will you survive the horror of five nights at Galaxy Toys, a forest filled with reapers, a factory where time doesn’t flow, and escape a realm of gods subverted by the god of the dead? Or will you be cursed to remain in the Realm of Darkness?

AUDIO OVERHAUL

Along with visuals, the “Darkness” edition comes with its companion audio overhaul. It contains hours of edited and remixed music in surround sound which echo the infection of Darkness, from the title screen to the ending screen. This includes:
  • A new main theme, “Infected”, composed by Xantohjan
  • Darker field and battle themes for many areas, worlds, Gummi area and Data Greeting locations, using music from the KINGDOM HEARTS series and third-party games as well.
  • New or edited music for many scripted battles, following the “Infected” theme, including covers and arrangements by Infinite Rivals, KHRules, and Khata b.


LIGHT EDITION
How long will you remain in the Realm of Light before dying again?


GAMEPLAY OVERHAUL SUMMARY

The “Light” edition s a full gameplay overhaul, rebalancing the entire game with new mechanics and more challenging gameplay. Usual strategies from the vanilla game won’t work here: be ready to die a lot in the beginning and to grow out of your comfort zone.

Changes include:
  • 3 paths leading to very different runs: Each path has its own ability and stats growth path, plus different climbing, swimming, jumping, and gliding speeds. Try all paths, each is unique!
    • Warrior: an athlete swiftly climbing mountains and swimming oceans
    • Mystic: a magic-oriented glass cannon defies gravity
    • Guardian: strength in endurance and high resistance to elements
  • New optional abilities: Light or dark powers which replace Sora’s Block, Dodge Roll, Air Slide, Aerial Dodge, and Doubleflight.
  • Revamped abilities to leverage previously missable mechanics: Special abilities for each path, new abilities for all characters, creating distinct playstyles depending on your party.
  • Revamped ally AI: allies wisely use equipped objects and abilities and have access to new combat style AI options. Managing party member equipment, abilities, and AI is vital to your survival, don’t neglect it.
  • More party improvements: All heroes and their allies have improved combos, new movesets, rebalanced stats, new resistances and new weaknesses against elements.
  • Snappier combat and anti-button mashing mechanics for Formchanges: Stop mashing the Attack button! Chain attacks for faster combos at the cost of cancelling hits; pace your inputs to deliver all hits at the cost of speed.
  • Magic overhauled:
    • Rebalanced damage values and damage types
    • Revised MP cost for all spells
    • KH1-style Cure overhaul
    • New spells for Donald, Riku, Aqua, Roxas, Xion, and Kairi
  • Formchanges revamped with all Forms on par with each other: additional Form abilities, longer Forms with the Formchange Extender ability, overhauled attack damage, new mechanics for Rage Form… Use all forms and their magic to survive!
  • Focus Gauge overhaul: Switching Keyblades and Airstepping towards enemies consume Focus; Formchanges regenerate Focus Points.
  • Tougher enemies: All options in your toolbox are useful to defeat them; don’t overlook anything.
    • AI and animation changes
    • Rebalanced attack and revenge values
    • More status effects
    • More elemental resistances depending on combat phases
  • Challenging battle levels: Enemy levels are stretched from LV1 to LV99 between Olympus and Scala ad Caelum, instead of stopping at LV50.
  • Revamped late and post-game: Play with new teams for certain missions and battlegates, new mechanics for battlegates, a new Keyblade (replacing Shooting Star)… Get ready for surprises along the way!
  • Snappier vehicles (Gigas, Leviathan, Black Pearl, Trinity Sled): Better speed, cameras, handling, damage, and ability generation.
  • Expanded equipment:
    • Wearable Crown rewards,
    • Rebalanced equipment
    • New requirements for upgrades and synthesis
    • New armor pieces and accessories…
  • New optional quest in the Caribbean: Follow Calypso’s guidance, and board your favourite ship to battle epic beasts and mystical creatures and reap powerful rewards for your party… if both you and your ship survive!
  • And more (non-exhaustive list):
    • Revamped item drops and synthesis
    • New treasure chest rewards
    • Rebalanced Team Attacks damage and movesets
    • Tactical information for party members in the Gummiphone
    • Less grinding needed for the 100 Acre Woods mini-games

Please note: the “Light” Edition has been optimized for New Saves only. Due to technical limitations, loading existing saves causes issues (duplicate abilities for Sora, Donald, and Goofy, missing abilities for the Guardians of Light, permanently missable items…) which unbalance the game. Never load an unmodded save file after installing the “Light” Edition!


AUDIO OVERHAUL

”Light” comes with its own music overhaul–which is different from the “Darkness” one. This overhaul contains hours of edited music in surround sound, enhancing the original game’s music to echo the revamped gameplay. It features:
  • 100+ tracks to underscore KH3’s own musical identity, created by adapting and editing music mostly from KH3, KH3 Re Mind (including Limitcut songs and underused KH3 cutscene music) and orchestra concert albums.
  • Edited music for many scripted battles, including covers and arrangements courtesy of Infinite Rivals and KHRules, plus select tracks edited from FINAL FANTASY XIII-2. These complement the game’s original soundtrack and add variety to the game’s soundscape.
  • Edited cutscene music to improve some the game’s weakest musical moments, with a cinematic approach to new tracks. Includes many edits by Timoram, and additional music by Xantohjan.


MOD COMPATIBILITY
Check the list under the “spoiler” tag to know what others mods are already included, and which ones are compatible or not with “Light vs. Darkness”.


Spoiler:  
Show

⚠️ ALREADY INCLUDED ⚠️


RECOMMENDED TO USE WITH “LIGHT VS. DARKNESS”



COMPATIBLE

  • Opening and copyright skips
  • Texture mods and skins for characters and enemies: Compatible⚠️ except for Yozora and urban NPCs which already have their own skin as part of “Darkness”.
  • Weapon replacements + “Light”: Compatible ⚠️ except for mods replacing Shooting Star. “Light” comes with its own replacement.
  • Title screens, UI and HUD mods + “Darkness”: Compatible ➡️ Load them after “Darkness” by renaming their files with a name that comes later in alphabetical order, in order for the UI changes to appear.


⚠️ USE AT OWN RISK ⚠️

  • Movesets & finishers for playable characters + “Light” ⚠️ Only compatible if they don’t change that character’s attack data. (The attack data is the game’s way to decide the actual damage done in combat by playable characters and party members. Only one mod which modifies Sora’s attack data can be used at a time. The same goes for every other playable character. Using other mods that change a character’s attack data with the “Light” Edition may cause multiple issues, such as an unbalanced game, or enemies that react in unexpected ways to damage--for instance in terms of revenge value.) The following movesets have had their attack data included in “Light” and can be used with it (but beware of possible conflicts between these listed mods):
  • Character replacements + “Light” ⚠️ Only compatible if they don’t change the attack data for replaced character, nor have logic tied to Sora’s idle animation
  • New maps + “Darkness” ⚠️ Only compatible if they don’t overwrite the same locations.
  • Text replacements + “Light” ⚠️ Only compatible if they don’t replace the same text as “Light”.
  • Music and audio mods ⚠️ High risk of conflicts due to many music tracks in both “Light” and “Darkness”. (Our mod has 250+ replaced songs across both editions + changes to sound effects.) Depending on the mods’ loading order, other music mods may suppress field music, battle music, mission music, Gummi music, cutscene music, and you will thus miss out on the full experience. (See the full list of music changes in the downloadable spreadsheets.)


INCOMPATIBLE

  • Gameplay overhauls + “Light” ❌ Because “Light” overhauls all aspects of gameplay, crashes, freezes or unbalanced gameplay can happen if you use mods which change the following:
    • Character stats and progression, resistance to status effects and elemental damage
    • Party members’ AI, stats, abilities and progression, resistance to status effects and elemental damage
    • Formchanges stats, abilities, animations and combo attacks
    • Abilities, ability effects and ability progression for all playable characters and party members
    • Animations and mechanics of Action abilities for all party members
    • Equipment stats and abilities (weapons, armor, accessories, etc.)
    • Cuisine stats and bonus abilities
    • All enemy attacks, AI and composition,
    • All enemy stats, resistance to status effects and elemental damage, revenge value, animations, body types (including Limitcut Org. XIII, Dark Inferno and Yozora)
    • Magic spells for playable characters, as well as for NPC Roxas, NPC Kairi, Donald and Xion
    • Magic spell stats, MP costs, status effects inflicted by spells
    • Team Attacks and Links animations and damage value
    • Keyblade replacements for Shooting Star (including 3D models, textures, sound effects, visual effects, text, and UI)
    • Formchange replacements for Double Arrowguns and Magic Launcher (including attacks, stats, 3D models, textures, sound effects, visual effects, text, and UI)
    • Sound and visual effects effects (such as particles and lighting) for Double Arrowguns and Magic Launcher
    • World levels
    • 100 Acre Woods mini games
    • Focus, Shotlock damage value, elements, status effects inflicted by Shotlocks
    • Item synthesis, synthesis recipes
    • Moogle photo missions
    • Item usability in combat
    • Item availability in the Moogle shop
    • Enemy drops and EXP rewards
    • Treasure chest rewards
    • Environment rewards (“This could be a good spot to find some ingredients!”)
    • Vehicle stats, mechanics and animations (Gigas, the Black Pearl, the Leviathan, the Trinity Sled)
  • Mods with logic tied to Sora’s idle animation + “Light” ❌ Other mods can rely on Sora’s idle animation to start up gameplay changes. Only one mod that does this can be used at a time–and the “Light” Edition is one of them.
  • Texture mods and skins for Yozora and world NPCs + “Darkness” ❌ Yozora and world NPCs in urban environments already have their own skin as part of “Darkness”.
  • Mods which overwrite world-specific Soras with the generic KH3 Sora + “Light” ❌ Costumed versions of Sora from certain worlds (such as the Caribbean) are suspected to contain extra features for these worlds (such as for sailing the Leviathan) that the general KH3 Sora model doesn't have. Some of these features are used for "Light", and the game may behave unexpectedly if you have a mod that forces the KH3 Sora to load there for instance.


HOW TO INSTALL THE MOD

”Light vs. Darkness Edition” comes with modular installation options. Pick what you like amongst the two editions and a few more options!

Both the “Light” and “Darkness” editions can be combined, but not their soundtracks. If you wish to combine “Light” with “Darkness”, choose the “Darkness” music soundtrack for consistency with the visuals.

EASY INSTALLATION

  • Download and install NexusMods’ Vortex mod manager (if you don’t have already a mod manager program).
  • Download the “Light vs. Darkness” mod using the “Vortex Download” option on NexusMods.
  • After the download completes, the Vortex mod manager will automatically launch an installer for our mod.
  • Follow the installer’s instructions to select the options you want for your game.


MANUAL INSTALLATION

Only do this if you know what you’re doing, and follow the instructions below under the “spoiler” tag.

Spoiler:  
Show

  • Download the mod using the “Manual Download” option on Nexus Mods.
  • Unzip the main ZIP file you downloaded on NexusMods
  • Open the folder “LvDInfection”.
  • In that folder, choose the files you need for the options you want for the game according to the list below:

  • Choose your editions:
    • ”zzzzzzLightEdition.pak” for the “Light” edition (can be used together with “Darkness”)
    • ”zzzzzzzDarkEdition.pak” for the “Darkness” edition (can be used together with “Light”)
  • Choose ONLY ONE of the music packs:
    • ”zzzzzzLightEditionSuite.pak” for the “Light” music soundtrack
    • ”zzzzzzDarkEditionSuite.pak” for the “Darkness” music soundtrack
  • If you’re using the “Light” Edition, choose ONLY ONE of the following path:
    • ”zzzWarriorVariant.pak” (located in the subfolder “WarriorVariant”) for the Warrior path
    • ”zzzMysticVariant.pak” (in the subfolder “MysticVariant”) for the Mystic path
    • ”zzzGuardianVariant.pak” (in the subfolder “GuardianVariant”) for the Guardian path
  • Optional file (use one or neither, not both), replaces Dodge Roll/Air Slide/Aerial Dodge
    • ”zzzzzDynamicDash.pak” (in the subfolder “WarriorVariant”) for the Dynamic Dash path
    • ”zzzzzDoomDash.pak” (in the subfolder “WarriorVariant”) for the Doom Dash path ability
  • Optional file (use one or neither, not both), replaces Doubleflight:
    • ”zzzzzMysticFlight.pak” (in the subfolder “MysticVariant”) for the Mystic Flight path
    • ”zzzzzMaliceFlight.pak” (in the subfolder “MysticVariant”) for the Malice Flight path ability
  • Optional file (use one or neither, not both), replaces Block AND requires the "Light" Edition:
    • ”zzzzzMightyGuard.pak” (in the subfolder “GuardianVariant”) for the Mighty Guard path
    • ”zzzzzMightySyphon.pak” (in the subfolder “GuardianVariant”) for the Mighty Syphon path ability

Finally, put the files you want in the following folder WITHOUT RENAMING THEM:
  • C:\Program Files\Epic Games\KINGDOM HEARTS III\Content\Paks\~mods

If there isn’t a folder called “~mods” in “C:\Program Files\Epic Games\KINGDOM HEARTS III\Content\Paks\”, create one before putting your files in it.


FREQUENTLY ASKED QUESTIONS
Questions you might have are likely to have their answer below!


Spoiler:  
Show

❓ Is this a story mod?

A: No, “Light vs. Darkness” is a visual, audio and gameplay overhaul. While it aims to bring fresh new experiences when playing and watching KINGDOM HEARTS III, the story has not been changed.


❓ Are the gameplay changes just for Critical Mode?

A: No, the gameplay changes in the “Light” Edition apply to all difficulty levels. While we designed these changes for Critical Mode, you can also experience the gameplay overhaul of “Light” at any difficulty.

If you want a chillier experience, you can of course play at lower difficulty levels–the gameplay changes work in at any level–and/or use EZ Codes. (Don’t let yourself be stigmatized by playing at the pace of your choice, even some of us in the dev team do play at levels other than Critical!)


❓ Is it possible to have just a few gameplay changes, not all?

A: Some features from other mods that were integrated in the “Light” Edition are available as standalones. Check the original mod pages for these features by fellow talented modders!


Else, withdrawing some features from the “Light” Edition is near-impossible. This edition relies on many interwoven technical elements, scripts, dependencies, blueprints in Unreal Engine 4 (the game’s engine), etc. All of them are needed for the mod to be functional, and to not cause the game to crash (as we witness during our internal testing).

Splitting things off the mod comes down to a matter of practicality and safety until we know in the future what works independently and what doesn’t. It would then also become much more time and resource-consuming to maintain many more versions of the mod.

Even so, taking out a few gameplay changes could result in a severely unbalanced game, which is exactly the opposite of what we have been aiming for, game-design wise. This doesn’t mean that adjustments and tweaks can’t be made, but features will likely not be removed outright if they are deemed necessary to keep a balanced gameplay.


❓ Is it possible to have just a few Dark Worlds, not all of them?

A: Unfortunately, no, each location’s visual overhaul in the “Darkness” edition relies on a myriad of interconnected files and technical dependencies, which are used in every area or so.
Removing one world or one Gummi area from the roster would result in breaking other worlds’ lighting, maps, effects, etc., and it would even crash the game (as we witnessed during our own internal testing).


❓ Does this mod impact performance?

A:The “Light” edition of our mod doesn’t noticeably impact performance beyond issues already in the unmodded game.

Depending on your setup, the “Darkness” edition may negatively impact performance compared to the base game. This edition displays more objects and elements in certain locations such as San Fransokyo’s bridge, the Keyblade Graveyard, Quadratum and Organization XIII cutscenes in the Graveyard Labyrinth. “Darkness” also uses create additional visuals effects in certain contexts, such as in Arendelle’s Labyrinth of Ice, in the Kingdom of Corona’s Forest, and when the playable character is low on HP.


❓ Is the mod compatible with existing save files?

A: Partially.

For “Darkness”: You can safety load existing save files after installing the “Darkness” Edition of our mod.

For “Light”: it’s best to play using a fresh new save file. Never load an unmodded save file after installing the “Light” Edition! The mod’s new content will conflict with rewards, abilities, items and stats your party may have had in your existing save.
For instance:
  • You may end up with duplicate abilities for certain characters (including Re Mind action abilities for Sora and magic spells for Donald)
  • The Guardians of Light will not have the new abilities necessary to their survival on the battlefield. (Because of how Square-Enix did it, these are awarded at game start and written in each save.)
  • New items obtained through the story or in chests will not be retroactively awarded to your party.

Sadly, this is a hard-coded thing from within the game itself 🤷‍♀️


❓ How can I backup my saves before installing the mod?

Your saves should be in the following folder:

C:\Users\%UserName%\Documents\KINGDOM HEARTS III\Epic Games Store\User ID Number\SaveGames

where %UserName% is your Windows’ username, and User ID Number is, well, your Epic User ID number.

Copy this folder somewhere else to back it up if you want to keep non-Light vs. Darkness saves before installing our mod.


❓ I loaded an existing save file, and it said that “a mysterious blade” vanished…

A: Did you get this message?

Alt. text: Red pop-up saying “The mysterious blade vanishes from your grasp… for now…

There are two situations in which it can show up:
  • You obtained Shooting Star at the end of Twilight Town, or
  • You loaded an unmodded save with Shooting Star in your inventory
With the “Light” edition, Shooting Star is replaced by a new Keyblade. You can keep it only after clearing a specific DLC episode. To circumvent technical limitations, the game will take it back from your inventory until that episode is cleared, no matter how you obtain it–even immediately after clearing Twilight Town.
If you loaded a save in with Shooting Star but did not complete that specific DLC episode, this red message notifies you that not-Shooting Star vanished from your inventory because you did not clear the mission to get it back.


❓ What’s the difference between paths in the installer and those in the in-game tutorial?

A: Each of this mod’s paths (Warrior, Mystic, Guardian) changes not only abilities and stats, but also Sora’s agility. By “agility”, we mean climbing speed, swimming speed, jumping strength, gliding speed and gliding gravity, and other tweaks as well. These are tweaks which cannot be changed by the tutorial’s path selection in Dive to the Heart.

Each path will dramatically change your game’s experience; moves that work as a Warrior may not work as a Mystic, and vice-versa! Try them all if you can.

As such, we recommend that you choose your path through our mod before making any choice in-game. To keep a balanced game, we also recommend that you choose the same path during the game’s tutorial.

❓ Do Sora's starting abilities depend on the path I choose?

A: Yes! As written above, you don't get the exact same starting abilities as a Warrior, Mystic or Guardian.



In particular:
  • Guardians start with Block, Magic Lock-On, Air Slide (or whatever replacement for it you chose) and Scan,
  • Mystics start with Block and Magic Lock-On,
  • Warriors don't have any of the above abilities.

If you don't have certain abilities at start, you will get them later during the story.

Note: This applies by selecting your path when installing the mod's file. Additionally, due to how Square-Enix chose to permanently register them in each save when you start a new game, switching paths mid-game by switching mod files will not change those starting abilities.

❓ Do I have to install the optional moves?

A: Not at all! If you’d like to keep the base game’s versions of Block/Barrier, Dodge Roll, Air Slide, Aerial Dodge and Doubleflight, or if you’re using replacements from other talented modders, simply deselect our replacements in the mod’s installer.


❓ What replacement for Block should I choose?

A: Do you want an offensive block, a recovery block, or keep the the base game’s “free” basic block? It’s up to you, but mind the differences between the three.


Note: Both Mighty Guard and Mighty Syphon require the "Light" Edition to be installed.

❓ Where’s the list of all the music changes?

A: Unfortunately, that list is too long for this page…

Instead, check the spreadsheet-list of songs that can be downloaded here on NexusMods (same file as the strategy guide).


❓ Do I have to install the music that goes with “Light” or “Darkness”?

A: No, but without it, your experience will be as incomplete as a modern AAA game without its DLCs.

… OK, it won’t be that dramatic, but you’ll miss out on hours of music fixes and improvements, field/battle/mission/Gummi mission music for all areas in “Darkness”, and on a some tweaked cutscene music as well!

And in both editions, the mod uses additional music files that aren’t in the vanilla game. As of v1.5, this includes all battlegates. If you do not install any of the music from our mod, most battlegates will have no music.


❓ The “Darkness” mod is way too dark; I can’t see a thing!

A: Can’t escape the Realm of Darkness? Some areas are of course darker than in the unmodded game and harder to navigate after being twisted by Darkness. Some tips:
  • Users of NVIDIA graphical cards: De-activate HDR in the GeForce Experience app and/or in the NVIDIA Control Panel.
  • In your monitor/TV screen options: Don’t use your screen’s default rendering mode! Choose a render mode which maximises the range of brightness/lightness values it can display.
    • For instance, with an ASUS ProArt PA247CV, the “Scenery” Mode and the “Rapid Rendering” Mode are best.
  • De-activate your screen’s “Night Light” or “Blue Light Shield” mode, as it can darken what you see on-screen
  • In the game settings: Increase the game’s display brightness, and de-activate HDR


  • In gameplay: If you can’t see your surroundings… well, you have a weapon that casts spells which emit some light, right?

⚠️ Worst case scenario: switch to play only with the “Light” Edition if the steps above do not work for you.

❓ Why are cutscenes so dark with the "Darkness" Edition?

A: Pretty much like any modern CGI film or AAA game, most if not all of KH3's cutscenes use dynamic visual changes: lighting, post-processing effects, skyboxes, VFX… Many of these change at every camera shot, such as lighting setups and light sources–even for minor cutscenes. (Example: https://streamable.com/y36hny)

These changes probably overwrite the general map lighting setups, which is perhaps why scenes can look weird if they overwrite the lighting changes in the "Darkness" Edition (which already push the game beyond its limit).

To adjust the mod for this, we'd need to edit files that'd cover 10+ hours of cutscenes (~6 times longer than the duration of "Frozen II"). Even if we'd know 100 % of what would work or not, that's bit much to do on our free time 😆

⚠️ If you wish to watch cutscenes again, we'd recommend switching to the "Light" edition.

❓ Why does Sora level up even with EXP Zero?

A: With “Light”, The Guardians of Light level up with Sora to keep the game balanced. This prevents situations where they are under-levelled and easily KO:ed.

However, due to the game’s technical limitations, their level is tied to Sora’s, and vice-versa. When Guardians are scripted to defeat enemies and bosses, they’ll gain EXP and can level up (like proper playable characters and party members should do!), but so will Sora, despite EXP Zero.

In addition, the “Light” Edition is balanced around abilities that Sora gains beyond LV50. A LV1 run without them would not be balanced and insanely not fun.

The remedy ➡️ If you’d like to play a balanced LV 1 run with the “Light” edition”, use the “Default Status” PRO Code instead of the EXP Zero ability.


❓ Why does Sora have duplicate abilities after beating the game?

A: Completing the main story rewards Sora with duplicates of Re Mind’s added Action abilities. Unfortunately, this is a hard-coded thing that cannot be fixed 🤷‍♂️


❓ What’s the new “Commando” AI for party members?

A: Party members set with the “Commando” combat style AI will only attack the current locked-on enemy. If you don’t lock on anything, they will follow Sora around and not attack.

It’s a helpful AI option if you need to control multiple characters at once, need to force-switch allies to attack the same target (especially with the “Double Team” ability), or if you need to escort a friend our of a tough situation (which is done by running away with no locked-on target)

Also, check if your party member’s ability AI is set to “Pace Yourself” or “Hold Back”! Allies with those settings will, well… pace themselves or hold back, even with the “Commando” AI.




❓ Donald still doesn’t heal me, what can I do?

A: Donald not healing you in the KINGDOM HEARTS series is a myth: it’s up to the player to correctly set up his AI. (Unless you’re playing Chain of Memories or Re:Chain of Memories, in which case I’m sorry for you.)

Party members can and will recover your HP, MP and Focus by any mean (spells, abilities, equipped items) but only if told them so in the “Customize” part of the main menu!

And like KH1 and KH2, you can also set party members to use recovery items/magic/abilities at the slightest loss of HP/MP/Focus, or as needed instead of just in emergencies. Since you’ll be often losing HP quickly, allies that don’t wait for you to be in critical health to heal you is more efficient.

Below is an example of such setup. Since Donald has now much shorter MP Charge cooldown times than Sora, letting him use recovering magic “Like Crazy” is now viable.



Also, don’t rely on just Donald to heal you! Set up other party members as well (items, abilities, equipment, etc.)!, and put useful and appropriate items (Panaceas, Refocusers, Mega-Potions, etc.) in the inventories of Mike, Rapunzel, Baymax, etc.


❓ How to not die during Frozen Slider in Arendelle?

A: Just like a normal battle, be sure to have a high Defence stat, equip accessories and armour which increase your Defence, equip a Kupo coin, and use Cuisine.



For more info, tips and questions, join the LvD Discord, and browse the PDF companion book (a separate download)! The book contains an expanded FAQ + a strategy guide with advanced gameplay tips, packed alongside the full lists of music changes for each edition of the mod.


CREDITS
Cheers to everyone who contributed to this project!

Spoiler:  
Show

“Kingdom Hearts III: Light vs. Darkness Edition” is a collaboration between the teams behind the “Critical Mode Plus” mod and “Project Infection”.

DIRECTION

ToxicTalus - “Light” Edition director and main developer - Main programmer, game designer, and combat director
Xantohjan - “Darkness” Edition director and main developer - 3D world assets, maps and lighting supervisor

PROJECT MANAGEMENT

Rudabegga - Project manager for the initial mod release

TOOL DEVELOPMENT

jackmoonward - Programming consultation and feature development
Jeff - General guidance, advice, and support
Narknon - Unreal Engine build and project development for KH3 modding
Niko - TresGame/Uproject consultation
Sora101Ven - General support with the TresProject, notifies, and TresGame

PROGRAMMING AND GAME DESIGN

Aproydtix - Programming - Created Aqua’s Teleport ability and other spatial logistics
Chirijiraden - Ground-floor person for the “Light” Edition and its predecessor (the “Critical Mode Plus” mod) - Many early features were thanks to him such as progression direction
DavidRM99 - General consultation
dh - UE4 blueprint implementation for many new game mechanics and mod compatibility - General guidance, advice, and development support
dOgE x Tylom - Gameplay implementation - Implemented the Focus gameplay changes (airstepping and weapon switching FP costs)
Gladias9 - Additional game mechanics - Implemented the new Goofy attack
KaminoX - Additional game mechanics - Designed Aqua’s “Fear” for the Terror Battlegate
Master of Magic - Spell development consultation
Rikuthe1st - Development consultation, including for overhauling Formchanges
sabertooth222 - AI overhaul and new abilities for party members - Created and ported AI improvements and overhauls, AI rebalancing, new AI behaviour and new abilities from the “Party rehaul AI” mod (https://www.nexusmods.com/kingdomhearts3/mods/1197)

3D/2D ASSETS AND ART

Adol - “Darkness” Edition assets and 3D map structures - Implemented some of the maps, their lighting and VFX - Created additional UI pictures and graphics
Bobby-San - 3D texturing - Created new textures for enemies
dallin1016 - 3D models and textures - Created the Counter-Shield and Frying Pan backhand swords)
esuramods - Recolouring, 3D retexturing, map design, map help
Jun - 2D/3D art - Created the “One Become Two” item
RichyV (Richy5) - 3D models - Created Aqua’s and Ventus’ armoured models (https://www.nexusmods.com/kingdomhearts3/mods/673, https://www.nexusmods.com/kingdomhearts3/mods/688)
Savitar - 3D texturing - Supported with enemy retexturing

ANIMATIONS AND VFX

Ashura (Yozora) - 3D animation support - Supported 3D animation and movesets changes
Dasmantissimo - 3D animations - Created and ported Ventus’ animations and moveset from the “Venimations – Ventus Moveset” mod (https://www.nexusmods.com/kingdomhearts3/mods/909)
dh - 3D animation direction
Discount - General troubleshooting - Supported 3D animation and movesets changes
dOgE x Tylom - 3D models, 3D animations and VFX - Created the new Formchanges animations, the Path moves, the animated Crown rewards, and Shooting Star’s replacement (3D models, textures, command menu UI, animations: https://www.nexusmods.com/kingdomhearts3/mods/557/)
Empress - Support with VFX and BP implementation
Kurasanick - 3D animations and VFX - Created and ported Riku’s animations and moveset from the “Project EQUINOX Enhanced” mod (https://www.nexusmods.com/kingdomhearts3/mods/1018)
Scythe21 - 3D animation support - Helped with 3D animations and movesets
YuriLewd - Programming consultation and feature development
Zay - 3D animations and VFX - Created and ported Riku’s animations, moveset and VFX from the “Project EQUINOX Enhanced” mod (https://www.nexusmods.com/kingdomhearts3/mods/1018)

MUSIC

Adol - Initial selection of certain music pieces for the “Darkness” Edition
Timoram - Music supervisor, music editor and sound mixing
ToxicTalus - Selection of certain music pieces for the “Light” Edition
Xantohjan - Original music, and Initial selection of certain music pieces for the “Darkness” Edition

ADDITIONAL TESTING, QA AND FEEDBACK

AuraMix - General testing, QA, and feedback
Bobby-San - Moveset beta-testing
Discount - Moveset beta-testing
Empress- Moveset beta-testing
Evernight13 - Moveset beta-testing
Sora101Ven - Moveset beta-testing
Yozora_Nohara - General testing and support

VIDEO

Rudabegga - Showcase director and video editor - Created the March Caprice 2022 showcase video and the 2022 mod trailer

MISCELLANEOUS

Timoram - Strategy guide writer

SPECIAL THANKS

strPetrichor for their Asset Editor
Yoraiz0r for their AudioMog tool
Luseu for his Tres Mods Menu, and for helping locating particle effects in the game
Jakeθ7102 for his texture modding tutorial
Ray Cooper for his KH3 audio/music replacement guide
kaiheilos for the Unreal Engine SoD2 Uasset Viewer/Editor (http://github.com/kaiheilos/Utilities)
Lightfinder626 for his Blender to UE4 tutorial (https://www.youtube.com/watch?v=oBFxVJqPpUA)
Befzz for the Blender psk import addon (https://github.com/Befzz/blender3d_import_psk_psa)
Gladias9, Creator of the “Sora Must Nerf” mod (https://www.nexusmods.com/kingdomhearts3/mods/113), for teaching us how to make changes to enemy AI
Gildor for the Umodel UE viewer (https://www.gildor.org/en/projects/umodel)
dallin1016 for his custom weapon tutorial
helluvamesh for the FBX export addon (https://github.com/helluvamesh/GYAZ-Export-Tools)
BlasterGrim for his Particle Viewer, helping us visualize and select particle effects of them
TruebladeSeeker for technical questions
dedede123 for technical research about cutscene music implementation
Luna (AlphaKretin), Link (VaultLink), Rakoj, and Green Requiem for documenting the music and internal music files of KH3 and KH3 Re Mind, and whose documentation were a source of inspiration for many music choices
Yidamoda for his musical advice and feedback
The entire team behind the March Caprice 2.0 event
ShardofTruth from the KH Wiki for originally extracting some of the icons used in the Primer, FAQ and Strategy Guide
Kaotic for his initial video guide on how to install the mod when it was first released

All the talented people who were part of the original teams for the following mods and whose content was partially or completely adapted for our mod:

The entire OpenKH Discord community and the “Light vs. Darkness” Discord server for support, advice and feedback

Disney, Pixar Animation Studios and Square-Enix (together with Epic Games) for developing and producing KINGDOM HEARTS III and Re Mind in the first place

“Kingdom Hearts III: Light vs. Darkness Edition” is a fan-made creation. This project and its contributors are not affiliated with Square Enix Holdings Co., Ltd., The Walt Disney Company, or any of their subsidiaries.