Explore a fantasy Iron-Age inspired Europe, with Mystical Handcrafted Locations and Ferocious Enemies, playable solo and in Couch Co-op
Latest Updates from Our Project:
Devlog - progression update, Level Design, Wild Boar Boss
almost 2 years ago
– Mon, Jul 01, 2024 at 07:48:30 AM
Hi all,
We hope this update finds you well. Today, we want to share our latest progress on level Design, we look back at the expanded Playtest, and we show a new Mini Boss!
We've been hard at work finishing the mountain levels. Our journey begins at the base of the mountain, where the air is fresh, the temperatures are mild, and the occasional madman runs past you in a panic.
As you move higher up to mountain, you'll need to stay vigilant. Rocks can fall and tumble down at any moment, giving the impression that some forces do not want you to reach the summit and will do everything in their power to deter you.
We've designed these events to be both unpredictable and fair, and you can sometime use them to your advantage in battle.
As you move higher up the mountain, the temperature begins to drop and the winds howl relentlessly.The trails becomes steeper and more rugged, and the gameplay will focus more on climbing instead of combat, until you finally reach the mountain's summit, where the abandoned druid temple awaits.
The Druid Temple - mountain summit
Wild Boar Boss Last month, we completed this wild boar mini-boss fight for our game. When this boar (and its rider) charges at you, you'll need to dodge swiftly to avoid its powerful head-on attacks, as direct confrontations have no effect. Additionally, the skeleton rider will make your life difficult by attacking you with his long-range Hunting Boomerang.
The fight starts out slow but really ramps up once the boar and its rider separate and start attacking independently.
Playtest evaluation
About two months ago we released the latest playtest version towards all backers. Many of you reached out to us with questions, feedback and appreciation, which all is very useful for us. Know that you can reach out to us at any time! Please see our previous update for different ways to contact us.
Also, those of you who accepted analytics provided us with some fresh data to analyze. The data gives us some insights as to how people play the game. One of the most important things to us is difficulty: not too easy, and not too hard. We do a lot of different analyses, so let's go by the most obvious one: in which scenes do players die the most.
We see that the UndergroundCellarboss clearly stands out. This is where you meet Mephisto, the Archer Boss. Next up is Darkwoods 4. This scene is home to two difficult areas: a difficult platforming section close to the poison gas mushrooms, and also the Nightmare Nepenthes Mini Boss. Arena1 is not that surprising (everyone dies eventually), and Mountainpath1 is the scene under construction where a lot of people jump into the void, as we had hoped they would do.
When looking a bit more detailed into the UndergroundCellarBoss, it raises the question: how many of you tried and beat Mephisto? Well, in our data we see that about 80% end up killing Mephisto, after one or more attempts. As 20% dropoff for a single boss is a lot, this may lead us to nerfing the boss a bit, at least on normal difficulty.
About 95% is able to beat Mephisto in about 5 tries. Some of you needed more, which is fine, as we admit it's a tough boss. A handful of you needed over 15 attempts and still managed to beat him. You have nothing but our respect for that perseverance!
That's all we have for now. In the next update, we'll have some exciting news to share about the music side of things. We'll post about that in 2 months!
Cheers,
Mikel & Ramon
Devlog - Playtest access for all backers!
almost 2 years ago
– Wed, May 01, 2024 at 03:22:47 AM
Hey all,
Today's the day where we grant playtest access to all our backers on Steam (Windows, Mac and Linux), Atari VCS and itch.io. We're giving it a new version number: 0.2.
Steam users received their key on April 19. Please check for an email with "Backerkit" in the subject. Then activate your game here...
In Steam, hit Games -> Activate a Product on Steam
Atari VCS keys will be send out within a few hours. You can activate your key here...
On the Atari VCS, redeem your code here
When you've chosen itch.io as your reward, please use the link that was distributed by backerkit.
Changelog v0.2
v0.2 is content-wise nearly similar to v0.1.3, but with a lot of improvements.
Better tutorial of the ground smash attack. This technique can be used to quickly throw enemies in to spikes, but we saw a lot of people were unware of its existence. That's why we introduce the technique more explicitly.
Added a new swamp area to tutorialize the ground smash attack, and to give the seers house a bit more body.
We've reintroduced the backstab! This should make combat a bit more varied, as you are rewarded for playing stealthy.
Added minimap to some of the levels.
More cinematics to tell the story of Unsung Warriors.
Balancing and polishing of the Arena, based on player feedback. There's also some new enemies to be fought.
Fixed some soft-locking bugs, such as keys falling through the ground and barrels/crates not doing what they're supposed to.
Added some additional secrets for players to discover.
A lot more bugfixes, polish and refinement.
Q&A
We've tried to think of any questions you might have, and provide an answer below.
I didn't receive a key. What happened? At the time of posting this we haven't sent all the keys yet, we'll be doing so inthe coming hours. If by tomorrow you still haven't received your key, please first log in to Backerkit (via an email likely sent around June 20th 2021 to your Kickstarter email address), to check if you've filled everything in correctly. If that doesn't solve the matter, please reach out to us on [email protected].
Wherecan I share my feedback? There's several places to go. On the Steam forums you can create topics in the beta feedback sub forum. It's safe to post spoilers here because only Steam users with access to the playtest will be able to see it. On Discord we've opened a special channel for playtest feedback. And lastly, you can reach us on [email protected]. Due to the large number of backers, we may not respond to every message, but know that we do read everything.
What will we do with your feedback? The previous beta already yielded us a lot of insights, which we used to improve the game by a lot. A massive thanks to all beta backers that helped us polish the game. But we know there's probably still a lot to be learned from you folks playing. So in regards to new feedback: please send it our way! Tastes differ, so unavoidably we're going to have to make some hard choices. And please keep in mind that we're only a team of 2 people, so fixing bugs (especially the minor ones, like spelling and graphical glitches) may take some time, possibly up until release.
Can I publicly show the beta of Unsung Warriors? Sure! The more people see our game, the merrier. We're firm believers in the value of word-of-mouth. So feel free to post about it on social media and fitting communities that you're part of.
I'm a streamer/influencer, can I use Unsung Warriors to create videos? Yes! We'd appreciate it if you mention that it's a playtest (with bugs, things that may change and not being content complete yet). You can help us by calling on people to wishlist the game on Steam, or refer them to our socials. Please read the in-game startup notification for more info.
Arethere cheats available? Well, sort of, but please don't use them unless you know what you're doing. If you press ` on a keyboard, a debug menu will appear. At some point, we may instruct you to type stuff in there to fix certain bugs or request certain information. If you use it yourself, without our instructions, you may permanently break your save file! So be aware that once you've used the debug menu, we can't help you fix any bugs you may experience. If you've opened it by accident, press ` again to quit.
Doesmy savefile transfer to (possible) updatesto the playtest, or the full release? We can't make any promises on this. We've capped the coin limit at 500, to make sure that if it transfers, playtest players won't be too overpowered.
Einar fighting Mephisto
Whathappens next?
You folks playing the playtest will probably yield feedback, bugs and other valuable info that allows us to improve the game. Furthermore, the game is not done yet content wise, so we'll be going back to our attic to build the rest of the game. We don't have a release date yet, but we'll try to be as transparent as possible when it comes to our progress. In regards to the other deliverables:
Additional keys: they will be delivered when we launch the full game
Art book (physical and digital): will be created after launch of the full game.
Happy playing!
Cheers, Mikel & Ramon
Devlog - Unsung beta for everyone & Spear Master for Switch!
about 2 years ago
– Fri, Mar 01, 2024 at 07:54:52 AM
Hi all!
Spring is casually approaching, so it's time for another update! Sit back and relax, and take your time for this one, because we have a lot of exciting things to show.
In this update we'd like to talk about a new boss, the roadmap for releasing the beta for non-beta backers, and the release of golden oldie created by Mikel a few years ago: Spear Master!
Boss in the mountains
As you've come to know of us, we enjoy a good boss fight. There's five bosses to be found in the beta already, and when you're done in the mountains we want you to be able to leave with a bang!
This boss first appeared in our Kickstarter launch trailer. At that time, it was primarily for presentation purposes. However, over the past month, we've been working on implementing this boss fight.
The boss has some of his own tropes. We're not gonna spill all the beans yet, but one of his attacks (a heavy ground smash) leaves some spikes on the ground. This way, you set up the obstacles for yourself while you fight him. So think ahead where you let him smash the ground! Every now and then, another one of his attacks will clear the arena.
This boss will be playable when we release the full game.
Roadmap to beta release for non beta-backers
Last year, everyone who pledged a tier of €25 or higher received access a beta build of our game, containing the opening chapters of our game. We now have an improved build we wish to share with the 467 backers that pledged the €15 tier. Herewith some clarifications in Q&A style.
When will this happen? On May 1st 2024
What does the beta consist of? The content is mostly comparable with last year's beta release, but does include some fixes (mentioned below).
How will I get access? We'll grant you a copy on the preference you indicated on your Backerkit survey.
Will beta tier backers also get access to the same new build? Yes. we're basically merging the two groups now.
When do you intend to publicly release Unsung Warriors? We don't know yet. In the meantime, we hope you're excited to be playing a part of a game that only few people have access to.
How's this build different from last year's build? While we were pretty happy with the reception of last year's build, we did see room for improvement:
- More variation in combat mechanics: We reintroduce the back stab so that you get an advantage if you strike enemies while remaining undetected. We also introduce the ground smash a bit more prominently, to diversify attacks a little.
- Wayfinding: Our game's setup is a little different than your average platformer or metroidvania. We don't have one large interconnected map, and we don't exactly offer linear levels either. Instead, we have a world map where you can access pretty big areas, most containing some branching paths. To ensure people know which path to take, we tested several solutions, and found a map on location to be the best solution. We found this the most informative and the least intrusive, also when playing co-op. For an impression, see the video below.
- Various other fixes: small refinements such a bit smoother camera movement and slightly more responsive controls also make their way to this build.
Spear Master
We just released Spear Master on Nintendo Switch! The game was first released back in 2020 on Steam and Atari VCS and has gotten a huge update. It now supports 1-4 players (couch co-op) and has been translated to 6 languages in total!
The game was made by Mikel before the launch of the Unsung Warriors Kickstarter campaign. Porting the game the game to the Nintendo Switch was done by Ramon. We learned a lot from this experience, and it'll definitely help with other projects.
Spear Masters game mechanics are easy to learn, hard to master. If you're searching for a game to play with your friends or family, check it out here.
That's all we have to tell for now. You'll hear from us in about two months, when the release of the new beta build is due!
Cheers,
Mikel & Ramon
Devlog - Happy 2024
about 2 years ago
– Fri, Jan 12, 2024 at 06:59:17 AM
Hey all,
We hope you've had some wonderful holidays! It's time for another update. 2024 has started and we wish you all the best, be it with gaming and all other things.
Besides the usual celebrations and spending time with our family, we also got a lot of work done about which you can read below!
Druid Temple Levels
In our latest update, we showed a screenshot featuring a new location: the Druid Temple. In this area, players must obtain a specific item from the temple library. Substantial advancements have been made in the level design of the temple, the video below provides a glimpse of the library section.
Screenshot taken from cinematic
Combat gameplay variations
Those of you have tried the prologue or the beta are already familiar with our hack-and-slash approach to platforming combat. In the full game, we want to give you some choice in how to approach things. Since last updates, we refined two mechanics that ought to spice combat up a bit.
Stealth attack
Walking head first into a fight may not always be the best idea, especially when you're low on health. As long as an enemy hasn't spotted you yet, you can surprise-attack them from behind, almost always killing them instantly. Be sure to not get spotted though, otherwise you might be in for a regular fight!
Ground execution
But what to do when an enemy has spotted you? Or maybe you've developed such a grudge towards an enemy you want to face them head on. In that case, we hope you have the ground execution skill equipped, because it allows you to do massive damage towards an enemy when you've worked them to the ground.
State of the beta
While we're developing new content for the full release, there's also a big group of backers that don't have access to the beta yet. We are planning to change that soon. We just want to change a few small things (mainly w.r.t. wayfinding and combat) so that this new group can test that. Of course, these changes will also be rolled out to the existing beta pool. We aim to give more clarity on this in the next update!
That's it for now. If there's anything you would like to know, feel free to ask here on Kickstarter, on Discord or send us an email.
Cheers!
Mikel & Ramon
Devlog - Level Design progress and process
over 2 years ago
– Tue, Oct 31, 2023 at 08:35:19 AM
Hi all,
Welcome to the October backer update! After the release of the closed beta, we've picked up from where we left off and are currently in the process of further developing new levels.
-- Minor Location Spoilers Ahead --
For those of you who have played the beta, you might have encountered this sign:
The bridge provides access to a perilous mountain area where peculiar events are unfolding.
Travelling up the mountain
The temperature begins to drop as you ascend the mountain to visit an ancient Druid Temple.
Temple Outskirts
The Druid Temple stands deserted; something terrible has happened there. Nevertheless, you need to venture inside to retrieve crucial information. However, the ghosts of the temple do not appreciate your presence.
Inside the Druid Temple
The Tower Room
About the Level Design Process
The levels in Unsung Warriors often revolve around small stories built around the objective of a larger quest. When we design levels we usually start with the story elements, so we have a clear idea of all the events that need to occur throughout the level.
Next, we continue sketching a rough version of the level on paper/whiteboard. In this blockout phase, the overall layout of the level is established. The finished blockout serves as a blueprint/reference point for the final level design.
The next step is to actually start building the levels. We usually begin with the platforms. Additionally, the levels are often designed around one or more mechanics. For example, in our beta, The Forge area is focused on teaching the Dash Skill, while the Underground Cellar level is built around teaching ranged weapon combat.
Learning to Dash...
In combat situations, we try to create these little playgrounds where it is often possible to kill the enemy by using the environment. These traps create some fun variations in addition to using your currently equipped items/weapons.
Detail items
The last pass is a detail pass, where breakable items such as foliage, furniture, and other objects are placed in the scene. Particle effects are added, specific audio areas and sound effects are incorporated, and some final lighting tweaks are made.
Rotating the camera in 3D space
Although Unsung Warriors is a 2D game, the engine is actually a 3D engine and the levels are set up in 3D space. Rotating the camera on the y-axis would reveal these flat sprites.
Speedrunners pushing our game to the limits
Community member Abendix has been checking how fast our game can be finished. It's very useful for us, because it teaches us what mechanics can be exploited. Of course, the video does contain spoilers.
Not only that, but on version 0.1.3 he's also the record holder of getting to the furthest wave in The Arena. If you want to see what dying in wave 28 looks like (when enemies have levelled up significantly), check the video below.
Well, we hoped you liked this peek behind the curtains. That's our update for now, we will be posting more news around New Year's!