dev story
Stealth Mode deactivated in Paris
September 15, 2023
Long time no see! This year we've been in a bit of a Stealth Mode and just focused intensely on polishing that core loop to make our concept as clear as possible. However, last week we got invited to Paris to demo Unyha and got some really good feedback. This was really encouraging and we thought this would be a good time to come out of stealth. We'd like to begin testing in small scale again and are really looking forward to getting some more feedback!
Summary of changes since last post (non-exhaustive, many small tweaks and changes are done across the game):
We've created an intro sequence to illustrate more clearly what the game is about
Death Screen - Added more info on exactly what happens after you die.
Living Dungeon System - Lots and lots of tweaks to make in align better level by level
UI - New "toggling mode" logic, Portrait in top-left corner, seasons overview showing stories, fame, heirlooms, leaderboards and stats
Graphics fidelity, we've pulled down the resolution of all textures to create a more homogeneous art direction
Lore stone - we replaced the storytelling barrel with a lore stone at the center of town to make it more fore fronted.
Bow timing bonus - Mechanic skill is measured and communicated with feedback. The better you time your bow pulls in a succession the more damage you can do.
Procedural dungeon decorations - added a system to fully spawn dungeons procedurally with pretty decorations (button-click)
Lots of new resources and types for leatherworking - fleshed out to support more elements
Monster looting - if you die in a dungeon, monsters will loot your non-heirloom items and distribute them in treasure chests in the dungeon