UNWORTHY is a hardcore combat-focused metroidvania without jumping. Explore a grim universe, discover new weapons and abilities, and defeat the vile creatures that plague the land.
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Recent updates View all (13)

November 17

Development Update 3

https://www.youtube.com/watch?v=wjC6rppSEU4
Hello all, it's been a while since the last development update, so I thought I was a bit overdue here. Truth be told, I've been working on the game's tutorial for the past bit. I think a tutorial is actually one of the most important parts in a game, and it's also something that can be very challenging to design well. with Unworthy I really want to incorporate the tutorial into the game in a seamless fashion, that is I want to make it seem as if the tutorial was never there. A lot of games have done similar things, but a lot also just go with the "press A to jump" text prompt method, which is something I'm doing my best to avoid wherever possible.

I've actually been experiencing some creative struggles for the past couple of weeks because of this tutorial challenge, and it was really bogging down the development. To try and get a fresh perspective on things I actually decided to step away from the game for 2 weeks and work on something else from scratch (just to help flex those creative muscles). In this time I also realized that Steam API integration is something I virtually have 0 experience with, and it's something that will be coming up as the game gets closer to completion (which is pretty soon!). As a result I decided to publish the mini game I've worked on over the past 2 weeks to Steam with achievements + leaderboards integrated.

(You can check out the game here if you're interested in what it is):
http://store.steampowered.com/app/750450/Gunlock/

Since getting back to Unworthy I've had a flood of great ideas on how to tackle the tutorial, and I've implemented most of them! We've also decided to beef up the audio in the game and reworked the SFX, as well as add a layer of ambience to each level. A system to change footstep sounds based on the terrain that the player is walking on has also been put into place. I truly believe it's the small details like this that are of paramount importance to creating an immersive and believable world.

Anyways, I'm totally re-energized and looking forward to getting back into the full swing of things!

Until next time, Cheers all! and thank you for being apart of this gamedev journey with me! Your support is huge!

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October 12

Development Update 2


A tireless maiden hones her noble craft

In hopes of keeping some order with future development posts, I've decided to start numbering from here on in. So even though this isn't exactly update #2... we'll say it's the "OFFICIAL" Dev Update 2.

Since the last update (about 2 weeks ago), this is basically what's been done:
  • Finished designing another optional boss fight (when I say optional I mean not required to complete the "core" game). This one is particularly challenging, but then... I've really been making an effort to make all of the optional bosses extra challenging!
  • I've been re-balancing some existing enemies in the game since I finally implemented the skill tree system. The enemies were initially balanced as if the player had no additional upgrades at their disposal. This was done in order to achieve a sort of baseline level of difficulty, as skills were introduced the enemies would be re-balanced according to what exactly these skills would and could do.
  • A weapon upgrade system has been implemented. I've always wanted to implement a weapon upgrade system, but the straight up higher upgrade level equals higher damage goes against one of the key design mandates I set for Unworthy: "all weapons will have a purpose". This basically means, I don't ever want a weapon to be obsolete. Every weapon will have strengths and weaknesses. If weapon upgrades did increase the weapon damage, it would in effect mean that un-upgraded weapons would be rendered obsolete. To mitigate this problem, I decided that weapon upgrades would only boost the special ability of each weapon. That way they only influence the preferred playstyle of the player in specific situations, rather than outright condemn to single weapon use.

Anyways, I think that just about covers what happened in the past 2 weeks.

Thank you all for following along with the development of Unworthy and lending you support! It genuinely keeps me strong and motivated. This means the world!

Cheers!
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Reviews

“'Unworthy' is worthy of your attention”
8.5 / 10 – Byte

“Unworthy is another cool 2D take on Dark Souls”
Destructoid

“There's surprising depth to its world”
PC Gamer

About This Game

At Death's Door

Robbed of life and unworthy of death, a nameless warrior wanders a ruined landscape in search of meaning...

A Hardcore Metroidvania...

UNWORTHY is a hardcore combat-focused metroidvania without jumping. You play a warrior, risen from the grave. Equipped with sword and shield, you must traverse a bleak and hostile world swarming with creatures of nightmare. Your patience, determination and skill will be put to the test, as you fight against epic bosses, uncover powerful weapons and abilities, and attempt to prove your worth.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Processor: 2.0 GHz
    • Memory: 1 GB RAM
    • Graphics: GeForce 9800GTX+ (1GB)
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    Recommended:
    • OS: Windows 7 or Later
    • Processor: 2 GHz
    • Memory: 2 GB RAM
    • Graphics: GeForce GTX 560
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    Minimum:
    • OS: Mac OS X 10.8
    • Processor: 2.0 GHz
    • Memory: 1 GB RAM
    • Graphics: GeForce 9800GTX+ (1GB)
    • Storage: 1 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    Recommended:
    • Graphics: GeForce GTX 560
    Minimum:
    • OS: Ubuntu 12.04 / SteamOS 2.0
    • Processor: 2.0 GHz
    • Memory: 1 GB RAM
    • Graphics: GeForce 9800GTX+ (1GB)
    • Storage: 1 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    Recommended:
    • Graphics: GeForce GTX 560

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