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 (12)

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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September 30

New Status Debuffs



Hi all, just another development update for you. I'm continuing to work on content for Unworthy, as well as introducing little features to the game in parallel. One of the things you may have noticed about Unworthy is that there are status effects. This isn't something new or revolutionary, but a few things are different than what is typically seen in other games. One of the little, but very influential differences is that you can only have one status effect applied at a time. Basically the most recently applied status effect would remove the previously existing effect (unless it's the same effect, in which case it just prolongs it).

This was a design decision that I originally adopted because I personally never liked the idea of managing too many status timers while otherwise playing a quick action game; it was just cognitively overwhelming. This decision lead to some interesting gameplay implications.

One thing I found was that it quickly lead to the making the strategic decision of purposely taking a negative status effect in order to remove a more severe or less favorable pre-existing effect. This definitely (in my opinion) added a bit more flavor to the way status effects worked in the game.

The recent effect I've been working on is a bit of a funky one. It's the Toxin effect. It doesn't negatively affect stats, but it does make it more difficult to play. It's something that could quickly become annoying, so it was a pretty quick dissipation time.

Anyways, that's all for now. Until next time. 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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