The Uncertain is an story-driven adventure game set in a post-apocalyptic world. Experience the mysterious vibe of each of carefully explored locations, solve diverse puzzles, make fateful decisions and discuss intriguing matters to find out the whole truth being kept from you.
Recent Reviews:
Very Positive (26) - 84% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (847) - 80% of the 847 user reviews for this game are positive.
Release Date:
Sep 22, 2016
Developer:
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Recent updates View all (29)

December 4

Development news (October-November)

Hello, everybody, and welcome back! Artem Netiagin speaking, and it's time I tell you about the things we did in the past few months. As you'll recall, by the end of September we completed a Kickstarter campaign, which consumed a lot of effort and resources. Despite this, we tried hard to keep the development momentum and make it. The winter is coming. We're still working hard, warming ourselves by our system units heat. What we achieved, you ask?

Our biggest accomplishment is the game levels we've been building. Aside from fine details, the locations are 70% ready! We also took a new look at the visuals. We don't just aim for an ambient post-apocalyptic look, we try and give every level its individual taste, a little something to remember it by. In addition, we've been adding more chaos and destruction to make the environment look even more worn down. As a result, it isn't just selected corners that will attract players' attention, but whole locations, each of them featuring its unique style and atmosphere well within the general concept of the game.



Major and minor details also occupy our minds: we're delivering heaps of decals, level objects, vehicle models, objects of interest, and many other things for you to fiddle with. Fallout 4 is still a long way off if you look at the number of objects, but on our scale, there's a whole lot of them for every taste.



Character models. Now, most of them are ready, except Olga and Claire, and prepared for their rigs and a hair shader. In the meantime, our animators are prepping their mockups for the first cutscene shootings. We never got to use this technology in the previous episode, but now that there are people in the game, it's an absolute must for realistic movements and a cinematic picture. It'll be our first. To tell you the truth, we aren't entirely clear on what's it going to be like in the game, but we're very curious, and can't wait to see it all! Apart from that, the first facial gesture and lip sync validation is just around the corner. We want to capture and convey characters' emotions and match their lip movements to what they're actually saying.



The artists were constantly distracted by the secondary objectives, such as Kickstarter campaign, social media posts, and Steam page design. Nevertheless, they're trying their best, and in terms of game art completion, they're neck and neck with the modelers. 70% to 80% level concepts are ready. We have a ton of minor textures, such as holographic signs, banners, magazines, and books, ahead of us.



Base coding is completed. What we're doing now is polishing, bugfixing, and working on puzzles and mini-games. Gameplay creation feature is fully functional. Character controls are working smoothly. There are some perks, too. For instance, we copied one of Detroit features, where a character is kind of pulled and dragged into a doorway for an easier fit. Game saving feature is up and running. As you requested, we're introducing saving slots, where you can save your game manually at any point. Localization package has been delivered, and it's still to be tested. To top it off, basic QTEs are ready. They're waiting to be adjusted for the gameplay.
The content is by and large ready. Game logic, animations, and sound effects are still to catch up. To speed them up, we adjusted our work organization. Today we're preparing the first level of the game for closed beta testing, which will start on December, 17. Stay tuned! There's a lot more coming!

14 comments Read more

November 19

Game design features

Hello, dear friends! My name is Alexander Tsvetkov, I am a game designer at ComonGames studio. Today I will tell you about the features of the Episode 2 gameplay, and Artem Netyagin will reveal the differences with the first episode. Our gameplay is engaging thanks to our small gameplay perks. You will hardly notice all of them, but together they work to build the picture. We achieve this by constantly asking ourselves the questions: what would attract the player’s attention? What would be interesting to explore? Which paths would they want to take? Which events would help unwind the story in the most accurate manner?

For example, almost every potentially interesting object can be inspected. In most cases, Emily, our protagonist, has something to say about it. One of the new game features is Emily’s smart watch. Its in-built scanner helps you see something that’s hidden from your eye at first sight. There’s a thrill of discovery in there: what will I find if I scan another portion of the world?



Other than through interactions with the environment, the game’s world is built up in dialogues. They are varied, and the decisions you take affect the whole progress. You can influence the choices of two members of your survivor group, as well as establish positive or negative relationships with them. For instance, you may have some items that aren’t crucial for the story, but you can use them to change the relationships among the team members. This encourages the player to pay more attention and develop a deeper understanding of how their actions affect what’s happening on the screen.

You will find various pop-culture references in the game. The story is set in the future, in a place which the player is not familiar with. But Easter Eggs will help one to feel surrounded by something recognizable and loved.



Artem Netyagin:

In Episode 2 we decided to go with the third-person view instead of a static one to make controls more intuitive and let you examine our world more thoroughly. It won’t make you feel as if you were playing a completely different game, because many elements have remained the same: for example, the dialogue interface, hotspots, and the action circle.

Speaking of dialogues, we’ve changed the dialogue system. Now you can go over all the available options. In Episode 1 the dialogues were non-linear, and you could select only one of the lines.

It is, of course, impossible to list all the game design changes in one update, given that we add and remove features as we're moving along the development process, refining the ultimate gameplay experience. You have tried one of the first “rough cuts” playing the tech demo. We’ll appreciate your feedback in the comments section and your opinions as to what you liked or disliked.

9 comments Read more

Steam Greenlight

About This Game


Imagine making moral choices in a world devoid of morality. Logic rules this world, and every decision is just a set of zeros and ones. Most concepts take a whole new meaning, and some get completely abolished. Luckily reasonable beings, even if not human, always have a choice.

The Uncertain: Last Quiet Day is an story-driven adventure game set in a post-apocalyptic world. You see it from the perspective of an engineering robot RT-217NP, who seems to be very curious about the human race, long extinct in wasting wars. Experience the mysterious vibe of each of carefully explored locations. Test your skills, solving diverse puzzles. Make fateful decisions and discuss intriguing matters to find out the whole truth being kept from you.

Key features:

  • Classic 3D Adventure with unique story
  • Beautiful graphics and immersive atmosphere
  • Original indie soundtrack
  • Made using NVIDIA GameWorks HBAO+, DoF and FXAA technologies

System Requirements

Windows
Mac OS X
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 x64 and UP
    • Processor: Intel i3 or AMD equivalent or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 570 or higher
    • DirectX: Version 11
    • Storage: 15 GB available space
    • Sound Card: Yes
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 x64 and UP
    • Processor: Intel i5 processor or higher / AMD Phenom II X6 or higher
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 9xx or higher
    • DirectX: Version 11
    • Storage: 15 GB available space
    • Sound Card: Yes
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: OS X Yosemite or higher
    • Processor: i3 and up
    • Memory: 4096 MB RAM
    • Graphics: Discrete
    • Storage: 15 GB available space
    • Sound Card: Yes
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: OS X Yosemite or higher
    • Processor: i5 and up
    • Memory: 8192 MB RAM
    • Graphics: Discrete
    • Storage: 15 GB available space
    • Sound Card: Yes

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