The Unliving - JoeR247_T17

Greetings, Necromancers!

If you've had The Unliving on your wishlist for a while, we have some good news for you... it's now 40% OFF here on Steam!

Shape the destiny of the corrupted realm as a mighty Necromancer! Smite enemies, raise the undead,
unleash chaos and rewrite the order of the world - that is, if you think you have what it takes. ⚔️🔮

Check out the savings below:

https://store.steampowered.com/app/986040/The_Unliving/

https://store.steampowered.com/app/2190670/The_Unliving__Digital_Artbook/

https://store.steampowered.com/app/2190660/The_Unliving_Soundtrack/

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The Unliving - JoeR247_T17


The Unliving is a dynamic rogue-lite action RPG with strategic elements. Command legions of undead, wield powerful spells and explore a mystical world, all realised with darkly extravagant pixel-art.

After a year of refinement in Early Access, we are thrilled to announce that Update 1.0 heralds the game's full release!

The 1.0 content - True Unliving

In the 1.0 version of the game, we've focused mainly on making the game as bug-free as possible as well as finishing the story of Necromancer, to give you the best Necromancy experience you can get.

Aim-assist
To make the game more manageable on controllers - we now have two modes of aim-assist and auto-aim, to make your slaying of the living that little bit easier.



New content
  • There will be a final boss battle in which you can put all your Necromancy skills to the test
  • New pair of Ascension Throne upgrades
  • New sets of Spells
These are going to be final spells, which will provide you with godlike powers in your quest against the living.



The Final Showdown
The Necromancer will finally meet the ultimate foe and will have the opportunity to fix everything and become who he ever wanted to be.

And after the curtain falls - there will be more content, for those most dedicated, for whom one end is not enough and they want to see more of the dark journey that awaits the Necromancer.



Additional tips, narrative, and the cat.
A plethora of narrative objects will be scattered around the world and in the Necromancer citadel. Some will contain flavour text, and some will be useful tips on how the world of The Unliving functions.

And a ghost-cat now lives there... 👀





The Unliving Key Features:
  • Turn enemies into unique undead minions: Each fallen foe has an undead counterpart that the Necromancer can summon to his undead army
  • Sacrifice the undead: The Necromancer can sacrifice members of his undead legions to release powerful spells that can change the course of the battle
  • Enjoy hand-drawn levels: The world of The Unliving is procedurally generated from a selection of meticulously crafted and highly detailed pixel art chunks
  • Death is only the beginning: Through each permadeath players will be resurrected, keeping their progression. Gathered necromantic resources can be used to restore the citadel hub world and power up the Necromancer
  • Overcome blessed bosses: Powerful creatures are the last hope of living to take down the Necromancer, each boasts its own fighting style and abilities
  • Unlock the secrets of necromancy: Meet members of your own necromantic cult, and interrogate enemies to piece together the truth behind the necromancer’s immortality, and the unnatural abilities he wields

🧟 Keep up to date with The Unliving 🧟

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https://store.steampowered.com/app/986040/The_Unliving/
The Unliving - JoeR247_T17

Greetings Necromancers! RocketBrush Studio and Team17 Digital have today announced action RPG The Unliving will launch out of Steam Early Access on 26th October.

Combining rogue-lite and real-time strategy gameplay with a dark fantasy setting, The Unliving follows a vengeful Necromancer sweeping relentlessly across the land, smiting his enemies and reanimating fallen foes in pursuit of an antidote to restore his broken soul.

Since its launch into Steam Early Access in November last year, The Unliving has received a series of updates and quality of life improvements, including a new game mode, requested quality of life features that streamline gameplay, and optimisation of the Horde mechanics.

Version 1.0 will feature many new additions and more quality of improvements and we will share more between now and our full launch date on October 26th!.



The Unliving Key Features:
  • Turn enemies into unique undead minions: Each fallen foe has an undead counterpart that the Necromancer can summon to his undead army
  • Sacrifice the undead: The Necromancer can sacrifice members of his undead legions to release powerful spells that can change the course of the battle
  • Enjoy hand-drawn levels: The world of The Unliving is procedurally generated from a selection of meticulously crafted and highly detailed pixel art chunks
  • Death is only the beginning: Through each permadeath players will be resurrected, keeping their progression. Gathered necromantic resources can be used to restore the citadel hub world and power up the Necromancer
  • Overcome blessed bosses: Powerful creatures are the last hope of living to take down the Necromancer, each boasts its own fighting style and abilities
  • Unlock the secrets of necromancy: Meet members of your own necromantic cult, and interrogate enemies to piece together the truth behind the necromancer’s immortality, and the unnatural abilities he wields

🧟 Keep up to date with The Unliving 🧟

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Facebook
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Team17 Facebook Join our Discord!

https://store.steampowered.com/app/986040/The_Unliving/
The Unliving - Lo_Team17
Hey Necromancers!

We've just dropped another hotfix for the latest build. This includes various bug fixes, as well as some key balancing changes. Find all the information below!

Fixes
  • Fixed the problem with the inability to complete the challenge in the Arena location.
  • Fixed an issue where the "Vow of Deicide" difficulty modifiers applied to a new save game incorrectly.
  • Fixed a bug where "Corpse Trebuchet" upgrade showed a debug string in the description.
  • Rectified the problem where some actions could not be performed when keys were bound to certain controller buttons.
  • Resolved an issue with the "T for information" option being available for abilities that will be equipped on empty slots.
  • Fixed the bug where sacrificing 1-star High Undead units awarded only 1 ash.
  • Corrected an issue where the Controller Map options disappeared when left-right clicking through them.
  • Adjusted the "Ward of Stoneskin" upgrade icon to match the one displayed on the Ash Forge menu.
  • Made the icon of "Lifespark of the Damned One" consistent across all menus.
  • Fixed "Lifespark of the Pale Rider" icon in the Lifespark Fabricator to be displayed correctly.
  • Resolved an issue in the options menu where users could not view other resolution settings when dragging down the choices.
  • Added missing artwork for some keybinds.
  • Fixed the issue where Smart Dash option had no functionality.
  • Corrected the Tutorial's Movement prompt to display all necessary arrow keys when using a controller.
  • Fixed an issue preventing players from choosing a Necromantic Power or Essence ability when selecting the "Try Again" button with a controller.
  • Fixed a bug where "Lifespark of the Pale Rider" could not be found in the game.
  • Resolved an issue preventing the player from navigating through the right side menu of the Lifespark Fabricator using a controller.
  • Enabled D-pad functionality on the menus for the controller.
  • Fixed an issue in the cemetery where Apotheosis could not destroy the last barricade.
Balance Changes
  • ExplodeTheCorpse - damage increased 40→90 at lvl 1, and 10→25 per level.
  • CoupDeGrace - damage increased significantly, to compensate risk of using, lvl1 100 →300, and 50→100 per level
  • BloodyScythe - shield duration increased 5 →25, durability increased 70→110
  • FuneralLense echo cost decreased 7 → 5, damage per ray increased 20→30 at lvl 1, and 5→10 per level.
  • SeverTheBond - lifeforce cost reduced 5 → 1, reloading tome reduced 15 → 10 BoneWyrm damage per wyrm increased 40→80 at lvl 1, and 5→20 per level.
  • BloodShield blood cost decreased 5→3 at lvl 1, and 2→1 per level. Shield duration increased 5 →25, durability increased 70→110
  • FullOfBlood sacrifice damage multiplicator increased 1.5→2
  • BloodyMess - damage increased 25→35 at lvl 1, and 5→7 per level.
  • RicochetingBones - damage per bone increased 8→15 at lvl 1, and 2→3 per level.
  • Foolsdoom - damage increased 100→150 at lvl 1, and 20→30 per level.
  • CorpseTrebuchet - damage increased 40→60at lvl 1, and 10→20 per level.
  • EchoesOfWar - lifetime increased 6→10 at lvl 1, attack speed increased 2→1,5
  • ReapersScythe will now be more ultimate - much more powerfull but more rare used. Damage increased 101→250 at lvl 1, and 30→50 per level, cooldown also increased, 30→45 at lvl 1
  • Stranglehold range increased 3→4.5 at lvl 1, duration increased 3→5
  • AnathemaChorale duration increased 6→10 at lvl 1, and 1→2 per level.
  • InviolableBonesThrone duration increased 5→10 at lvl 1, and 1→2 per level.
  • BloodFrenzyThrone duration increased 5→10 at lvl 1, and 1→2 per level.
  • TirelessSoulThrone duration increased 5→10 at lvl 1, and 1→2 per level.
  • SoakedWithBlood duration increased 10→40 at lvl 1, and 2→10 per level.
  • HorrificWounds duration increased 10→40 at lvl 1, and 2→10 per level.
  • SoulShackles duration increased 5→15 at lvl 1, and 1→2 per level.
  • BlackMist - zone lifetime increased 5→15
  • Rubaiyat echo cost decreased 5 → 1 at lvl 1
We're fast approaching our 1.0 update, and we're so grateful for all of your support, feedback, and love so far! It's not too late to make changes - be sure to let us know your thoughts, so we can make the best necromantic dark fantasy game.

You can do this by posting here on Steam in our General Discussions, Discord, or by filling in a survey available on the game main screen.

Thank you for your ongoing support, as we continue to work on The Unliving!

https://store.steampowered.com/app/986040/The_Unliving/



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Jul 3, 2023
The Unliving - Lo_Team17
Hey Necromancers!

We've just dropped a hotfix for the latest build. Find all the info below!
  • Fix for an issue where the controller map options disappeared when left-clicking through them.
  • Fix for an issue where the icon of "Lifespark of the Damned One" was inconsistent between menus.
We're fast approaching our 1.0 update, and we're so grateful for all of your support, feedback, and love so far! It's not too late to make changes - be sure to let us know your thoughts, so we can make the best necromantic dark fantasy game.

You can do this by posting here on Steam in our General Discussions, Discord, or by filling in a survey available on the game main screen.

Thank you for your ongoing support, as we continue to work on The Unliving!

https://store.steampowered.com/app/986040/The_Unliving/



🧟 Keep up to date with The Unliving 🧟

Twitter
Facebook
Team17 Twitter
Team17 Facebook Join our Discord!

The Unliving - Lo_Team17

Greetings, Necromancers!

If you've had The Unliving on your wishlist for a while, we have some good news for you... it's now 33% OFF here on Steam!

Shape the destiny of the corrupted realm as a mighty Necromancer! Smite enemies, raise the undead,
unleash chaos and rewrite the order of the world - that is, if you think you have what it takes. ⚔️🔮

Check out the savings below:

https://store.steampowered.com/app/986040/The_Unliving/

https://store.steampowered.com/app/2190670/The_Unliving__Digital_Artbook/

https://store.steampowered.com/app/2190660/The_Unliving_Soundtrack/

🧟 Keep up to date with The Unliving 🧟

Twitter
Facebook
Team17 Twitter
Team17 Facebook
Join our Discord!

The Unliving - Lo_Team17
Greetings, Necromancers!

A lot happened since our early access release. During development, we realized that the roadmap we had drawn up at the beginning did not include all the things you requested in feedback, so we adjusted it to allocate more time to the things that worried you the most. ICYMI - we have also just dropped the 'Apex Necromancy' update, check out the patch notes for that here!

As we're fast approaching our 1.0 update, we would love to tell you in detail about everything that has been done in the game since the beginning of early access, and how we envision further development!

We'd like to start with a summary - scroll all the way down to the "Future of Development" section below for a sneak peek at what we have planned for the future.

Fixing the Horde: High Undead 🧟
One of the biggest changes in the game for now - is the higher undead system, which is meant to give players the ability to create the horde they want!

From the very beginning, the behaviour of the undead horde been a focal point of player feedback. To address this, we have made many different additions and fixes to improve the experience of controlling the horde (more on those below), but in the end, we realized that part of the problem is rooted too deeply in the game's foundation, and it is geometrically impossible to make a horde that fills the screen without simultaneously feeling cumbersome and getting in its own way.



We wanted to keep the game pivot - the element of “every killed unit would join the undead horde”, as a dark version of the "leave no one behind" principle. And so, we developed the"High Undead" system.

Now, the Necromancer has a limit on the number of simultaneous units, but each unit can consist of several undead. If the Necromancer resurrects new undead and exceeds his current limit, then he will merge several corpses (choosing the most decayed and damaged ones) and receive the High Undead - who posses increased parameters and updated hit points!



If you manage to gather an incredible amount of corpses, further merging into higher ranks of undead may be possible! With each rank, health and damage will increase significantly, reflecting how many corpses are now combined into one, and the higher-ranked undead will also decay slower.

The limit itself, as well as the strength of the high undead, can be changed in different ways: during the necromancy power upgrade, in the binding crucible, and in the throne of ascension.

Moreover, in the throne of ascension, a pair of forces responsible for the limit will appear. Those who prefer to play with a larger army will be able to increase this limit, while those who prefer a compact elite squad will be able to decrease this limit, obtaining an empowerment of the highest undead (as well as making it easier to promote ranks due to the small number of units).

Balance revision: Binding Crucible and Increasing Power of Necromancy 📖📈
Many things have also been done to respond to your request for the Necromancer's tools to become more customizable.

With new systems, you can make a composition that matches the style you want to play the game!

If you love spell casting you can make spells world shatteringly powerful, at the cost of everything else.
If you don't - all this power could be channelled into the undead, to make them mighty hulks. You could even can hog all power for the Necromancer himself - who decided that casters are fragile and need an army?



Most of the living enemies have been rebalanced to match to new dynamic of Necromancers power. Now that difference in power level will be more pronounced between locations - the cemetery will be easier to beat, especially with crucible powers, and city will be more resistant to crucible powers for longer!

Customization Options: Binding Crucible

The Binding Crucible adds progression and customization to the meta-game. You will encounter it immediately upon returning to the Citadel, and once repaired with Majra and Nazrail, you can use it right away!



The Crucible maintains its flame with coals of life from the Necromancer himself, formed every time a lifespark breaks.

For each level of the Crucible, you can choose one of four alternative upgrades. More often than not, upgrades are responsible for choosing between enhancing the combat capability of the Necromancer himself, enhancing the army of undead, enhancing spells, or enhancing sacrificial abilities - but there are exceptions.



In-run progress: Necromantic Power

The Binding Crucible added necessary progression to the game, but to prevent it from becoming a stagnant choice of the same strategy, we added a system focused on increasing Necromancy Power.



Now, by resurrecting enemies, the Necromancer will receive upgrades that can adjust the direction of development during the run, depending on the vagaries of fate and your mood.

Achievements and Rewards: Citadel Store Update 🛍️
The need to spend Prima simultaneously in three different places - with Majra, Nazrail, and on the Ascension Throne - caused inconvenience, so we reworked the system. Now, apprentices will not have to wait for the Master to bring them resources, but will independently conduct research when certain achievements are reached!



Access to enchantments and new weapons from Nazra'il and Life Sparks from Majra will now be entirely tied to achievements rather than purchased, and Prima will only be spent on restoring the Ascension Throne.

Use Life Sparks and spend life force to provide Majra with the necessary data for research. Kill enemies with different weapons and raise them as undead to inspire Nazra'il to forge new enchantments!

Re-rolls and Grimoire empowerment 🌠
Some feedback suggested that restoring the grimoire often doesn't feel like progress because with a large pool of spells and runes, it becomes harder to find the desired spells. To address this, we added a system of rerolls to the game, tied to grimoire restoration!

Now, when a necromancer unlocks a new circle of ten spells they will activate its core, which provides various bonuses, including additional reroll charges!



With this charge, essence results can now be re-rolled! Additional charges can be earned inside the run by discarding essences.



Navigation tool: Necromancer Divination 🗺️
In order for you to better navigate and make decisions on whether to deviate from the path in pursuit of the Zolarian's gold reserves, we have added a Divination system.

This is a radar that, when activated by a button press, will display points of interest around the necromancer and their direction, as well as a pointer to the main path to the location boss.



Throne of Ascension update 🪑
Initially when developing the Necromancer's throne interface, we were focused on achieving a diegetic look, but from your feedback, players found the interface to be unclear... so we updated it!

We made the Necromancer's throne more informative and obvious in conveying what needs to be done to unlock new powers within it. We also made the effects of the powers more obvious and displayed that only one of the two paired powers can be active at a time.



Late-game challenge: Vow of Deicide 🗡️
To ensure that after all the changes and various enhancement systems the player still has a challenge in the later stages of the game, we developed the 'Vow of Deicide'.

The Vow of Deicide is a counter-part system, meant to oppose the Binding Crucible. It will allow you to raise the level of difficulty after the Necromancer reaches end-game stages - and you can get rewards for it!

The Vow of Deicide is activated after you have defeated the final boss for the first time, and it allows you to start a new run with increased difficulty. All enemies, including bosses, will become stronger, but the amount of resources will increase as well. Additionally, rewards for first-time boss kills will be given for each level of difficulty.

After the final boss is defeated on the new level of difficulty, the next level will be unlocked.



Different tweaks and Optimizations 🛠️
We worked hard on different aspects of how the army of undead work, and have made quite a lot of technical progress in response to all issues you, the community, are reporting.

There was logic, and technical updates for pathfinding and aggression, the most noticeable change was the addition of a dash or jump to meelee units. Of course regular skeletons will never be on par with mighty werewolves, but now they have a line rush move to get them to the front line, rather than stuck behind archers!



We have also made quite a few internal changes of how all things work, small QOL changes, and some explanation attached to things that were unclear before! Based on your feedback, we added a tracker to display how close the Necromancer is to finding the next shard of his soul.

Numerous abilities and runes texts were re-written to make their function clearer, and loading-screen tips were also added!



Future of development 🔮
We are almost at the end of early access development, and the next big update will be version 1.0!

All major systems and radical changes that we deemed necessary and that you asked for in the feedback are now online. We will most likely still make some changes for the release version, based on your further feedback, but the next update will have a focus on narrative. Most excitingly, the biggest part of this update will be the final boss and Zolar's elite guard.



Of course, you can expect the conclusion of the Necromancer's story and that of his apprentices, as well as many small plot additions. During the time that the apprentices spent in the necromancer's citadel, they managed to collect all sorts of things, (both necessary and otherwise). Some say that a ghostly meowing can be heard, echoing through the citadel at times... 🐱

There will also be small objects in the locations that will further reveal the story of the events and the world. For those that love lore, this is going to be huge!

[/img] We are incredibly grateful to everyone who supported us on this journey. We are close to the finish, but there is still time for some changes, so we would be extremely grateful if you could fill out the survey to make sure that the final version will be the necromancy game you are waiting for. Thank you! [img]https://i.imgur.com/A7P5DuU.gif[/img] [b]🧟 Keep up to date with The Unliving 🧟 [/b] [url=https://twitter.com/TheUnlivingGame?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor]Twitter [/url] [url=https://www.facebook.com/theunlivinggame/]Facebook [/url] [url=https://twitter.com/Team17?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor]Team17 Twitter [/url] [url=https://www.facebook.com/Team17/]Team17 Facebook [/url] [url=https://discord.gg/FwTpJC9Cns]Join our Discord![/url

We are incredibly grateful to everyone who supported us on this journey. We are close to the finish, but there is still time for some changes, so we would be extremely grateful if you could fill out the survey to make sure that the final version will be the necromancy game you are waiting for. Thank you!



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The Unliving - Lo_Team17


Hello Necromancers!

A major update is here - are you ready to reach Apex Necromancy?
  • Enemy resurrection necromancer upgrades
  • Create powerful ranked undead when horde is increased
  • Reach achievements to conduct apprentice research
  • New difficulty modes after first completion
  • New rewards for grimoire restoration and throne essence
  • Navigation radar
  • Achievement based enchantment access
Check out the full patch notes below!

Apex Necromancy Patch Notes
Gameplay Fixes:
  • Fixed an exploit allowing players to reload saves for currency farming.
  • Bonus Cinders are now correctly awarded to the Necromancer on Apostate difficulty.
  • Fixed a bug where difficulty options would not apply on a continued run.
  • The Blood Cysts modifier can now be found in Homespace.
  • Corrected the "Ascension Elixir" Lifespark upgrade functionality.
  • Fixed an issue where multiple lifesparks would activate simultaneously.
  • Improved functionality of Enchanter upgrades.
  • Adjusted conditions for the Flower Lady achievement.
  • Fixed a bug that caused projectiles to freeze after being launched.
  • Added option to select difficulty parameters after defeating the third boss.
  • Improved decay state update in the starting area of a run.
  • Resurrected Hierarch mini boss units can now be sacrificed.
  • Fixed an issue preventing the sacrifice of flower bulb enemies in the Swamp Boss stage.
  • Corrected a problem causing undead to get stuck at invisible walls.
  • Improved horde responsiveness with 40+ units.
  • Fixed a bug where raising dead could be used during combat.
  • In-store items will now correctly subtract coins when purchased.
  • Fixed an issue that prevented the raising of the Cleric of Zolar from the dead.
  • Pressing 'R' for the raise dead ability will now consistently raise the dead.
  • Interactions with Lifesparks will now correctly grant Lifeforce to the player.
  • Spells unlocked by the player will now save correctly, even without loading a stage.
  • Commander unit will now be visible when dead.
  • Fixed an issue causing the "Expend" button to lack functionality when interacting with an Essence.
  • Fixed performance issues in the Swamps level and during large Horde encounters.
  • Fixed issues with Essence UI popups showing up incorrectly.
  • Fixed issues with Blood Feast spell display and icon representation.
  • Fixed a bug causing the "Expend" option to appear with no functionality in the Ash Forge menu.
  • Corrected spelling errors and inconsistencies in several tooltips and descriptions.
  • Addressed an issue where the trial version text appeared on screen.
  • Fixed a bug causing the Binding Crucible to exhibit visual tearing during the first cutscene.
  • Fixed an issue with Necromancer movement during the Binding Crucible cutscene.
  • The Capital level can now be correctly reloaded from the Necromancer Citadel after defeating the Capital boss for the second time.
  • Fixed a bug causing tooltips to appear as placeholders when slots are empty.
  • Addressed incorrect display of unlocked upgrades on the Ascension Throne.
  • Fixed incorrect functionality of various abilities, modifiers and spells.
  • Improved sound effect cues and resolved various sound issues.
  • Fixed incorrect keybindings display on the in-game UI.
  • Corrected an issue causing undead to pass through the scenery when ordered to attack.
  • Resolved issue with Monolith of the Outer Gods causing unintended undead army behavior.
  • Fixed an issue causing the Carrion Hook to stun multiple enemies at once.
  • Corpse Trebuchet will now correctly state the number of corpses required for use.
  • Fixed a bug that prevented the game from pausing after the final barricade's destruction by Apotheosis.
  • Fixed several inconsistencies with blood cost of abilities.
  • Addressed an issue preventing undead and living entities from entering specific tutorial areas.
  • Improved gem drop rate from enemies.
  • Fixed the behavior of Apotheosis explosive barrels based on damage taken.
  • Fixed an issue preventing the skipping of the death screen.
  • Added tooltips to empty ability slots for improved user guidance.
  • Resolved blending issues in the starting area of the Swamp stage.
UI/UX Fixes:
  • Fixed a bug preventing the display of button icons for the arrow keys in the Tutorial.
  • Localized all elements of Hexenwraith upgrade from the Enchanter, Darkest Ritual menu, "Report a bug" feature, "Credits" option, "Give Up" option, and several HUD elements.
  • Lifesparks will now unlock at correct progress points.
  • Improved placeholder VFX for explosive barrels in Apotheosis fight.
  • Fixed an issue where the unlocked Lifespark Fabricator did not display the "R" prompt.
  • Adjusted the loading screen when returning to the front end menu to include artwork.
  • Improved controller navigation between options in the 'Audio & Video' menu.
  • Fixed an issue causing the user to repeatedly press "R" to interact with the Transmutation Rune.
  • Resolved an issue with misplaced text in the Spanish control mapping option.
  • Adjusted loading times for faster transitions between screens.
  • Resolved a visual bug involving the overlap of the "Leave the Burial Isle" window with the "R" prompt.
  • Fixed display of cooldown values on certain spells.
  • Fixed inconsistent rewards from defeating bosses on the first run.
  • Fixed a bug causing the game area not to stretch or fit the screen when changing resolution.
  • Resolved an issue causing the camera drag to occur even after interacting with the Grimoire dialogue.
  • Fixed issues related to areas in Cemetery and Citadel levels where player and undead could walk out of bounds.
  • Resolved various issues related to art, texture, and sprite mismatches.
Other Fixes:
  • Resolved an issue where the game continued to render sound when not in focus.
  • Fixed incorrect placement of quotation marks in the description box from the main screen.
  • Resolved texture misalignment on chests.
  • Fixed hints not appearing in the loading screen.
  • Fixed shop price text overlapping with the button prompt.
  • Fixed issues with swamp structures' collision boxes after being destroyed.
  • Fixed an issue with repeating icons for multiple modifiers.
  • Resolved a visual bug causing the shadow of a statue in homespace to load incorrectly.
  • Improved scroll wheel functionality on drop down boxes.
  • Additional minor bug fixes and gameplay enhancements.
We're fast approaching our 1.0 update, and we're so grateful for all of your support, feedback, and love so far! It's not too late to make changes - be sure to let us know your thoughts, so we can make the best necromantic dark fantasy game.

You can do this by posting here on Steam in our General Discussions, Discord, or by filling in a survey available on the game main screen.

We would also invite you to celebrate how close we are to launching out of Early Access - we've written up a dev log for you summarizing everything we've done so far, and what's next for the future of The Unliving. Check it out here!

Thank you for your ongoing support, as we continue to work on The Unliving!

https://store.steampowered.com/app/986040/The_Unliving/



🧟 Keep up to date with The Unliving 🧟

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The Unliving - Lo_Team17
Hello Necromancers!

A major update is here - ready yourselves for the Rage of the Undead!



This is a HUGE update, bringing with it a lot of features that change gameplay, add variety, permanent progression and more features that you, the players have requested!

Binding Crucible 💀
This is a station in Necromancer Citadel that contains a new progression system. There, you can upgrade your undead army and Necromancer in any way you would like!

If you love spell casting, you can make spells world-shatteringly powerful, at the cost of everything else... or, how about channelling all that power into the undead, to make them mighty hulks? Of course, you can even hog all power for the Necromancer himself - who decided that casters are fragile and even need an army?

Balance revision ⚖️
Living enemies have been rebalanced to match the new dynamic of Necromancers power. Now the difference in power level will be more pronounced between locations - cemeteries will be easier to beat, especially with crucible powers. The city will also resist crucible powers for much longer.

Vow of Deicide ☄️
This is a counter-part system, meant to oppose Binding Crucible. It will allow you to raise the level of difficulty after the Necromancer reaches end-game stages, and you can even get rewards for it!

For now this will plainly increase enemy power-level. Regarding rewards, there is a one-time recourse pack for first completion on every difficulty, and an everlasting multiplicator for all meta-currencies.

Re-roll in Essences ⚗️
Now you will have access to more instruments, to form the exact spell you need!

Essence result can now be re-rolled, spending one re-roll charge! Additional charges can be earned by unlocking more spells in Citadel, or inside the run by discarding essences.

Horde Optimizations 🧟
We worked hard on various aspects of how the army of undead work and have made quite a lot of technical progress in response to all issues you, the community, are reporting.

More noticeably, now every melee unit has some sort of dash or a jump. Of course, regular skeletons will never be on par with mighty werewolves, but now they have a line rush move, to get them to the front line rather than stuck behind archers!

In this update, there have been many internal changes of how all things work, small QOL changes, and some explanation attached to things that were unclear before! We have also added a tracker to display how close the Necromancer is to finding the next shard of his soul. Most of these updates were already tested in the beta-branch, by our most hardcore fans (whose help is extremely valuable to us). But now it is going live, and we will be grateful if you could tell us how you like the direction the game is developing!

You can do this by posting here on Steam in our General Discussions, Discord, or by filling in a survey available on the game main screen. Thank you for your ongoing support, as we continue to work on The Unliving!

Other Notable Fixes 🛠️
  • The modifier slots' tooltips do not show their placeholders anymore when the slots are empty.
  • Game does not crash anymore when the user hits Esc while rapidly pressing the Save Slots button.
  • The Flower Lady achievement is now unlocking correctly.
  • The specified unit modifier does not present debug string anymore when no modifier is equipped.
  • Blood Cysts have been removed from the game.
https://store.steampowered.com/app/986040/The_Unliving/

🧟 Keep up to date with The Unliving 🧟

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The Unliving - Lo_Team17


The horrors of the undead await! 🧟

Explore a grim world of monsters and magic, fight for survival, and uncover the grim secrets of the Church... and now, you can save 20% OFF too! 🔥

Will you survive the night?

https://store.steampowered.com/app/986040/The_Unliving/

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