Hello Warriors! Following the release of our first console patch yesterday, we wanted to provide you with more info on the future of Immortal: Unchained and give you an update on what we're currently working on.
Firstly, we're aware of issues some PS4 & Xbox One players have been experiencing with crashes, so right now we're focusing our efforts on improving stability on console. We hope yesterday's patch made significant steps towards improving this, but we are going to continue monitoring reports and plan to make further improvements to overall stability.
We intend to make ongoing improvements to weapon balancing, too, and have been listening to your feedback closely when it comes to this. We’ll detail any changes to weapon balancing in future patch notes.
We also know that many of you are looking forward to New Game+, which we are focused on releasing as a free update later this year. However, we don't want to launch NG+ until we're confident it is absolutely ready and that it provides the experience you expect. We hope to have more of an update on our progress with NG+ to share with you soon.
Besides that, we also have other tweaks, features and improvements that we're working on, too - some big and some small. We aren't quite ready to talk about them yet, but we are eager to share them with you in future updates!
More than anything, though, we want to thank all our players for their support. We've loved seeing comments from you all as you journey through the game, and are keen to continue taking your feedback into account to help us shape future updates. Thanks again for jumping into the world of Immortal: Unchained! See you in the Cosmos 😉
Hi there! Unfortunately we introduced some bugs with the latest patch, which has now been hot-fixed. Should you still encounter issues with the new patch, please post in our forum and we'll get right on it!
We had some minor tech issues to solve before shipping this patch, but I'm hapy to say that it is now live!
Patch Summary: In this patch, we have fixed some of the blockers & crashes that people have reported in the forum. On the design side, we have increased the damage for assault rifles & SMGs and made ammo packs more likely to drop from enemies. Additionally, we have made stun-locking of certain bosses more difficult and added a clearer VFX trail to enemy melee attacks.
Bugs & crashes: - Fixed a bug that could cause the boss chest to not spawn if players died at the same time as the boss - Fixed a crash with equipping/unequipping certain weapons - Fixed a progression blocker if players progress further in the game than intended prior to the invasion event - Fixed an issue that caused the bridge in Arden prison to not extend - Fixed a progression blocker for when players have killed all 3 beasts, but cannot deliver the hearts - Fixed the missing pop-up for when collecting a duplicate armor shrine upgrade - Made the obelisk UI factor in upgrades on total ammo capacity for consistency - Fixed Polish grammar mistake on ladders
Balance Fixes: - Assault rifles and SMGs have increased damage. Some specific weapons had minor adjustments to ammo to even out the total potential damage calculation. - Significantly increased the chance of enemies dropping an ammo pack - Naylon, Housecarl Invader, and Malog have modified stability damage multipliers to make stun-locking more difficult. Naylon also has increased stability. - Added particle trail to the enemy melee attacks for better visual feedback on the damage are
The first patch is now going live and in this patch we have fixed some of the most common bugs & crashes that people have reported in forum.
Additionally, we have slightly nerfed the ammo for shotguns and buffed the ammo for assault rifles. This is just the first of many balance fixes, and while we believe that especially assault rifles still need another buff, we don’t want to just randomly throw numbers around. It’s a big game, and we want to do things correctly. However, we are as always looking forward to hearing your feedback!
Bugs & crashes: - Fixed an issue that could corrupt the save file. Player will now be sent to the Monolith as a fallback for this issue. - Fixed a crash on swapping weapons at obelisk - Player no longer shoots when closing a pop-up - Cosmetic fixes in level - Audio fix on stomp attack - Fixed exploit in the Stream, so you can't reach the obelisk from lower platform - Aras no longer repeat the same line twice - Power attacks are now blocked while interacting with NPCs to avoid an issue where you couldn’t un-aim - Fixed a bug that caused the Frostclaw SMG to have 100m range instead of the correct 13m.
Balance Fixes: - Assault rifles get an increased ammo cap based on assumed accuracy. In-accurate assault rifles get a bigger increase than accurate ones. - All shotguns get a slightly decreased ammo cap. - Iska's healing recovery was decreased from 55 seconds to 25 seconds
Hi all, Daniel here from Toadman. First of all, I wanted to thank all who have been playing over the weekend and who has been providing us with input and feedback on the game. We're hard at work to fix the first round of bugs and balance changes, which - if all things go as planned - should arrive on Friday.
We can't believe we're finally saying it... Immortal: Unchained is available NOW!
As a launch bonus, we'll be offering a 10% discount on the game and the Midas Touched Cosmetic DLC pack until September 14th, after which the price will return to its usual price. So if you want to save the Cosmos and save a bit of cash while doing it, jump in now!
Plus, as an extra special thanks to early adopters, the Primes Pack DLC will be available absolutely FREE on Steam until September 14th! The Primes Pack features the Reckless Auto-Shotgun, Frost Shiv, Steel Skin, a Special Armor Tint, an Extra Hairstyle and an Extreme Ragdoll Effect, giving you even more options with which to take on the Undead. Please be sure to download the Primes Pack within the first week of launch, as it will return to its usual price after the promotional period.
We're also giving away the official soundtrack free with every purchase of the game on Steam. Because free things are awesome!
But we aren't done yet. In the months ahead we'll be releasing updates that push the game even further, including a New Game Plus mode, Challenge mode, and some exciting new DLC that we'll be talking about soon. New Game Plus has been requested by the community and is something we're eager to add too, so we're working on introducing it to the game via a free update before the end of the year.
We really want to show our support to the community and our passion for single-player games with a range of free and premium content that we hope keeps you coming back long after your adventure across the Cosmos has concluded. We can't wait to give further details on how we plan to do that soon. For more info on the game and upcoming announcements, please visit our official website at https://www.immortalthegame.com/.
But that’s all in the future. For now, we couldn’t be more excited for everyone to jump into the world of Immortal: Unchained. So strap on your Cursed Blades, load up your Berserkers' Glaives and head out on your quest to save the Cosmos!
Hi Immortals! As we get closer to launch on September 7, we wanted to give you an update on some of the tweaks and changes we've been working on over the last few months, largely thanks to your alpha feedback.
You may have already spotted these changes in some recent streams and previews. But if you haven't, here's a quick note from Daniel Mesonero, Studio Manager at Toadman Interactive Berlin to give you more of an insight into what we've been working on:
Hi everyone, Daniel from the Berlin studio here! During the months since the alpha, we've been working hard on the game and listening to player feedback, tweaking the game to create an even better experience.
While we want to retain the gameplay of high-intensity encounters, we also want to push for a stronger connection with our 100+ guns. One of the big changes we have implemented is setting free aim as default. This means that the game demands a higher level of player skill to aim well (especially while dodging enemy attacks!), but provides an experience that we hope feels more tactile and rewarding. The option to lock-on to an enemy's core will still be available if you prefer to play that way, but skill-shots, like shooting off limbs and headshots, can only be achieved with free aim.
This was high on your list of feedback, so we're really happy to say that we've been able to implement it in time for launch.
Alongside this change, we've also introduced fully automatic weapons and removed stamina consumption from guns. As these introduce some balancing changes, the flip-side is that we have made ammo drops a lot rarer, so you now have to make every bullet count!
We have also made a lot of other smaller fixes as we polish up the game in time for launch, of course, and can't wait to see everyone playing on September 7!
The prophecy is true - today we have some huge news! We are incredibly excited to announce that Immortal: Unchained will release on September 7, 2018 for £39.99/$49.99/€49.99!
To celebrate the news, we’ve released a brand new video highlighting one of the game’s early cutscenes and offering a sneak peek into the lore. But remember, not everything may be as it seems...
https://www.youtube.com/watch?v=smo18dAobfs We’ll be revealing much more about Immortal: Unchained soon (keep an eye out for the first look at a brand new environment over the course of the next few weeks!), and we’ll be posting more updates as we get closer to release, including additional information on character customisation, challenges and, of course, system requirements.
Thank you again for all of your amazing support so far, and don’t forget, if you’re excited for the game, please go ahead and add it to your Steam Wishlist! We can’t wait to share Immortal: Unchained with you in just a few months’ time!