Unknightly - Portal Studios
Hey everyone!

I'm happy to announce our second significant update.
This update brings you new content as well as important improvements.

I'll keep it short by pointing out the "Top 4" most significant additions:
(there's more but these are the most important / significant ones)

Dungeons: Chapter II !
In the next chapter you are going to venture deeper towards the dungeon exit in your attempt to escape it (You might discover some dark things are going on down there).
This is a full blow chapter which varies quite significantly from previous chapters and is said to be more difficult in nature.
It could take players anywhere between 45 and 70+ minutes to complete ( estimates based on real player data) depending on skill and experience.
I won't give away much here but I recommend you play it through and find out for yourself :)

Improved Climbing
  1. Haptic Feedback - Touch
    Start soft rumble that when hand is within grabbing distance of a climbable surface.
    This is intended to convey the human sense of "touch" and act as a cue for letting the player know that a particular a surface is climbable and within climbing range.
  2. Haptic Feedback - Grab: Play intense rumble on successful grab.
  3. Visual Cues
    Add a very gentle soft light / outline to the player's hands that lights blue or red depending on if a surface is climbable (blue) or not (red).
    This will serve as a visual queue for the player when climbing and also help with making surfaces a little more visible when climbing in darker parts of the map.
  4. Tolerance & Snapping
    Increase tolerance for player putting his hand through a wall and make hand model snap to walls up to certain wall penetration depth.

AI Voice / Barks
We're hired a professional voice actor to do the voice acting and completely replace the temporary voice-lines the AI currently has!
At this point we've added only a handful of lines but we've already written a sent the voice actor a script of over 200 words - with more to come.
We'll add many more lines in the upcoming minor patch!

Lighting Improvements
We’ve made subtle but noticeable changes to the lighting in all levels so even the darkest corners should never be pitch dark.
It was important for us to keep the over-all atmosphere dark while at the same time making it possible for players to still see walls and other objects in the darkest corners (even if ever so slightly).

------------------

Personal Thanks
I'd like to personally thank the community members who've agreed to part-take in our internal testing rounds and were supportive enough to play through the game, raise bugs and suggest improvements before it was publicly released:
WMan22, Supadave, amandagreenway, HOSHI82, NerV, Captaindickhook.
You guys are amazing, thank you so much <3

What's Next
We'll soon be posting our "What's Next" discussion so you guys know what we plan to work on next (just as we did last time).
Please feel free to jump in, suggest ideas or re-prioritization if you feel there's more pressing matters that need our attention, or simply let us know what you're most excited for!

Hope you enjoy this patch and, as always, we look forward to your feedback!

Much love! <3

Unknightly - Portal Studios
Hey everyone!

I'm happy to announce our second significant update.
This update brings you new content as well as important improvements.

I'll keep it short by pointing out the "Top 4" most significant additions:
(there's more but these are the most important / significant ones)

Dungeons: Chapter II !
In the next chapter you are going to venture deeper towards the dungeon exit in your attempt to escape it (You might discover some dark things are going on down there).
This is a full blow chapter which varies quite significantly from previous chapters and is said to be more difficult in nature.
It could take players anywhere between 45 and 70+ minutes to complete ( estimates based on real player data) depending on skill and experience.
I won't give away much here but I recommend you play it through and find out for yourself :)

Improved Climbing
  1. Haptic Feedback - Touch
    Start soft rumble that when hand is within grabbing distance of a climbable surface.
    This is intended to convey the human sense of "touch" and act as a cue for letting the player know that a particular a surface is climbable and within climbing range.
  2. Haptic Feedback - Grab: Play intense rumble on successful grab.
  3. Visual Cues
    Add a very gentle soft light / outline to the player's hands that lights blue or red depending on if a surface is climbable (blue) or not (red).
    This will serve as a visual queue for the player when climbing and also help with making surfaces a little more visible when climbing in darker parts of the map.
  4. Tolerance & Snapping
    Increase tolerance for player putting his hand through a wall and make hand model snap to walls up to certain wall penetration depth.

AI Voice / Barks
We're hired a professional voice actor to do the voice acting and completely replace the temporary voice-lines the AI currently has!
At this point we've added only a handful of lines but we've already written a sent the voice actor a script of over 200 words - with more to come.
We'll add many more lines in the upcoming minor patch!

Lighting Improvements
We’ve made subtle but noticeable changes to the lighting in all levels so even the darkest corners should never be pitch dark.
It was important for us to keep the over-all atmosphere dark while at the same time making it possible for players to still see walls and other objects in the darkest corners (even if ever so slightly).

------------------

Personal Thanks
I'd like to personally thank the community members who've agreed to part-take in our internal testing rounds and were supportive enough to play through the game, raise bugs and suggest improvements before it was publicly released:
WMan22, Supadave, amandagreenway, HOSHI82, NerV, Captaindickhook.
You guys are amazing, thank you so much <3

What's Next
We'll soon be posting our "What's Next" discussion so you guys know what we plan to work on next (just as we did last time).
Please feel free to jump in, suggest ideas or re-prioritization if you feel there's more pressing matters that need our attention, or simply let us know what you're most excited for!

Hope you enjoy this patch and, as always, we look forward to your feedback!

Much love! <3

Unknightly - Portal Studios
Hello everyone!

I'm happy to announce our first significant update,
and hopefully after reading the update's highlights you'll be happy as well :)

It's worth to quickly mention that this major update has turned out to be very different than we had originally planned (in a positive sense) seeing as
we were overwhelmed by the community's responsiveness and feedback.
So we went on and changed some of our priorities to fit some of most requests you guys have put forth!


Major Features:

Trackpad (Onward-Style) Locomotion !
This has been pretty much the #1 request in the forums, and we quickly understood that trackpad locomotion would have to be a thing and that it couldn't wait - and let me tell you it turned out to be amazing!
You'll now be able to choose between Arm-Swing and the by-now-standard onward-style trackpad locomotion (with a sprint ability!).

Arm-Swing Locomotion Controls Remapping
We're received multiple requests from existing players who did happen to like the Arm-Swing locomotion but had troubles with it's key mappings.
So we've taken the feedback and made some quite significant adjustments.
In short: Left hand is now used for controlling movement, it is now the dominant hand in determining direction.
Also"Walk" and "Backwards-Walk" have moved the the left controller while jump has remained on the right controller.

AI Hearing Improvements
This one was painful in the last version especially that part in the tutorial where the AI would often seem to ignore the logs you would throw at him :P
This system has been significantly improved and the AI is now much more responsive to noises.
Additionally we've increased the AI's hearing radius so it's now much more convenient to kite an AI guard away from his post.


Some Minor Improvements & Fixes:

  • Noise Indicator has been tuned to provide better feedback.
  • Crates, Barrels etc. are now climbable as well.
  • Dead guards' bodies make less noise when dragged/fall and this noise can now actually alert other guards!
  • Added "Pause" button for Vive users, we will add it for Oculus in an upcoming minor patch.
  • Fixed: Dagger bug, would still have collision after being withdrawn.
  • Fixed: Checkpoint bug , would sometimes load player at the start of a level with data from another level / play-through.
  • Much more behind the scenes but this announcement has been a long enough read already :)

We can't thank you guys enough for providing the constant feedback, requests and bug reports.
Hopefully you are as excited as we are to be part of shaping this game.

Thank you all so much <3 !
Unknightly - Portal Studios
Hello everyone!

I'm happy to announce our first significant update,
and hopefully after reading the update's highlights you'll be happy as well :)

It's worth to quickly mention that this major update has turned out to be very different than we had originally planned (in a positive sense) seeing as
we were overwhelmed by the community's responsiveness and feedback.
So we went on and changed some of our priorities to fit some of most requests you guys have put forth!


Major Features:

Trackpad (Onward-Style) Locomotion !
This has been pretty much the #1 request in the forums, and we quickly understood that trackpad locomotion would have to be a thing and that it couldn't wait - and let me tell you it turned out to be amazing!
You'll now be able to choose between Arm-Swing and the by-now-standard onward-style trackpad locomotion (with a sprint ability!).

Arm-Swing Locomotion Controls Remapping
We're received multiple requests from existing players who did happen to like the Arm-Swing locomotion but had troubles with it's key mappings.
So we've taken the feedback and made some quite significant adjustments.
In short: Left hand is now used for controlling movement, it is now the dominant hand in determining direction.
Also"Walk" and "Backwards-Walk" have moved the the left controller while jump has remained on the right controller.

AI Hearing Improvements
This one was painful in the last version especially that part in the tutorial where the AI would often seem to ignore the logs you would throw at him :P
This system has been significantly improved and the AI is now much more responsive to noises.
Additionally we've increased the AI's hearing radius so it's now much more convenient to kite an AI guard away from his post.


Some Minor Improvements & Fixes:

  • Noise Indicator has been tuned to provide better feedback.
  • Crates, Barrels etc. are now climbable as well.
  • Dead guards' bodies make less noise when dragged/fall and this noise can now actually alert other guards!
  • Added "Pause" button for Vive users, we will add it for Oculus in an upcoming minor patch.
  • Fixed: Dagger bug, would still have collision after being withdrawn.
  • Fixed: Checkpoint bug , would sometimes load player at the start of a level with data from another level / play-through.
  • Much more behind the scenes but this announcement has been a long enough read already :)

We can't thank you guys enough for providing the constant feedback, requests and bug reports.
Hopefully you are as excited as we are to be part of shaping this game.

Thank you all so much <3 !
Unknightly - Portal Studios
Hello everyone!

First off thanks to everyone for supporting us on our Public Beta Launch,
you guys have been incredible!

We're releasing a patch with some important bug fixes that some players had experienced.

The two major fixes in this patch are:
  1. Keys would sometimes not open their locks - We've switched to another pairing system which should be much more reliable

    UPDATE Dec 02:
    After making the system more reliable didn't solve the issue we were able to have a deeper look and are confident we have found the root cause.
    Another fix has been uploaded where the bug does not seem to reoccur. -- Thanks to everyone for reporting <3

  2. Oculus users had issues launching the game due to "Oculus Entitlement Check" - the check has been removed until further notice.


UPDATE Dec 03:
Fixed a minor bug where sometimes the player would spawn inside a wall (if you have a small VR space you probably have no idea what I'm talking about :) ) -- Thanks to Filip for reporting <3

Thank you guys for reporting these issues!
We'd like to apologize for any inconveniences caused by them.
We are in bug hunt mode and we got our spears ready and sharp!

Keep that feedback and those suggestions headed in our direction! <3
Unknightly - Portal Studios
Hello everyone!

First off thanks to everyone for supporting us on our Public Beta Launch,
you guys have been incredible!

We're releasing a patch with some important bug fixes that some players had experienced.

The two major fixes in this patch are:
  1. Keys would sometimes not open their locks - We've switched to another pairing system which should be much more reliable

    UPDATE Dec 02:
    After making the system more reliable didn't solve the issue we were able to have a deeper look and are confident we have found the root cause.
    Another fix has been uploaded where the bug does not seem to reoccur. -- Thanks to everyone for reporting <3

  2. Oculus users had issues launching the game due to "Oculus Entitlement Check" - the check has been removed until further notice.


UPDATE Dec 03:
Fixed a minor bug where sometimes the player would spawn inside a wall (if you have a small VR space you probably have no idea what I'm talking about :) ) -- Thanks to Filip for reporting <3

Thank you guys for reporting these issues!
We'd like to apologize for any inconveniences caused by them.
We are in bug hunt mode and we got our spears ready and sharp!

Keep that feedback and those suggestions headed in our direction! <3
Unknightly - Portal Studios
Hello everyone!

We’re happy to finally announce the “Public Beta” (Early Access) release of UNKNIGHTLY,
a nerve-wracking medieval VR stealth game,
with full room-scale support for both the HTC Vive and the Oculus Rift!



Purchasing UNKNIGHTLY at its "Public Beta" (Early Access) phase
grants you full access to the product and all of its future updates.

Before Purchasing
Please consider spending a moment reading through the implications of choosing to opting in to play UNKNIGHTLY in its "Public Beta" phase.

You should get this game at its current state, assuming:
  1. You are excited for VR stealth games and VR in general and are eager to get your hands on new and innovative VR games, even at the expense of experiencing the occasional bugs due to early development state.

  2. You believe in the premise of this game and want to support and contribute value to it by opting in early and providing feedback from your game play experience.

  3. You are satisfied with the amount of content described below as long as you know that more content is on its way.




The Current State of the “Public Beta” Version

The Good

Core Mechanics

All core mechanics are in place to give the full experience
of the game as presented in the trailer.
This of course also includes assassinations! :)


Current Content Includes

Game Play Tutorial
A tutorial with actual challenging game play content
that offers 30-40 minutes of game play to complete
depending on player skill and experience.

Escape the Dungeons
"Dungeons: Chapter I" is a full length level
that offers about 35-50 minutes of game play to complete.
This level features much more interesting and challenging
encounters for the player to think and work through.

More Content on the Way
"Dungeons: Chapter II" set to release within ~5 days of launch.
"Dungeons: Chapter III" set to release within ~9 days of launch.


The Ugly?

Potential Bugs / Edge Cases
Stealth game levels are intriguing and complex by design.
Bugs and edge cases could manifest themselves.
Please do report them in mails / discussions!

AAA-Quality Polish
While the game's overall polish is considered high
as featured in the trailer and screenshots,
sounds-design and guard animations will require and receive
further polish in upcoming releases.

Story / Lore
Story is a topic that is largely lacking at the current state
and will be emphasized significantly in upcoming releases.
If you are in it for the story elements please consider revisiting the game
in a few weeks.

Final Note:
If you should decide to post-pone your purchase or are still on the fence,
please consider subscribing to our mailing list to receive continuous
development updates as UNKNIGHTLY keeps evolving.
Also consider adding this UNKNIGHTLY to your Steam Wishlist!

Unknightly - Portal Studios
Hello everyone!

We’re happy to finally announce the “Public Beta” (Early Access) release of UNKNIGHTLY,
a nerve-wracking medieval VR stealth game,
with full room-scale support for both the HTC Vive and the Oculus Rift!



Purchasing UNKNIGHTLY at its "Public Beta" (Early Access) phase
grants you full access to the product and all of its future updates.

Before Purchasing
Please consider spending a moment reading through the implications of choosing to opting in to play UNKNIGHTLY in its "Public Beta" phase.

You should get this game at its current state, assuming:
  1. You are excited for VR stealth games and VR in general and are eager to get your hands on new and innovative VR games, even at the expense of experiencing the occasional bugs due to early development state.

  2. You believe in the premise of this game and want to support and contribute value to it by opting in early and providing feedback from your game play experience.

  3. You are satisfied with the amount of content described below as long as you know that more content is on its way.




The Current State of the “Public Beta” Version

The Good

Core Mechanics

All core mechanics are in place to give the full experience
of the game as presented in the trailer.
This of course also includes assassinations! :)


Current Content Includes

Game Play Tutorial
A tutorial with actual challenging game play content
that offers 30-40 minutes of game play to complete
depending on player skill and experience.

Escape the Dungeons
"Dungeons: Chapter I" is a full length level
that offers about 35-50 minutes of game play to complete.
This level features much more interesting and challenging
encounters for the player to think and work through.

More Content on the Way
"Dungeons: Chapter II" set to release within ~5 days of launch.
"Dungeons: Chapter III" set to release within ~9 days of launch.


The Ugly?

Potential Bugs / Edge Cases
Stealth game levels are intriguing and complex by design.
Bugs and edge cases could manifest themselves.
Please do report them in mails / discussions!

AAA-Quality Polish
While the game's overall polish is considered high
as featured in the trailer and screenshots,
sounds-design and guard animations will require and receive
further polish in upcoming releases.

Story / Lore
Story is a topic that is largely lacking at the current state
and will be emphasized significantly in upcoming releases.
If you are in it for the story elements please consider revisiting the game
in a few weeks.

Final Note:
If you should decide to post-pone your purchase or are still on the fence,
please consider subscribing to our mailing list to receive continuous
development updates as UNKNIGHTLY keeps evolving.
Also consider adding this UNKNIGHTLY to your Steam Wishlist!

...