First off, massive thanks to everyone who downloaded and played the recent Unto The End demo as part of the Digital Dragons showcase. And extra massive thanks to everyone who took the time to share feedback with us. Special shouts to Aya (@Aya08176976) and Roy (@SerRoyim) for their help tracking down some particularly nasty bugs.
Us trying to fix a bug without the help of Aya and Roy
We thought we’d provide a quick update about changes we’ve made to the game based on the feedback we’ve received, and from watching videos of folks playing the demo.
Roll refinement
Rolling into an opponent now causes knockback Enemies are now aggressively intolerant of roll spammers
But if you do a roll attack, roll now ‘cancels’ immediately when you collide with an opponent A deadly attack cunningly disguised as a harmless forward roll
There’s also now more of a grace period for rolling around jump attacks A better option than trying to block a jump attack, which can knock the sword clean out your hand
Rolling into a wall now causes knockback and a small amount of damage A perfect example of the old saying: 'only fools roll into walls'
Lastly, if you do two rolls consecutively, the second roll will have a longer 'tired' recovery. This also applies to jump.
General fixes/adjustments
D-pad can now be used for movement and blocking (can still use left-stick)
Torch radius is about 15% larger
Ambush trigger fixed on the flower shrine – both enemies now spawn at the same time
Added a lever to the lift, like the one that’s used to call it
AI tuned for opponents’ learning speed for stab, bash, fake and distract
Tuned interactions and audio with herbs and tonic when bleeding
Fixed issues with dying on the bridge within the trigger area for the Woad Captain’s ‘truce emote’
Updated descriptions on some items
Added a conditional ‘training wall' to the right-side of the training area
Various tweaks to lighting and foreground
The demo has been taken down for the time being, but – good news! – it will be making a return soon. We’ll post an update to let you know when to expect it, but if you ‘Follow’ Unto from the Store page you should receive an alert when the demo goes live.
In the meantime, you can always catch up with some of the fantastic demo playthroughs that have been posted, including this one from Alpha Beta Gamer:
Greetings necromancers! Exactly a month has passed since we left early access. Thank you for the impressive amount of feedback that allowed us to quickly fix the remaining flaws, and for the understanding and support that helped us to handle everything! Due to our productive communications with you in the early access, Iratus: Lord of the Dead has entered the list of the best releases of April on Steam! You can read about our early access experience in the Steam blog post: https://steamcommunity.com/games/593110/announcements/detail/3439006723613132840
Your feedback inspired us and we didn't stop for a moment: we are already working on upcoming updates and the DLC. We’ll talk about our plans in the near future in more details, stay tuned! ːcursed_eyeː
Celebrate this Memorial Day Weekend at a new track, Matterhorn Motorsports Park!
Today's update to Tony Stewart's Sprint Car Racing adds this track to the game, for free. Matterhorn Motorsports Park is a unique course for you to enjoy in Quick Race, Split Screen, and Online Multiplayer modes.
Early Access Patch 006: Spin Me Round Patch – 23rd May 2020
Camera Controls Rotation is now free form, instead of rotating by 90 degrees at a time, players have far more control. We’ve also added rotation controls to the mouse – middle mouse button controls rotation. You can set your middle mouse button to either hold, or toggle, in the settings, as well as control the sensitivity.
Tutorials We’ve added in more sections to the tutorial to further teach the game basics. Research, Unit Basics, and camera controls are now in.
Gameplay We’ve now set the sound rings from hostile units firing to be flush to the ground in World View (this was already the case in Satellite View). This will help players to pinpoint their location more accurately. The first shot in a game often placed the aiming reticle to the extreme right of the train instead of towards the center as other shots typically do. This has been fixed.
As usual, first of all I want to thank you for your reviews on Steam and comments on Discord. Your feedback has been amazing, you (really) liked Chapter 1, now I want to blow your mind with Chapter 2. I'm currently working on more secrets, harder puzzles, and polishing the mind-bending atmosphere I want you to experience.
MEER now available in Japanese!
For the Japanese speakers out there, that would be awesome if you could try this update and tell me what you think about the translation. It's very important that the clues are giving the right information in every language, or it could ruin your experience.
The translator and I have been very careful to respect every aspect of the game so I hope the result will suit your expectations!
Other languages will be added in the coming weeks: German, Spanish, Brazilian Portuguese, Russian, Traditional Chinese, and Korean!
Patch Notes 1.58:
The entire game and menus have been translated into Japanese
It's no longer possible to drop items while crouching
Fixed Pause menu UI not displaying properly for some people
Fixed RELAX MODE text helper position
Network bugfix: Changing mask now works if you join after a player changed its own mask
Reduce size: Remade every clue textures + added compression
Fixed a typo in French translation
Fixed some typo
Various under-the-hood improvements related to Chapter 2
These are some of the top picks of player screenshots and galleries recently shared. (May 9 - May 22)
To have a chance to be in the next news blast please share your screenshots/ galleries and videos on Discord Email at daisy@oww.io Tag us on social medial! Facebook @OccupyWhitewalls Twitter @whatisoww Instagram @whatisoww