The game is constantly updated with new features, monsters, and places. We looking for people how would like to share their opinions and have an impact on the final game.
I hope the new game will bring fresh emotions and impressions to new players, and those who have already played in the original 2012! I will be glad to read your thoughts, what details you noticed, Easter eggs, what you liked, what not, etc.
I also remind you that you can buy a DLC soundtrack if you like the music and want to support the composer!
PS. A small addition. The game has 2 finals. I will not go into details, but they are associated with light and darkness. For each ending you get an achievement. After the game ends, a bonus opens - additional color correction and a link to the original game (if someone has not played). Also, after the second finale, another bonus opens associated with the movie projector.
I’m Dimas, the art director of A Space for the Unbound.
My team and I recently did an interview for Indie Obscura, we talked about behind the scenes of A Space for the Unbound there. You can check out the video here and give it a like!
After the interview, I feel like I want to share the story behind A Space for the Unbound here, too. So here it goes!
A Space of the Unbound started off as an internal game jam in 2015. Back then, there’s no really a clear vision on what the gameplay would be, and then I just made a very experimental one and a concept trailer. After it garnered some attention we decided to continue this project. You can see the initial build of A Space for the Unbound - The Bridge we made back in 2015 here:
Back to the topic. As for the overall experience, initially, I just want to tell a story about a girl who has a deep secret while she is seemingly living her happy daily life. The inspiration comes from a lot of movies, manga, and anime. Some of them are based on a slice of life genre and there’s also magical realism genre, too. I was inspired by a lot of movies such as Inception (Christopher Nolan) and The Truman Show (Peter Weir), and then manga by Oshimi Shuuzo-sensei also a novel The Strange Library by Haruki Murakami-sensei. And I want to combine all those inspirations with Indonesian culture and setting.
90s Indonesia
Why 90s Indonesia rural setting? Actually, the 90s wasn’t really the initial plan. As someone who grew up watching anime and born in the 90s, I just really want to preserve all the good times I had back in the day.
When I was in high school, I was blown away by Makoto Shinkai-sensei’s work and I discovered that he uses a lot of real-life locations, and at that time I realized that a lot of anime also does that too. Back in the day I also discovered an activity named [/i]anime pilgrimage[/i]. A group of people doing a tour to real-life locations and compare the location with the animation scenes counterpart, and it inspires me a lot. I mean, if we can visualize and transform our environment, our hometown in a new, different way, in this case, pixel art, maybe we can appreciate the place we live in more, and we can add some new value to it.
It’s a really fun process! After narrowing down all the ideas, we came up with the keyword “90s” because as I mentioned before, we want to give a tribute to the time when we grew up.
I think that’s all for now! I will come back again with more stories on A Space for the Unbound next time! Thank you to everyone who has played the prologue and wishlist the game! We will do our best to work on the game and enjoy the process.
The next update will have the following languages, currently translated with google translation:
German
Russian
Simplified Chinese
Spanish
Portuguese - Brazil
The order you see corresponds to the priority order for the translation in a professional way, I will not add the language on the Steam page until the translation is complete, so please note that this will be a temporary translation!
The English must still have some modifications (75% having been translated by a professional, thanks again to "rmgibbo" for its help as well as to "Killpower" for the corrections in French.
The update will not take place this weekend, plan rather between next Tuesday and Thursday, knowing that it will be 0.8.4, so with the addition of new runes and new management interfaces that will allow to use them all easier and faster, and some litle bug fix.
Edit : I have had a lot of work these past few days outside of game development. All dialogs and spell descriptions are managed as well as the new runes system, I finish doing the rest of the translations and I update the game to the 0.8.4.
################################## # Balance ################################## - decreased suppression value of SP-Art battalions - decreased suppression value of SP-AA battalions - decreased suppression value of SP-AT battalions - decreased research cost on destroyer hulls - decreased research cost on depth charge technologies - increased research cost on 1940 and 1944 submarine hulls - increased research cost on torpedo module upgrades - decreased research cost of naval munitions upgrades for light and heavy guns - decreased research cost of armor schemes - increased the cost of initial radar tech, lowered cost on all other radar techs - decreased IC cost of all ship heavy batteries - increased damage of all heavy ship batteries - increased piercing of all medium ship batteries - increased damage of all medium ship batteries - Carrier planes no longer take area coverage penalties on their targeted/ground missions - Increased carrier hull surface detection base from 20 to 26 - Added a cooldown timer after naval transfers are engaged at sea and escape to avoid stun-locking issues with many small fleets. The cooldown depends on the screening efficiency of the defenders so a defended convoy will have a longer cooldown the better defended it is - Added an extra speed boost to convoys retreat speed when screened - Effective carrier plane advantage in naval combat now gives penalties to positioning for the other side - Increased air-to-air damage factor in carrier battles from 5 to 6 - increase air attack targeting scoring for carriers to make them more likely targets for other carriers - increased naval hit penalty from 10% to 20% in heavy rain - reduced carrier traffic penalty from 100% to 80% in heavy rain - Reduce heavy gun target signature from 90 to 80 and increased light gun target signature from 40 to 45 to make heavy guns a bit more versatile and light guns a bit slower at picking off screens - Patrol convoy raiding and convoy escort missions now rely on local navy position for air superiority rather than average of air zones to stop high air superiority in a zone from saving the ships from spotting in another.
################################## # Stability & Performance ################################## - Fixed OOS related to asking an operative to resume their mission after the operation they are assigned to completes - Fixed OOS linked to technologies not being properly reset between games - Fixed OOS triggered by a country asking for manpower after a civil war - Prevented crash when trying to respond to faction invite from a faction that no longer exists - fixed a ctd that happens when a non-existing capitulated country checks for uncapitulation
################################## # Modding ################################## - Added play_song and scoped_play_song effects - added on_war_relation_added on action (scope is attacker, from is defender) - Made targeting weights for air-to-ship in naval combat moddable. See NAVAL_COMBAT_AIR_*_TARGET_SCORE defines.
################################## # Bugfix ################################## - Updated the forum link in main menu to match the new forum - Bulgaria will no longer start with Flexible Navy focus completed in 1939
Manage the morale of your cyclists: they will make requests (inclusion in races, recruitment of cyclists, etc.), and your decision will affect their morale and performance. The transfer window is also crucial for maintaining balance within your team
Motivation during races: in each race, the motivation of your cyclists is linked to morale and key events, such as wearing a jersey, winning in the previous stage, etc. A fully motivated cyclist can excel in pivotal moments in the race, including an accelerating peloton and preparation for the final sprint
A new assistant to help you plan your races
A redesigned dashboard
Improved AI, more aggressive and adventurous
Take on the peloton in over 230 races and 650 stages, from the Tour de France to La Vuelta to the classic events of the World Tour calendar. Become the manager of a cycling team and take them to the top! To get there, you will need to manage finances and recruitment, plan your training and implement your strategy. And for the first time in the Pro Cycling Manager series, you must look after your riders and their morale! One decision can change everything...
You must listen to the requests of your cyclists (inclusion in races, personal goals, etc.) and either agree to them or decline. You are the manager, only you can make the decisions that will maintain balance in your team and motivate your cyclists in crucial moments while trying to achieve the best results for your team. You can also play as your own cyclist and pursue a career to the highest summits in the Pro Cyclist mode. Proved yourself in Career mode? Play online mode with up to 15 other players from all over the world.
Today a major update for the game came out, it was added:
PvP Multiplayer - it's an alpha version, it can hold up to 100 players (from the all servers), there will be more updates in the future. We are waiting for your comments about it.
Three new locations - Slave Hospital, Ricardo Milos Mansion and Low-Poly House, you can find it by clicking on "Additional Content" button.
Professional voice acting for the main plot of the game has been added.
Steam also approved trading cards for the game, so we will release them very soon. Thanks for your support and stay with us!