There have been many doubts raised about the authenticity of the gameplay. The game is developed on Unreal Engine 5, and the game footage is captured from an executable and played using a keyboard and mouse. It is not a VR game. In reality, it seems rather flattering to compare the graphics of Unrecord to reality, but fortunately, we know that a game first focuses on gameplay and universe on which we primarily concentrate. Considering the high production costs of a video game and our global reputation at stake, if Unrecord were a scam, it would be a blockbuster scam. Therefore, it is logically not one. We do not use any real videos or external rendering to Unreal Engine for the creation of Unrecord. Unrecord is (un)real.
2. Pro-police or Anti-police?
As a French studio addressing a global audience, the game does not engage in any foreign policy and is not inspired by any real-life events. The game will obviously avoid any undesirable topics such as discrimination, racism, violence against women and minorities. The game will have no biased or Manichaean take on criminal acts and police violence. We also respect and understand people who may feel disturbed by the game's images. Art cannot fight against interpretation.
Justifying the undisclosed content of the game would be a spoiler, and you will discover the direction of the themes for yourself. The public generally trusts film, series, and novel writers on the intelligence of the point of view when it comes to detective, gangster, or police stories. Why not for a video game? If the game presents political messages, they will be made consciously or in your interpretation. If the game aims to be subversive in certain countries, we will assume the label.
3. Release and Timing?
In reality, the unexpected success of Unrecord's 2022 video prompted us to accelerate development so as not to lose our momentum and to establish our identity in the market. We are currently only an independent studio that self-funds. It is rare to see a first game in pre-production with such enthusiasm, and we have adapted our communication logic to an uncontrolled success. We accept our chance and must, in turn, play the early announcement card. Therefore, there is no release date or even an estimated year of release at this time.
4. Optimization?
At our current stage of development, it is difficult to speak about final optimization, but it is just like any other game and we see no issue in following an optimization process. Realistic effects do not solely rely on textures or polygon count, therefore it will be possible to experience immersion on less powerful machines. We cannot guarantee a perfectly optimized game, as it would be presumptuous given the challenges that ambitious studios face today, but we will meet the expectations of gamers and deliver accordingly. However, it is possible that older generations of PCs may not have sufficient performance to fully enjoy a next-gen game powered by Unreal Engine 5.
5. Porting?
Currently, the game runs smoothly with both keyboard and controller. We don't see any issue with porting to consoles. However, we haven't yet decided on the specific platforms and consoles for release, but we will keep you updated during development. Unfortunately, it is not a VR game. We are also considering a global localization, at least making the subtitles available in the most requested languages.
PS : Don't ask us about the beta testing anymore, we'll inform everyone when it takes place.
Thank you for your attention and feedback. See you soon.
After weeks of testing with various levels of players, we've decided to remove this mechanic to better reward more skilled and coordinated gameplay. This mechanic used to let you go over the max speed if you have been skating in a straight line. This was originally intended to give defenders a chance to catch up again if they had been outplayed, but as the game and meta evolved, it was no longer beneficial and hindered good gameplay. The change will allow people that have outplayed an opponent more room to make a pass or shot. It will encourage better team positioning both for offense and defence.
Matchmaking - Special case for parties
We have optimized the in-match balancing for games where 1 party of two players is present. Before, it would put the party on a team and then alternate adding players to a team sorted by their skill rating as normal. This broke in this scenario and caused many suboptimal matches. This case is now handled separately and will go through every possible team option and pick the one with the lowest difference in rating between the teams.
- Optimized some legacy player input code on the server for faster/better input handling (read: less lag, better accuracy) - Party indicators will now show up at the end game scoreboard too - Fixed hairstyle sometimes not showing up in cosmetic previews - Made several performance improvements to the UI
Thank you for playing Arcana of Paradise -The Tower-. Below, we’ve created a list of the various issues we’re monitoring, and give you an estimate on when we can fix each of them.
・The Screen Remains Black When Starting the Game on Certain System Configurations
We have confirmed an issue where the screen remains black when trying to start the Steam version of the game. The cause has been identified and we expect to be able to fix it within a few days. We will make an announcement again when this issue has been fixed.
・Under Certain Conditions, Cards Become Unusable from the Beginning of a Battle
We have confirmed an issue that occurs during the start of battles where cards become unusable when using a mouse or keyboard. The cause has also been identified and we expect to be able to fix it within a few days.
・When Using a Mouse and the Number of Bread is Insufficient, the Game Freezes When Attempting to Make an Offering to the Sacred Tree.
We have confirmed an issue where progress becomes impossible when offering bread to the sacred tree during mouse operations on the Steam version when the number of bread is insufficient. The cause has been identified, and we expect to be able to fix it within a few days.
・Under Certain Conditions, the Blessing Function of the Sacred Tree is Not Being Unlocked correctly
We have confirmed an issue where under certain rare conditions, the blessing function of the Sacred Tree would not unlock, causing the game to be stuck under certain rare conditions. We are currently investigating the cause and will update you again when we know more.
・Some Controllers are Experiencing Disconnection Issues During Gameplay
We have received reports of a problem where some controllers are getting disconnected during gameplay on Steam. We are currently investigating the cause and will update you again when we know more.
Once again, we apologize for any inconvenience caused and ask for your understanding.
I've been working on this for about two years now, learning to code and practicing writing along the way, so it's incredibly cool to finally hit a milestone of this size! Grew up wanting to be a writer or a game developer, and uh, we're somewhere in that vicinity! Not quite how I expected to get there, but such is life.
As an Early Access title, there will be some scuff - I probably missed some bugs and typos, and Juno-Seto knows I'm not an expert in user interface design. I tried to catch everything possible, but I'm just an amateur dev rather than a triple-A company. So please bear with me, and report issues for me to fix!
As the Early Access description states, I intend to keep updating this game for a few years, and relying on feedback from you guys. I intend to stick to my overall vision for the game, but I've learned that constructive criticism is an incredibly powerful tool, and I will regularly update yall on my progress (weekly?) as well as solicit feedback on various things.
I suspect the first few days will involve a lot of bugfixing, but once I get an idea of how stable things are I'll post again to see what kind of news, update, and feedback cycles you guys would prefer.
In the meantime, enjoy the game! This has been my life for a few years now, and I truly hope it can bring joy to at least a few people out there.
New Releases since Monday, 17th of April 2023 Pathfinder 2 RPG - Pathfinder Lost Omens: Absalom, City of Lost Omens Publisher: Paizo Inc. System: Pathfinder 2.0 Type: Accessory https://store.steampowered.com/app/2319720
Pathfinder RPG - Campaign Setting: Irrisen-Land of Eternal Winter Publisher: Paizo Inc. System: Pathfinder RPG and D&D 3.5/ OGL Type: Setting https://store.steampowered.com/app/1457110
Super Powers Companion: Tales of the Doom Guard Publisher: Pinnacle Entertainment Group System: Savage Worlds Adventure Edition Type: Adventure https://store.steampowered.com/app/2396720
In the 0.20.1 version, the operator selection screen for new players will be changed.
Now, it's not just a screen with portraits, but a full-blown 3D-scene. Before starting their journey in Caliber, players will be able to assess the offered operators better.
- Minor code maintenance, no customer-facing changes. - 2 new rooms are now available at level -1. - A new document to read is available in one of the new rooms. - FIx a bug where Keyboard / Gamepad controls show during the piano cinematic.
Hello! Due to numerous requests, I am publishing the game version of The Icon Battles! If you enjoyed using this app, I'm sure you'll love the game version even more.
Please add "The Icon Battles: Game" to your wishlist so you can be notified when the game is released. This will help me understand how much interest my game will get and will gain a motivation to continue working on it.