The land has become unrecognisable. Once fertile and lush land has become an endless expanse of sand, the sea that once dominated the view has dried up, and an endless scorching heat dominates the region.
What happened? A cataclysm devastated the land. No one knows for sure what caused the cataclysm, some blame a military experiment gone wrong, while others whisper of mystical forces beyond the realm of human understanding. Whatever the cause, this part of the world - now known as Dustland - will never be the same.
The cataclysm that devastated the land came in three parts and by the time it subsided, only a lucky handful of people survived. First came the heat, with no warning, it took the people by surprise and many perished on the spot, some say they were the lucky ones. Next came a massive storm of biblical proportions lasting for days, the fury of the storm destroyed the few surviving surface structures, but that was not the worst part. With the storm came the monsters, a horrendous hoard of monstrous creatures. What are they and where did they come from? No one knows for sure, some bore the marks of human experiments gone wrong, while others "simply" looked more like terrifying aliens from another realm. Whatever the answers are, they were the final straw that turned the land into the wasteland that is now Dustland.
Some people did survive the cataclysm, however, they now live day to day, fighting for simple survival. The worst part? Communication beyond the city is impossible, whether by radio or by attempting to travel through the desert, no one has made it out and no one has made it in. The survivors have no way of knowing if only their region has been devastated, or if they are the only survivors left on the planet. The rest of the world remains a mystery.
Survival in Dustland
In the ruins of a once-great city, survival is now the only goal. Sandstorms ravage the land, and monsters lurk beyond every corner. Amidst this chaos, the only refuge was the Shelter, a former seed vault that now houses the last remnants of humanity. But safety comes at a cost. Inside the Shelter, power is held by those who seem to know more about the cataclysm than they let on, and rumours about them run rampant. As for the normal survivors, they have split into factions, each vying for control and resources. At the bottom of the ladder are the unlucky ones, deemed to be expendable and sent out into the wasteland to scavenge for resources and face the dangers that lie beyond the shelter's walls.
This is where you come in. After just barely making it into the Shelter, a burning desire for answers drives you forward. What really happened? Why did the region—or perhaps the world—fall into ruin?
- Jumpscare list implemented: if you encounter a certain amount of jumpscare phenomena, the list will be unlocked. - Improved warning mode - Fixed errors - Reset data added - Other minor changes
You may get an error while playing this game. That is displayed when a certain performance cannot be executed, and there will be no harm to your PC from that error.
However, in case you are live streaming this game (or any other game), be careful not to show your desktop on the streaming screen.
Thank you very much for playing this game. If you like this game, it would be really helpful if you could leave a review
- update to Unity 6 - lowered difficulty of hard mode (enemy aim is less accurate, decreased enemy damage) - new gunring2 shop ui effect - added toggle to reset progress screen for resetting leaderboards - fixed a bug with news manager
We’ve been listening to your feedback and are excited to roll out an update to improve your experience in Yugo: The non-game. Here’s what’s new:
Public Sessions List
Now, you can browse a list of ongoing sessions to join rather than relying solely on the "Join random session" button. Each session shows the session name and how many people are currently along for the ride. In the future, we may add more details, like the preferred language for each session.
Drive the Yugo in Your Language
Yugo is now available in Japanese, Chinese, Spanish, Portuguese, German, and French, making it easier for you to dive into the experience from wherever you are. If you spot any issues in the translations, please let us know—we’d be happy to improve them.
Voice Feedback Cancelling
To make conversations clearer, especially when using speakers, we’ve added voice feedback cancelling. Now, you can chat more comfortably even without headsets.
As always, feel free to reach out on our Discord channel with any feedback or suggestions. Thanks for being part of this journey with us!
"Ancient artifacts that contain the power of Irumesa's legendary heroes and mythical beings. When equipped, they grant a set of abilities that represent a Class."
Check out the **Infographic**, the **LIVE w/ DAVE** Video in the post below and some additional Q&A!
Next, hop into the discussion thread to share your thoughts!
Relics can be equipped and allow class-switching based on your skill levels - such as Empyrean, Demonism, Spiritualism, etc.
Using spells would require skill level. Your spell which requires 30 combat would require 30 Empyrean, Demonism, Spiritualism, etc. instead.
Q: What would happen to my current characters?
After a future patch you would login with a relic equipped in the RELIC slot with the same class, abilities, and skill levels. Nothing would change unless you chose to make a change.
Q: I'm a level 30 Priest with 30 Empyrean - I could play some Dragon Knight if I wanted?"
Yes, you'd be able to equip a Dragon Knight, Crusader, or Paladin Relic and have access to their full kits due to your Empyrean level.
Q: Why do we have to get primordium to get classes when we can get them instantly by making a new character right now?
You can still make a new character! You have 10 character slots, after all. Primordium is an additional feature for those who want the flexibility without the needing to start over on a new character. This is just another path you may choose.
Q: Doesn't this dilute the class fantasy? Why can I be a demon worshipper and then a divine priest 1 hour later?
The player is just an adventurer within Irumesa, a seeker of knowledge rather than someone bound by a single path or allegiance. Relics grant the true power of each class. Your character isn’t defined by a single ideology or discipline, but by their pursuit of greater understanding and mastery over the various powers available to them.
Q: Won't everyone be forced to play the "meta" build under this system?
Players will still have to invest as much, or more time into progressing disciplines as they would without class-switching. Such a requirement from would exist in both class systems.
New Cosmetics system. You can get cosmetics with the DLC.
Fixed weapon lockup issue.
Developer Note
With the upcoming DLC cosmetic pack, you'll be able to customize your character in the menu and in-game. After purchasing the DLC, your items will appear in the Inventory menu. I'm also making improvements to the gameplay, I care about your comments and reviews. I'm on my own, but I'm trying to prepare a fair and fun gaming environment for you as much as I can.
You can now T-Bag your friends. Sorry, crouch. You can now crouch!
Completely new events system
Events are now moved and placed completely randomly within each room, so events witnessed in rounds will no longer get repetitive after a few play-throughs!
Events will get placed, rotated and scaled randomly on most surfaces within a room
Also works in Classic, but the new system is limited to just the two new maps for now! The others will be updated in the future!
666 Fall Lane (New Map)
Cell Block H (New Map)
The lobby has had a nice revamp & has a fresh spooky vibe!
You can now completely customize your rounds, changing a wide variety of player, entity and location settings
New Stealth System
The Entity no longer immediately knows where players are when hunting
During a hunt the entity will now search for players throughout the location and move a lot faster while doing so
Most interactions within the game (toggling a light, footsteps, dropping an item etc) the entity can now 'hear', some sound effects will cause the entity to immediately search the vicinity around the audio, whereas some will build up the entity's 'hearing aggression' and once that's reached a high enough value it'll immediately search the last heard audio.
Hunts now last slightly longer
New entity for the new maps that utilizes the new stealth system - this one also has a new unique ability
Fog can now be toggled in the settings menu
Screen space reflections have been added and can also be toggled on/off
Anti aliasing options have been added to the settings menu
You can toggle 'crouch toggle' in the 'key bindings' menu within the settings
New Things - Classic
Classic mode now has a text based tutorial on the 'Event Logger' Monitor!
You can now see how many zaps your flashlight has left, displayed on your event logger monitor!
Changes - General
I've tweaked the way events are generated at the start of the round, you should now get a wider array of events occurring. There's also a new requirement for events. Please give me feedback on this change, if it's too difficult I can tweak some values. But I think it'll be a welcome change!
Previously it was either (example)'5 or more required' or 'Must not occur'. Now there's also a (example)'5 or less required", this can really spice up rounds, requiring you to more observant.
Herbs and their generated events are now affected by the current difficulty (Multiplier)
If you're on hard/nightmare (or the multiplier matches certain criteria), required and not required events will have higher amounts of events needed and there will be less to no herbs that require an event type to 'Not Occur'. Making the game overall harder and allowing for a wider variety of event types to occur per round!
Players now have a second local light to light up their equipment while in complete dark
Entity Sightings now leave behind Ectoplasm that can be logged after they've left, but only if they weren't logged. This can only be seen with a thermal_cam
Audio Events now leave behind an audio signature that can be logged after they've occurred, but only if they weren't logged. This can only be seen with a thermal_cam
Orb events now last for a significantly longer time, giving you a much better chance of logging them
'Sprint' is no longer instantaneous, you take a short moment to ramp up to full speed and subsequently a shorter while to also slow back down
Added player movement dampening back in, so you no longer instantly stop moving when you stop applying movement input
When a tie is met during a twitch poll, it will no longer randomly choose an event type you've deselected!
When you drop an item, it will now automatically equip a new item within your inventory starting from the first slot
Items are now slightly propelled when dropped
When you pick up an item and your currently equipped item is a backpack, it will immediately equip the picked up item
Entity visuals should now be fully disabled when they're invisible, so there shouldn't be any visual hiccups when the entity is invisible
Items now produce audio when dropped
Journal Log is now only automatically updated if your multiplier is 1.6 or less
Hair should look thicker and be less aliased
You'll lose more money per death as your multiplier increases
(Multiplier < 1.6)-200 per death, (Multiplier > 1.6 && Multiplier < 2.5) -350 per death (Multiplier > 2.5 && Multiplier < 3.5) -500 per death (Multiplier > 3.5) -750 per death (if this is too brutal I'll alter it or remove it)
Dissappearence events no longer return once logged in Changes - Classic
Classic multiplier now affects the types of events that can occur, as the multiplier increases you'll get less to none of easier event types
You can now deselect monitors in classic mode with 'E' (interact)
You now scare the entity away slightly differently via the flashlight! Explained in the tutorial.
Tweaks
Player sprint speed is now ever so slightly slower
Player local light has been reduced quite drastically
All equip and unequip animations are significantly faster
Fixes
Key bindings should now load correctly on game start instead of having to open the settings menu for them to assign
Light emissives were incorrect, now fixed
Classic cameras should no longer flicker or go haywire based on different hairstyles (lol)
Can no longer see some medkit visuals you're not meant to see in first person
Entity should no longer target dead players
Classic 'previous investigation' information should no longer be incorrect
Mics should now work on start without needing to walk in and out of player radius (hopefully, if it occurs please let me know in the discord!)
Player meshes now correctly receive lighting when outside
Hopefully no more hiccups with character data not being set properly on spawn
Should no longer fall through the wall in Enfer Station
Lots of other bugs, just can't remember them all, whoops
Only the two new maps utilize both the new events system and the new stealth system! I'll be updating the original three maps with all of the new stuff in the future! As well as re-working both Enfer & Umb as I don't like they're current layout, they're too big. I'm going to alter them quite a lot and streamline them, they'll essentially be almost completely different to how they are now!