The side project of the side project of the side project
Every developer knows the feeling of jumping from one idea to the next, spawning countless side projects. It was no different with Uncursed’s ancestors. Almost all of them were built around ship travel and exploration, but none of them got further than steering the ship and landing on shore. Aside from the pirate theme, they all shared a top-down or isometric perspective. None of those early projects had a strong concept behind them or any real intent to finish them, so they remained as prototypes for testing mechanics — and eventually gathered dust on a virtual shelf.
Being side projects, they naturally had cliché, two-word names like Pirate Heart or Legendary Sails. That’s why Uncursed's original working title or codename was “(Yet) Another Priate Game”. And yes, I wrote it right — it really was “Priate” for quite a while. I made a typo when creating the project and we just stuck with it until the actual name was decided. In fact, the Unity project still shows that title to this day (as a reminder, not out of laziness — seriously!).
Artificial Inspirgence
In late 2022, publicly available and free-to-try large language models and generative “artificial intelligences” began to surface. Like everyone else, we immediately started playing around with them. Before long, we found ourselves asking it to write pirate-themed stories and trying to stitch them into something coherent.
Of course, the raw output wasn’t really usable in any medium where quality mattered. After a while, you start to get fed up with AI-generated content — even with diverse prompts, the recurring motifs wear thin. But it was great for sparking creativity and planting idea-seeds in our minds. Only we could shape them into something coherent. We started pinning tiny bits of story, the main character’s personality traits, motivations, and a few gameplay mechanics onto a whiteboard. For weeks — even months — we added new ideas, with decreasing intensity, until the board was full.
Winter Child
On December 6th, 2023 — St. Nicholas Day in Hungary — as a gift we bought Lethal Company for a fun, scream-filled evening. After a few hours of gameplay, we realized the game was built on simple but entertaining features — stuff we could totally put together ourselves. And hey, we already had a pirate idea just waiting to be made real (side note: we’re huge Sea of Thieves fans — but you probably guessed that already). That was the moment the idea for Uncursed took root in our minds — and we’ve been working on it ever since.
The very next day, we created the Unity project (under the name Another Priate Game), set up the Git repository, and uploaded it to one of the online version control platforms.
Cyberpulse now runs on the most recent version of Unity. This addressed some issues that were happening on cutting-edge machines and should generally improve stability going forward:
Fixed boot up and splash screen problems on Apple Silicon chips running newer versions of macOS.
Unity implemented a few improvements to the engine's scripting backend that should give a modest boost in performance on certain setups.
The Linux floating-point fix from the previous patch is now in all builds to help with future compatibility for differing CPU architectures.
These two levels had a small decrease in their initial score target to help player's progress: Citadel and Quickdraw.
Today is Cyberpulse's one year anniversary. Thank you everyone for the support and for playing Cyberpulse!
Yet another quick patch to try to give everyone the best experience possible. Please continue to report issues you encounter and we will do our best to fix them as quickly as possible. Thank you!
Changes
Resolved issue with not correctly auto-detecting Steam Deck input glyphs
Resolved issue with changing gamepad glyph mode not working
Voidling light can now be seen without exploring the area it is in
Howdy and hello, fellow agents! Nicky Silber here, one of the narrative designers on Section 13. I’m very excited to talk to you today about some of the juicy (and heart-wrenching) story that’s in store for you with Section 13’s full release.
For those who don’t know, the game takes place at the eponymous Section 13, a secret facility belonging to an even secret-er agency known as S2P. Equal parts X-Files and Area 51, S2P are the unscrupulous men-in-black who not only abduct the things that go bump in the night but then perform unethical experiments on them. Now, one of their high-risk test facilities has gone into lockdown without explanation. You play as an agent (or agents) sent to investigate what caused the lockdown and clear the threat. But nothing is ever quite that simple when you’re dealing with fourth-dimensional anomalies and brain-dead former office workers.
If you've been playing the Early Access build of Section 13, you’ll be more than familiar with this story, but what you won’t know is that this only scratches the surface of what you can expect in the full release.
When it comes to designing the narrative on S13, we decided to take an old-school visual novel approach that would utilize the fantastic artwork of our agents and the incredible voice acting of our cast. There were quite a few hurdles to overcome when implementing these visual novel segments into Unreal Engine 5, where S13 was built. For one, creating variables was a difficult process as we could only use booleans, so a simple branching scene could quickly get out of hand, like this brain-melter:
[Good luck untangling this spaghetti, Unreal]
Next, when discussing how to flesh out the world of Section 13, we decided the best approach would be to use supplemental narrative through unlockable media, as it would be the least obtrusive way to supply players with a vast amount of world-building content that would be cost-effective to develop.
In between bouts of butt-kicking (both giving and receiving), you’ll find yourself back at the hub, Section 13’s pivotal command center where you can perform upgrades and get to know your fellow agents. Here, you can use the collectible USB currency to unlock the mysterious Agent Casefiles. These aren’t just neat little extras (though I am a big fan of neat extras). No, these are whole swathes of story content so juicy they’re practically oozing.
[The Case Files screen, where you can spend your hard-earned USBs for tasty story snacks.]
Each agent has their own unique story arc to be unlocked, and the full extent of content won’t be fully accessible until you’ve recruited all four agents, giving you further incentive to explore the base. These story arcs dive deep into the agents’ backstories and not only flesh out the characters but the mythos of S2P and our game’s universe as a whole. How and why was S2P founded? Who trigger the Blackout Protocol at Section 13, and why? What doesn’t S2P want you to know?
[A sneak peek at Boy Scout’s case files 🤫]
By unlocking these casefiles you’ll discover how Boy Scout came to be psychically linked to an otherworldly being, why Beaker is so determined to reverse memory loss, where Scalpel’s vendetta against S2P comes from, and how Red’s mom went missing… if she really IS missing…
Through a series of de-classified documents, recorded phone calls, laboratory audio logs, and data-mined emails, the agents will learn about various characters that occupied Section 13 long before they ever came along – including Kimber Delahunt, the ruthlessly efficient Deputy Director of the base, who was responsible for initiating the blackout alert… and who Scalpel has a history with.
[Kimber Delahunt AKA Corporate Conspiracy Barbie]
But that’s just one thread of many in the glorious tapestry of S13’s newly fleshed out narrative.
It took our team months to weave together those threads, then months of recording to have an extremely talented (and star-studded) voice cast bring those stories to life. Honestly, between this and our other Early Access project, Lost Eidolons: Veil of the Witch, we have worked with some of the most remarkable voice talent I’ve ever had the privilege of working with. While we’re not allowed to name drop just yet, I guarantee you will hear some familiar voices.
We had so many wonderful moments in the studio, I wish I could share them all with you. We spent half the time cracking up and the rest of the time wiping away tears. Our voice director gushed several times that this was one of his favorite game he’s worked on. Seriously, folks: These performances are going to blow you away.
We here at ODS can’t wait for everyone to experience the incredible content that’s coming your way with the full release. Get your tissues ready, everyone, because only those of you who are dead inside won’t shed at least a tear or two.
Thanks for staying up to date with all things Section 13 and we can’t wait to see you at launch!
After months of sizzling development, we're thrilled to announce a major milestone: GRIDDLE is now live on Steam!
You can now visit our store page — and don’t forget to add it to your wishlist to be notified the moment we launch. Wishlist support is incredibly important for small indie teams like ours.
GRIDDLE is a strange and atmospheric experience set entirely inside a run-down burger joint with a dark past. If you enjoy unsettling tension, eerie exploration, and mystery in unexpected places… this one's for you.
+10 New Language Options Coming Soon!
We're happy to announce that GRIDDLE will soon support 10 additional languages, allowing even more players around the world to experience the game in their native tongue:
German
French
Italian
Russian
Spanish
Serbian
Polish
Chinese (Simplified)
Japanese
Korean
With your support, we will try to add all the languages we have written.
Support Indie Horror
Adding GRIDDLE to your wishlist helps us tremendously — it boosts visibility, gives us motivation, and helps us keep building this eerie little world with care.
We’re also running a Kickstarter campaign to make GRIDDLE even better with more polish, features, and localization support. If you’d like to support us further, check it out here:
We've just enabled Unity Diagnostics Service in our game. This will help us monitor performance and identify technical issues more efficiently. Our goal is to improve stability and find bugs.
Hello everyone! We have received some reports regarding issues that are present in the current build (v0.15.0.0-RC2). Our team is working hard to resolve these issues to ensure that your experience playing Bonaparte - A Mechanized Revolution is as smooth as possible. In the meantime, we have created a list of known issues for you to refer to and see if the team is already aware of and working on a fix for any issues you may be experiencing.
If you encounter an issue that is not listed below, you can report a bug in-game by pressing F1, visit our Discord or post on Steam.
List of Known Issues
Languages
At 1.0 launch, the game will include Chinese(simplified), Chinese(Traditional), Japanese and Korean, but these will not be present in Early Access.
Resolution
Ultrawide resolutions are not currently supported. Please switch to 16:9 through the options
Game Balance
Some tactical units (Skirmishers, Dragoons) are more powerful than other units.
Most rebel controlled regions only have two possible army compositions.
Tactical AI units tend to be aggressive and don’t use many abilities.
Controls
The game is currently missing a key to swap the facing direction of a tactical unit.
Dialogue
Some of the dialogue, in particular when buildings are constructed/demolished/upgraded or units are recruited, is very repetitive and unnecessary.
Dialogue UI panels may occasionally flicker at the beginning of some conversations when taking actions on the strategic map
There are several typos in the dialogue that will be addressed before launch.
Visuals
Some of the 3D visuals are still being polished, such as the houses in the combat maps.
There are some cluttered text popups, particularly during combat sequences.
The army movement arrow can clip through units and gizmos.
Unit portrait images can occasionally extend beyond their boundaries
Audio
Some sound effects remain to be added into the game, for example in the National Convention.
Interface
Various panels in the game are still undergoing interface polish. This includes:
All recruitment panels (Battalion, Colossus, and Officer)
Many of the smaller pop up panels
The save/load panel
Some panels, such as the negotiation panel in the clubs, need to be aligned better
There may also be small layout/formatting issues on various panels as well
Bugs
While the team is rapidly fixing bugs, several open notable bugs are:
After completing a defensive tactical battle, the prisoner UI will be shown but the turn will continue to play out in the background.
The first mention of a coup in the narrative happens one turn too early.
Sometimes, the automatic zoom will zoom too closely to the ground in tactical combat.
The camera will lock on units during the end of turn phase even if the unit does not take any actions, resulting in a rapid, jerky movement.
Occasionally, incorrect officer portraits may be shown when performing certain actions on the strategic map.
Trampling through the first peasant unit in the Bastille battle can sequence break the tutorial.
AI can sometimes construct a mech and attack in the same turn.
Defense battles will start in fast motion if the player enters one while speed is set to fast forward.
Following on from the last update, this one introduces the Lobbying passion. Lobbying allows you to Host Political Conference, Challenge Law In Court or Donate To Political Group to generate late game Influence Points.
Challenging a law in court is particularly risky and most useful for experienced lawyers, but the rewards are substantial if you succeed.
In other news, there's a new button on the Income, Time and XP Statements to toggle between monthly and yearly views:
Version 0.73.00
Add Political Lobbying passion and related activities
Add functionality for status effects to generate Influence Points
Add Political Influence status effect
Add XP:Investigation to Interview Witnesses activity
Add XP:Marketing to Promote Event activity
Expose Political Misconduct goal - added Low Self Esteem status if Catastrophe outcome triggered
Allow only one instance of Mass Protest and Investigative Journalism passions per household
Rename Mass Protest to Protest
Change percentage of stored Influence Points spent each month from 80% to 50%
Change goal outcome influence volatility calculation and made it consistent with other influence volatility types
Disable setting max times for purchasing activities in Auto Actions window
Add monthly/yearly toggle to Income, Time and XP Statements (there will be slight discrepancies in the year values recorded before this update)
Fix some issues with Income, Time and XP Statements displays when too many categories