another patch is live and here below are the changes made to the game:
- Few UI, texts and typos fixes, synched with the new text style; - Thyra now looks less sweaty; - Animation and transition fixes and smoothing; - First jump animation now appears only in idle; - Crouch head back bone disabled; - Crouch camera rotation extended; - Head bobbing movements 1% increased; - Head animation constraint increased so that the head bone views in front; - Crouch animation blend to less fast; - Camera sensibility setting ranges decreased; - Camera vertical pitch rotation bug solved where it entered in gimbal lock, vertical speed decreased to fit horizontal speed; - Camera position and max look up degrees range increased (90, -48); - Activable objects detect range increased; - Jump force 10% decreased and jump z velocity increased. Thyra jumps higher; - Fall damage distance slightly increased, ground offset removed, fx and debuff increased; - Air control in falling increased; - Run speed and accelleration increased; - Climb up and hands IK less inaccurate and less hand deformations; - Jump idle sound now works; - Landing sound check implemented (it happens not on every jump) and footsteps are less inaccurate; - Crouch jump bug where when you are crouched you could jump and hear the jump voice, solved; - During walk and crouch hairs on camera fixed; - Directional light intensity slightly decreased and post process exposure changed the type and intesity increased; - Rebuilt collision meshes on some meshes/rocks to simplify character's jittering and collisions performance; - Small world edits;
Here a preview of the new jumps of Thyra...
Have a wonderful day, the Utgardr Team...
P.s: The new zone has been reallocated to the next week. Be ready.
Project Updates #5 | EA v0.1.2 patch notes
Hello explorers of Utgardr,
another patch is live and here below are the changes made to the game:
- Jump Force inertia increased by 3%; - In-game cinematic points implemented; - Time in fall damage decreased by few seconds; - Fall damage distance increased by a few values; - Hitting an object frontally for some time does not reset your speed now; - Game menu Soul's Call button removed; - UI, menus and texts reworked; - Small world edits;
Have a wonderful day, the Utgardr Team...
P.s: A new zone is coming next week...
Project Utgardr Early Access has a new gameplay vision now
Hello everyone,
speaking about the newest version of Utgardr, now i think it flows really well and it has its own continuity.
This game version has smoothed lots of corners of the games.
Parkour and platforming move well now and you got some new indications to what you can climb or not.
All white rocks are involved in this parkour feature and now also the pillars have some white chalk strips over them, so you can feel instantly that kind of rock can be climbed up.
Also the platform are easier to find and locate. The ambient was too much of the same color, so now this kind of rocks have moss on them. You would find better them and understand their shape and that they are platforms to jump if you want.
Some Norse characteristic now is present. Menhirs with runes on them are placed to give you indications for the possible paths (the runic alphabet is the Elder Futhark, dated 2nd century a.d.).
Red signs follow the ways and are hidden to find. Horgr (a cult point) are still present as checkpoint where you worship them or a divinity.
Small altars called Vé have words carved upon them about a forgotten Norse tale that you can find in the poetic Edda of Snorri Sturluson.
In this game version finally the Steam achievements work, except for one that i need to investigate the reason. It is about the Vrylroots plants and only one of them cannot be "noticed" inside the game...
Some world edits, new parkour and platforms and storyline changes now move the game in a deeper way. It is going well and soon it will be added also some puzzles.
The only puzzles present now are to figure out how to proceed the blocked road with the help of mysterious... flowers...
As i wrote, next week would really like to send the new zone with a Norse altar. And later on, over or near the road, new types that are under development.
Also yeah, few other parkour skills like the wall run and wall climbing that now they are not present in this version.
Well, what to say... if you would like to try the game its price is lowered for the Early Access and then it will be slightly augmented by few or one euros per chapter. It will have 3 of them.
So, during the Early Access there is the possibility to purchase this adventure in advance and with a lower price. Chapters will not be released as DLCs. They will just stay in the game as a continuation of the story, with a price change after every release. As Bendy and the Ink Machine, so they just increased the total game price later on every "internal" chapter release.
As final words, if you want, i can read and listen any feedback regarding this project. Player's feedback are important.
Anyway we are a group of 4 people on this game, but only i can work on it in full time, rest of the fellowship got jobs or studies and do what they can do.
Surely Marco (the 3d and character artist) is helping a lot, wonderful person involved in the modeling, storytelling and game's promoting parts to share this little title to the players. Also Diego is doing a fantastic job with the musics, that for me are a piece of art. Jonathan paints beautifully, doing logos, backgrounds (no ai generated) and some UI interfaces.
Stealing from you too much time, thanks for reading this article and have a wonderful day and life... you deserve it...
Project Utgardr
Project Updates #4 | EA v0.1.1 patch notes
Hello hikers of Utgardr,
the newest minor update is live and it is bringing new and important transformations to the game. Here below are the changes made:
- Steam achievements fixs; - World tips/typos and story edits; - World and platforms edits; - Rune system and red sign indications implemented; - Jump Force inertia increased by 6%; - New parkour and platform materials; - New parkour zone; - UI and minor in game fixs;
Have a wonderful day, the Utgardr Team...
Project Updates #3 | EA v0.0.1 patch notes
Hello explorers of Utgardr,
the first patch is live and here below are the changes made to the game:
- 3 Steam achievements implemented; - Second Horgr return road simplified; - Jump Force inertia decreased by 9%; - Objects interaction delay decreased to 1s; - Max jump delay Idle decreased to 0,8s; - Can climb again delay decreased to 1,5s; - Indicative runes on Menhirs and red signs implemented; - Some platforms to jump made easier; - New grey platforms implemented; - Road to first Horgr rebuilt; - First crouch trunks ambient edited; - Small world edits;
Have a wonderful day, the Utgardr Team...
Project Updates #2 | The Early Access has arrived
Hello everyone,
i'm really glad to announce you that the Early Access, finally, has been released. New features to implement are under construction. Below a brief recap:
In the meantime, regards from the Utgardr team...
Project Updates #1 | The Early Access is coming
Greetings explorers of Utgardr, how are you?
We are reaching this point actually. This fall of January, be ready to find the Early Access of Project Utgardr here and also on the other stores where we landed -> website.
There will be some new features inside... for a discounted price...
We want to release it since it can help us to fund this game and all our work (this project started 12 months ago). Also it is important to show something else to the players and to get their comments and ideas to improve the game with its features and environments.
The whole project is proceeding well. Here below there are a couple of things that we will work for this Early Access and after the release of it:
New gameplay features inside (such as some old altars where you could find the old tale of Utgardr).
New 3d and 2d assets, to create new zones and ambients and also to improve the menu and the Ui.
We want to change the game name, to one that satisfies the Norse mythology, storyline and gameplay...
If you got any idea, write it in the comments below, so we can take it into consideration.
Other forgotten zones to explore, not present in the Demo.
Other hidden parts and mysteries to explore.
Original music for each scene (Home, in game...) and also for the different environments present inside (thanks to our composer Diego La Prova, here you can see and listen the first track he made).
We want to divide the project in 3 main chapters, each of them lasting around 2/3 hours.
The first chapter is under development and it will be released not completely for this Early Access, but it will be finished during it, focusing to develop the quality of the contents and not the quantity.
There will not be DLCs for this game. We want to release it at a discounted price during the Early Access and then increase the total price of it, when new chapters will be released. Every chapter (not counting the first one) will increase the total price of about a couple of euros at the most.
So people that support now Utgardr, will get the full game without paying the price of when it will be fully released. This is how the games should be done, at least for me.
We want to sell as extra contents, only: the original hd soundtracks, the artbook and just these kind of things not related to some addition of the experience of the game. That must be for anyone the same, as i wrote above.
If needed, there could be the possibility to support the game with another specific Kickstarter campaign, that will permit people to shape (just a bit) the game inside. This is an example of our last campaign, all detailed and explained.
Well, we are really excited for this Early Access and how it will be received by the players. So, feel free to share anything related to this post and to the points above mentioned. Utgardr is coming.
In the meantime, regards from the Utgardr team...
Public Beta Demo 0.2 | Patch Notes
Greetings again hikers and travelers,
a new update for the Public Beta Demo is here. Hope you will enjoy it. As always send your feedback regarding it, so that the game can be improved. Thanks.
I wanted to send something during these holidays, so that you could try some new things inside the demo.
Here below the patch notes of this release.
Public Beta Demo 0.2
- Ui and interaction phrases rework update #0; - Some typos edited; - Minor scripts optimization; - New game check Ui implemented; - Steam vr plugin removed, to avoid the game being launched in vr; - Bring altars rock bug stuck on terrain edited; - Horgr pray spam interactions result in a bug where the character cannot move anymore and remain rigid in idle -> solved; - Landscape deformation behaviour that will occur in some distances and angles looking at a distant landscape point solved; - Tree trunk sounds added to the project;
Regards, the Utgardr team...
Public Beta Demo 0.1 | Patch notes
Greetings hikers and travelers,
a new update for the Public Beta Demo is here. Hope you will enjoy it. As always send us your feedback regarding it, so it can be improved. Thanks in advance.
Here below the patch notes of this release.
Public Beta Demo 0.1
- Small world edits. Some parts of the demo are less difficult; - Minor scripts and world collisions improvements; - Horgr altars scripts improved and edited. Now, when you pray to a new Horgr, it will be counted in the statistics; - Animations and takes improved and edited. Hands less distant, jump reworked (strange on pillars); - Wallrun lag error solved; - Jump sounds happen only sometimes now; - Build file size reduced by approximately 6GB; - Main theme audio quality improved; - Less head bobbing movement; - Footsteps sytem v.0 implemented, thanks to Nikolai; - Companies intro video changed; - New loading screen phrase added;
Regards, the Utgardr team...
Project Updates #0 | Kickstarter not funded, what's next?
Greetings hikers and explorers of Utgardr, how are you?
I had to take some time for myself, since i was really busy mostly developing the game and also for some in real life things.
The Kickstarter campaign has not been funded, but do not worry... this has been a fantastic experience for me and for the rest of the team.
What's next so? Since this situation will delay the release of the game, we are working to create a new roadmap that will let you understand the next steps for Project Utgardr. Stay tuned here on Steam, on our 🎮 website and socials so.
Anyway the game roughly will be released in the Q1 2023 for Pc and Mac and it still is going to land on Consoles in the Q4 2023.
We are at the end of this update and as last words i really want to thank all the people that supported this project on Kickstarter, but also over the socials where we docked!
Speaking to the Kickstarter supporters, your support has been really cool for us even if we are small in numbers. As i wrote, it does not matter. We will try again, in case we will get more attention from people. So really thanks again for your pledges in this campaign.
As a taoist once said: "You can learn 1.000 lessons from a defeat, but only 1 from a victory."
Thanks also to all the persistent and talented people that joined this project, from the very start till now and that want to help to create something beautiful.
So i can only wish you all the best in the meantime and remember you to be present at the next update.
Oh, well as reminder you could try the Demo we released here on Steam and on the other stores. So we can get feedback on it.