Well, well, well... if it isn't 2022. Where are the flying cars, space travel, and pills that fill you up once swallowed? Despite how disappointed we may be with technology not advancing as much as films from the 80's showcased, at least we have virtual reality.
I digress, let's not sit here and reminisce over what could have been, let's just be happy with what we have now... and what's coming later this year... That's right! We're happy to announce that Redemption's Guild will be launching this year! We're currently aiming for a late September/early October launch window, but we should have a finalized date sometime in July/August.
Questing icon
January - End of Month Update:
Questing: We've tested 15+ changes over the last month and questing has been working well. We still have about another months work of development work to do on the engineering side and then we'll be jumping head first into quest creation and all the nuanced questing setup.
Combat: We put a lot of focus into combat this last month. Some of our biggest highlights are:
We're implementing behavior voice lines for enemies! This allows us to give more personality to the enemies by giving them a chance to play audio clips when: low on health, charging at player, luring, calling for help, dodging, enters caution state (searching for player).
Elementalists rejoice, enemies can be slowed down or frozen in place!
Rogue enemies - who can stealth - will now stay stealthed until they are ready to whoop your ass. They no longer break stealth the minute they become aware of the player and begin walking toward them.
And so much more...
Feature Discussion: Combat
Easily one of the most important systems in any fantasy adventure is combat. Which is why we've created unique combat features to set us apart from the competition. Below you'll find a list of just a few ways our combat is different:
No more swinging your weapon like a maniac to deal ungodly amounts of DPS. Our fatigue system fixes this by dulling DPS if players are wrist flicking. We encourage more natural melee swings.
We've added anti-parry mechanics to melee enemies so they can't be parried every time they swing their weapon. Once an enemy has been parried multiple times, they will become enraged, making their melee attacks un-parryable (not a word).
Several classes, each with their own unique play style, equipment sets, and abilities.
Spellcaster enemy details.
Did you know? There are three game modes in Redemption's Guild?
Labyrinths
Arenas
Adventure Zones
That's all for today folks! We look forward to sharing more with you next month.
Be sure to: Subscribe to our newsletter. Join our Discord community. Wishlist!
December '21 Development Update
Riding off the coattails of the last two holiday updates in October and November is the end of year holidays update! By far my (Michael) favorite time of year... though I wish we would get more snow around Raleigh, North Carolina. I digress, we're not here to listen to me spread holiday cheer or bitch about the lack of snow, we're here to talk about Redemption's Guild!
This gif showcases the icons you may find on loot bags, inventory items, and merchants. The color indicates what color the gear is and the icon within the circle shows which class can use it.
December - End of Month Update:
Multiplayer: A long time ago in a development studio not far from here, we had multiplayer working nearly perfect. Then, the features came. All the new systems and features that we added/upgraded pulled the multiplayer down from the inside out. Players didn't spawn for others, stats stopped working properly when joining other players rooms, enemies sung showtunes to serenade players and lull them to sleep... okay that last one was a lie but we'd love to see it.
We're now deep into multiplayer and likely will be for a while. It's a big system and requires a lot of rework to get things working properly again. We'll keep you all updated throughout the development and you'll be the first people (outside of us of course) to know where we're at with development.
Questing: We've been working on squashing bugs and adding a few new features that we found were missing once we began testing. Since the questing system is 100% procedurally generated (meaning it's random) there is a lot to build out and we'll likely be working through questing for the next several months. We'll keep you all updated along the journey!
Feature Discussion: Game mode - Arena Redemption's Guild will be launching with one arena scene, the Areda Arena. Players will have to survive several (and we mean several) rounds of enemies who are looking to secure their stronghold in the area. Once certain rounds are completed, players will be rewarded with prizes for their hard earned work. To shake things up a bit, the types of enemies that spawn and the rewards granted, are random. This will allow players to play the Arena an endless amount of times without ever having the same experience twice.
Did you know? There are 3 factors that affect your stats. 1. Class 2. Level 3. Equipped Astral Shard
To read more about astral shard, check out our November Development Update.
From the Unlit Games development team to you and your family - Happy Holidays! We'll chat with you all next year.
Be sure to: Subscribe to our newsletter. Join our Discord community. Wishlist on Steam!
November Development Update
Cold weather, a big delicious ham dinner (who likes turkey?) and your good ol' uncle Jeff yelling at the kids to shut up so he can watch the sport game. That's right, it's Thanksgiving week! Not only do you get to eat delicious food this week, you're also getting a new fresh out the oven development update on the tasty Online VR RPG, Redemption's Guild!
Auroris Healing Altar - Resurrects players and refills their potions.
November - End of Month Update:
Multiplayer: Although we previously had multiplayer working, we've started to run into issues as other systems were added to the game. Now that a majority of those systems are completed, we've turned our eyes back to the beast that is online play and we're ready to slay the beast! Or resurrect it? Either way, it'll be fully functional soon!
Item Database Rewrite: Yay for technical jargon! Basically, one of our engineers smashed their faces against the keyboard a lot and now our equipment has an ID associated with it. One of the many reasons this is important, is because we don't want to update the player's account inventory by sending a message like, "Hey, I got an item, It's call 'Kitten, blessed cat sword from the southern isles.' save it to my account" and will now say, "Hey, I got 'ID2', save it now... please."
Tilnu Tavern Renovation: We've added a kitchen to the tavern. This kitchen will be used by the amazingly talented dwarven chef, Mordana. We just hope she knows how to make a delicious Thanksgiving meal and mead!
Class and Color Icons: We've added the class and equipment color icons to the loot bag, merchant and inventory. This will allow users to easily see which class a specific piece of gear is for, as well as which color the gear is.
Feature Discussion: Astral Shards Astral shards are Redemption's Guild unique take on stat gems. Since the equipment in Redemption's Guild is purely cosmetic, we designed the astral shard system to allow you to fine tune your characters stats. Which means you'll want to keep a keen eye out for these bad boys while you're adventuring.
Astral Shard Altar
Did you know? Most of the gear found in Redemption's Guild comes in several unique colors.
Well, that's all for this month folks. We look forward to sharing more updates on the multiplayer system next month as well as discussing more features and celebrating Christmas! Happy holidays everyone. Thank you for all your love and support, we look forward to seeing you in Stellaria!
Be sure to: Subscribe to our newsletter. Join our Discord community. Wishlist on Steam. Join our Forums.
October Development Update
Greetings all,
You smell that? It's time for another Redemption's Guild development update! Throughout October, the team has been hard at work to complete server integration, fix questing bugs, update UIs, and much more!
October - End of Month Update:
Server Integration: The server integration is nearly completed with only a handful of tasks left to complete, such as: creating an editor UI to assign founders with titles/gear, redesigning the item and equipment database, and fixing a few bugs.
Journal Page - Skills: Players can now purchase and assign skills to their radial menu (hotbar).
Journal Page - Titles: We've added a title page to the notebook.
Journal Page - Settings: Added options to adjust the player rotation type: smooth and snap, as well as rotation degree options.
Journal Page - Character: Update the character page to show real-time stat changes when astral shards are removed.
Experience Points: We've reworked the experience points needed to level player classes and accounts.
Questing: We've dug deep into creating quest givers, placing nodes for escort quests, fixing bugs, extensively testing and more!
Wardrobe: The equipment color variation icons will not be greyed out if unobtained, instead of being empty spaces on the UI.
Future Proof - Additional Classes: We've fixed an issue where accounts would break if there were more classes in-game, then their was when the account was initially created. This will allow us to create more classes down without breaking everything under the sun!
Chess Reset Button: We've added a button to the tavern that will reset the chess pieces.
UI Designs:
First up is the skill page UI. This is a mockup of the design we plan on implementing in-game.
The images below showcase the class icons on the Gear Progression page. Once you select a class, the next page will be populated with all the gear that class can wear.
Lastly, if you didn't get a chance to see our Grand Tour (Zones) Trailer, check it out below!
[previewyoutube="CHJq8UqG_Rw;full"]
I could go on and on about all the work we've done this last month, but I wanted to keep it short, sweet, and to the point. The team has been kicking ass and we're extremely excited to get you in-game and playing Redemption's Guild next year!
We've continued testing on our new database and verifying things are working properly in-game.
Started working on a new notebook page for Titles.
Finished designing the new tutorial we will implementing soon.
The arena's best wave and labyrinth's best times are now properly shown at the map altar in the tavern.
We've created brand new icons for various player abilities and also updated the skills page of the notebook with new page background images. Ahhh... shiny!
The map altar in the tavern now has fancy new icons for each game mode.
Continues working on questing, we're at the testing phase now and once things are tested and working properly we will begin building quests.
Updated the NPC Drapel Smada's design.
Created a variety of new player abilities.
Continued work on the teleport locomotion option.
If you haven't already, make sure to wishlist! Sign up for our newsletter. Join the forums. Become a part of the community on our official Discord channel.
Dev Update | August 2021
Greetings!
We're back with another dev update! Let's get down to business.
What have we been working on?
Fixed multiple passive system bugs.
Account rank exp bar has been added to the notebook.
The server integration is nearing completion, we're currently testing and squashing any bugs that appear. whack!
We've increased the size of the class holster slots to make holstering easier.
Fixed an issue on the gear collection page where unobtainable items weren't showing as gray icons.
Fixed the labyrinth timer from hopping across time - whee!
The labyrinth timer will now start once the begin button has been pressed on the labyrinth UI.
The ability menu on the controllers and the ability page in the notebook have both been reworked.
The ability description on the controllers will now update for Clerics when they put their staff above their head to cast an AoE version of their single target skills. (These are called Duo abilities and are unique to Clerics)
Cleric abilities will now be cast from the correct location of each staff.
Fixed an issue with some buildings in Vohril's Stand that allowed players to teleport through them.
The players radar's height can now be adjusted.
Fixed an issue where players didn't revive after loading into the tavern.
Several aesthetic changes were made to various UI - ah so pretty.
The Berserker's skull (class mechanic) eyes will now flash when their enraged mode is about to end.
Fixed multiple teleport issues.
Added a dynamic UI to the main menu that shows class information.
A visual effect will not player on the player then they have a gift at the bestowment altar.
Renamed the ability type Charge and Hold to Channel.
Fixed an issue with the merchants not spawning items correctly.
The class orb text will now rotate toward players.
Death overlay has been reworked.
Fixed an issue with player stats not working correctly.
Looking forward to sharing more updates with you next month!
If you haven't already, make sure to wishlist! Subscribe to our newsletter. Join the forums. Check out out YouTube channel.
New Video - Zone Trailer
Take a sneak peak at the different zones you and your friends can explore when Redemption's Guild launches into early access!
[previewyoutube="CHJq8UqG_Rw;full"]
Dev Update | July 2021
Salutations!
We are back with another dev update for Redemption's Guild.
With an amazing team kicking developments ass over the last month we've managed to knock out more tasks then we thought possible... Let's dive in.
What have we been working on?
New video is dropping soon!
Enemies can no longer see through walls in the labyrinth.
Fixed enemies stealth.
Knights class mechanic now shows on their shield in the correct location.
Vohril's Stand scene has been setup with all the needed bits and bobs.
Removed the function that allowed abilities to be cast from clicking in the touchpad/analog.
Added the ability to cancel a currently selected skill - click in the touchpad/analog.
Rangers arrows stick into objects!
Enemies dodge arrows.
Arrow damage is now properly calculated.
Piercing shot ability setup - this ability allows you to pierce multiple enemies.
When playing as a Cleric and putting your staff in the AoE box (which transfers certain single target cast abilities into AoEs) a small visual effect will play on the staff to show the skill will be cast as an AoE.
Fixed an issue where the teleportation component was added to objects twice.
Resolved issues with the death overlay not showing on players when they die.
Completed a hefty amount of questing changes and tests. Nearly ready to start building out quests!
Added a disable radar icon in the settings page so players can choose to show or not show quest icons on their radar.
Radar shows where quest objectives are located.
Adjustments to loading screen.
Berserker skull (class ability) is now functioning properly.
Added a visual effect to the Berserker skull when it's ready to activate Berserk Mode.
New goblin voice over.
Fixed healing alter issues in Vohril's Stand.
Updated the music manager.
Adjusted player equipment lighting.
Fixed LoD issues on player equipment.
Fixed issue with wardrobe items stretching.
Updated enemy warning and ongoing damage ability projectors (warning and damage indicators on ground).
We are back with another dev update for Redemption's Guild, and this ones a big one!
This month we welcome the amazing Annick to the Unlit Games team. Annick has been crushing it over the last 3 weeks and we're happy to have such a strong team player join our ranks!
What have we been working on?
Cleric's default ability now works properly as well as the wisp class mechanic. (The wisp is a small assistant that the cleric can throw to any location, like a baseball, and it even sticks to surfaces! The wisp gives off a small AoE heal to aid your companions in combat.)
Rewards altar in the Tavern now lights up when you have a new gift to retrieve.
Fixed some enemy boss spawning issues.
Party members who die in the arena will now revive once the round's boss has been defeated.
Fixed an issue where the occlusion sphere in the labyrinth was triggering chests to open from a distance.
Traps are now functioning properly.
Fixed an issue where players would fall through the ground in the labyrinth.
Questing is now in the testing phase - with only a small handful of tasks left to complete!
Nearly completed our server upgrade and integration!
It's been a big month for us as we finished up some major systems that were being overhauled, and next month we will focus on testing server changes and questing, as well as polishing up more features as we close in on our beta phase.
Thank you all for your support! We look forward to sharing our next update with you.
If you haven't already, make sure to: Wishlist and join our discord and forums!
Dev Update | May 2021
Greetings!
We're coming in hot with a new dev update for May!
What have we been working on?
We've been focusing a lot of the last month on getting our in-game systems plugged into the new database. It's a long process but we are finally closing in on the testing phase and should have this wrapped up by mid-July.
Finishing up the questing system and moving into a testing phase.
Added more ambient sounds to Vohril's Stand.
Created some nifty camera fly through animations for our upcoming video. Which will showcase all of the scenes and the first sneak peak at our new labyrinth! (I know... it's about time!)
Tested player stat increases on level up.
Drawing up some new enemy art for our website that will showcase some never before seen enemies!
Created unique health crystals for quest givers.
Added LoD (Level of Detail) to labyrinth props and player equipment. This will help with performance.
Fixed some issues with equipment not being orientated properly in the merchants inventory.
Over the next few weeks we should be moving over into multiplayer work and will start setting up play tests to confirm everything is working properly.
We look forward to sharing more details with you next month!
Wish list now! Join our official forums. and our discord For more information on Redemption's Guild be sure to check out our website.