Redemption's Guild cover
Redemption's Guild screenshot
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Genre: Role-playing (RPG), Adventure

Redemption's Guild

Dev Update | April 2021

Greetings everyone!

We're here with another Dev Update! This time for the month of April!

What have we been working on?

  • Setup and tested the quest escort node system. (NPC pathways)
  • Enemies will now attack the escorted NPC during their travels.
  • Escorted NPCs will now cower when attacked. How sad!
  • Added a slight health regeneration on defend quest objects when not in combat.
  • Added health indicators to the defend quest objectives.
  • Fixed an issue with the dojo healing training dummy.
  • Ran through some testing on WMR VR devices.
  • Created new class based glyphs that show on the ground when casting AoE's.
  • Added LoDs to the labyrinth to help with performance.
  • Fixed some lighting issues on rocks/grass in various scenes.
  • Vive controllers will now require a click of the touchpad to rotate character.
  • Fixed/tweaked controlled vibrations.
  • A lot of testing...
  • And much more!


Thank you all for your support and we look forward to revealing more details on development next month.

If you haven't already, make sure to wishlist on steam!
Join the forums!
Connect with us on discord!

Dev Update | March 2021

What have we been working on?

  • Fixed multiple lighting issues across all scenes.
  • Questing: We're currently working on various questing components, such as: escort npcs spawning, npc animations, spawning enemies to attack the escorted npc, and more!
  • Cleaned up multiple issues found on different VR controllers, performed rigorous testing on all currently implemented features in game,
  • Quit button is now working in journal.
  • Optimized multiple scenes to achieve a higher FPS.
  • Cleaned up the journal UI.
  • Journal will now ignore lighting in to help with visibility in dark areas and scenes, like the Tilnu Labyrinth.
  • Fixed issue with default gear not showing when creating account.
  • Fixed VR tunneling and damage effect not showing properly in players headset.
  • Fixed issue with health crystal showing on crystal rogue daggers, even when the player has full health.
  • Fixed elementalist spell throwing.
  • Fixed issues with multiple player skills not working properly.
  • Fixed an issue with player fatigue not working properly.
  • Fixed issue with enemies have major animation issues while in combat or transitioning into combat state.
  • Spell fizzle now works properly when elementalist tome ability casting isn't properly used.
  • Adjusted enemy FoV when looking for players.
  • And more! Really, a LOT more...


Thank you all for your support and we look forward to revealing more details on development next month.

Dev Update | February 2021

Greeting adventurers!

Time for our monthly dev update!

What have we been working on?


  • Questing. There is a lot of moving parts to this system and nailing them down is extremely important.
  • Polish. We've spent the last month testing all the current systems we have in game and polishing up/squashing any bugs we see. This includes issues and tweaks related to: animations, abilities, UI, vibration settings, and much more!
  • Added smooth camera turning.
  • Getting the ranger's bow & arrow to work properly.
  • Cleaned up UI in the dojo and wardrobe systems.


What's next?


  • We still need to finish making sure everything works properly with multiplayer.
  • Finish questing.
  • Finish server integration.
  • Voice chat cleanup.
  • More UI cleanup.
  • Berserker class mechanics implemented.


We will have updates on the next ambassador demo in the next month or two. Stay tuned!

Thank you all for your support and we look forward to revealing more details on development next month.

Connect with the community - https://discord.gg/TGQYR6H
Join our forums - https://www.unlitgames.com/rgforums

Dev Update | January 2021

What have we been working on?

  • Questing, we are still finishing up some core designs on the questing system.
  • Lots of bug squishing!
  • UI upgrades for several key features.
  • Labyrinth changes: fixed load time issues, enemies seeing through walls, added collectibles, and much more!
  • New enemy abilities!
  • Started implementation of our new database.
  • Added in more tutorials to notebook.
  • Snap camera rotation added.
  • And much more!


What's next?

  • We still need to finish making sure everything works properly with multiplayer.
  • Finish questing.
  • More bugs!
  • Finish server integration.
  • Smooth turning feature added.
  • Ranger bow/arrow completed.
  • Voice chat cleanup.
  • More UI upgrades.
  • Berserker class mechanics implemented.


It's been a busy few months and we have a lot more work to do but we are excited to say that we plan on launching RG this year for PC VR and PSVR in the months after launch. We will keep you all updated on founder beta tests and launch details as we get closer.

Thank you all for your love and support!

Developer Update | November 2020

Greeting everyone! Time for our monthly developer update!

What we've been working on.

  • Questing Manager/Questing System. We've revisited questing and began upgrading the system. We will be working through testing these changes over the next several weeks, and then we will begin building out the various main story and side quest we've been working on.
  • Multiplayer. We are still working through our multiplayer tasks but we are making good progress. We will have functional multiplayer in our next ambassador demo.
  • Voice chat. Voice chat has been implemented, but we have several tests to complete before it's finished.
  • Rebuilding our online database.


What's next?

  • We've redone our entire online database. Once it's completed we will be changing over our in game systems to hook up to the proper tables in the database.
  • New enemy spawner with functionality to spawn world bosses.
  • Various misc. tasks... i.e. skills working properly with new Unity version, combat tested thoroughly for bugs, passive skill system completed, and many more!


We've been hard at work here at Unlit Games and we appreciate your love and support. We're excited to launch Redemption's Guild on PC and PSVR this upcoming year and we wanted to thank you for all you do. Please note we will not have a December Dev Update due to holiday vacations.

Thank you all!

Please note that due to holiday vacations and the fact that we are still working through the above list we won't have a December Dev Update letter going on.

Redemption's Guild - October Dev Update

Greetings everyone! we are back with another monthly update on Redemption's Guild!


What have we been working on?

- We updated our Unity version from 2017 to 2019. This was an EXTREMELY painful task full of unforeseen issues, as anyone who has ever upgraded a gaming engine mid-project would know. But we are finally on the back end of this hurdle and are picking up any loose ends that broke along the way.

- We've implemented a new VR system called XR. This allows us to have more control over each VR headset/controllers and will hopefully help us resolve issues that we encountered when doing our last Ambassador test.

- Multiplayer used to work fairly well back in the early RG days, but once we started to add more complicated enemies, spells, and features into the game it slowly started to break. We're now focusing on cleaning up the multiplayer and getting it back to a working state that we are happy with for EA launch. So far we've made great progress this last week.


What are you going to be tackling over the next month?

- Finish multiplayer tasks.

- Create a new enemy spawning system. We've ran into issues along the way with getting enemies spawning/despawning, so we've decided to take a little bit of time to make sure we have a solid system that works the way we need it to.

- Various backlogs tasks: new DamageFX system (red on screen when taking damage), more server room information shown on journal when in a room, voice chat, and more!


When is release?

- Currently we have an EA launch date of Q1 '21 for PC VR and a full launch for PSVR/PC VR in 2021.

I pre-ordered the game, when is the beta?

- We are hoping to have beta stage 1 sent to all of tier 6 founders in the beginning of 2021. The other beta stages for tier 4 & 5 founders will be in the weeks following beta stage 1 launch.


How much longer do I have to pre-order?

- We are taking down pre-orders sometime in the next 1-2 months most likely. We've hit our budget goals needed to launch the game so we are just keeping them open at this point for people to claim any extra rewards they want before launch. Be sure to check them out at: https://www.unlitgames.com/store


Thank you everyone for your patience and understanding through this year, it's been a crazy one and the team has been affected by all the craziness of 2021 in various ways. We really appreciate this community.


Stay safe.

President - Michael L.

Progress Update - August 2020

We know you've all been waiting for more updates on the EA launch date for PC VR. We figured we would drop a quick update to shed some light on everything going on.

Production of the game is going great, we are still working around the clock to implement and polish up all the features we have planned for launch.

Currently we are working on:
- Creating the 4 world bosses we will have in early access.
- Upgrading our Unity version and VR systems, this is quite an undertaking but once it's complete we should be able to make the game work better on all VR HMDs.
- Updating our backend servers to clean things up and create a more secure and organized database.

Once we are done with these tasks we will be heading into finishing up:
- Multiplayer
- Questing, we are stripping the old quest system to create a more updated and polished system that works better for our main story and dynamic quest needs.
- Finishing up a few core systems for skills, player management, enemy spawners, astral shard saving, etc
- Adding in the tutorial

We still have some big tasks to undertake, and we know some of you have been waiting for quite some time, but we are trying to create a solid game that doesn't feel rushed. VR isn't going anywhere and which each passing day more VR games or experiences come out that just disappoint the players. We are dedicated to our game and our fans and we won't push the game out until we are happy with how it feels and plays.

We will have more updates and videos in the coming months leading up to launch and we look forward to having you all experience the beautiful world of Stellaria when Redemption's Guild launches in the coming months.

If you'd like to stay updated on news as soon as it's released be sure to subscribe to our newsletter on our website and join our discord.

Ambassador Demo 1.1 Update Notes

Greetings adventurers!

For those of you who don't know we recently released the Ambassador Demo 1.0 and received an awesome amount of both positive and negative feedback. We then went back to the drawing board on some ideas and came out swinging.

Ambassador Demo 1.1 should be releasing in early May 2020.

Update notes for Ambassador Demo 1.1:

Scenes

  • Added Areda Dunes as a playable scene.
  • Fixed issues in Areda Dunes where enemies would walk some environment objects.
  • Fixed issues where some rocks in Areda Dunes were floating above ground.
  • Fixed traveling merchant item and UI placement.
  • Between rounds in Areda Arena you will be given a break to collect loot. Once loot is collected the new round will start.
  • Fixed various window collision issues in Tilnu tavern, to help prevent players from falling into oblivion.
  • Fixed teleporting out of Areda Arena while using teleport locomotion type.
  • Opened up the fireplace in Tilnu Tavern to allow for items to be tossed in.
  • More items in tavern are now able to be grabbed and have tweaked properties to avoid item being ripped from your hand it it touches any other item in scene.
  • Fixed ambient bugs around Areda Dunes.
  • Areda Arena will now reward you with a chest every 5 round (each round is 3 waves). Bosses still have a chance to drop loot every round.
  • Overhauled the visuals on Areda Arena UI.
  • New map art in Tilnu Tavern, both on scene change altar and on art around tavern.
  • Added a temporary wheel to the wardrobe spinner. (Note: We will be redoing the visuals of the wardrobe system closer to launch).
  • The gift altar now says you've received a gift only if you have received one.
  • Fixed issue where Areda Arena would continue spawning enemies even after last round was reached.
  • Areda Arena now will spawn a variety of enemy types in a round.
  • Areda Arena is now 50 rounds instead of 5.



COMBAT

  • [Feature] Parry System: You can now parry melee enemies weapons. You're weapon must be moving and must collide with the enemy weapon prior to it
  • hitting you. All succssful parries will use a portion of your fatigue and the amount of fatigue used varies depending on class.
  • After multiple parries are successful there is a chance the enemy may go into his
  • Anti-Parry tactic, you'll know if he has activated this tactic by a glowing red hue on
  • their weapon. Once this tactic is active you will not be able to parry any melee
  • attack.
  • Added new abilities to both Orc Mages and Skeletons.
  • Fixes various enemy ability visual issues.
  • Added new enemy and boss models into Areda Arena and Areda Dunes.
  • Revamped the hitFX for all melee weapons. We also removed the blood from these hitFX and took out the "Disable Blood HitFX" button from the settings page.
  • Fixed knight incite sound and damage bug. Should only hear one trigger affect per enemy and shouldn't do any damage now.
  • Enemy ranged attacks will now hit knight shield and mitigate partial damage. (NOTE: there is a issue with the hitFX showing incorrectly after hitting shield).
  • Fixed various animation issues for enemies: feet sliding, orcs not facing players when firing certain abilities, and more!
  • Slowed down the Orc Fire Mage fireball projectile speed.
  • Tweaked hit animation chance on enemies to increase how often they play them while being hit.
  • Fixed player low health reverb audio issue where it lingered even after resurrecting.
  • Shield bash no longer says it stuns, as it is not a stun ability.
  • Fixed issue where enemies who died while burning kept the burn VFX on them but it wasn't attached to their body.
  • Tweaked enemy stats.
  • The speed at which an elementalist tome ability would fly from tome to the wand has been increased.
  • Scaled down knight damage.
  • Potion refill drops now check for nearby players quicker and both potion refill and cleric spirit drops now have soundFX when collected.
  • Fixed bug where players had hitFX and abilities still lingering on them after death and ressurection.
  • Fixed knight incite range.
  • Melee skeletons now face the player correctly when attacking.
  • Enemies who are hit by a taunt are forced back into close range combat, despite any tactic they were going to or were using.
  • Enemies now have new tactics: flanking, forced range attack, and rushing.
  • Fixed a bug where elementalists could still throw tome abilities when dead.



NOTEBOOK

  • [Feature] Tutorials: We have added a new tutorial page to the Notebook. The tutorial page can be found under the "Log" page.
  • Revamped the hitFX for all melee weapons. We also removed the blood from
  • these hitFX and took out the "Disable Blood HitFX" button from the settings page.
  • Added page turn sounds.
  • Fixed UI issues when choosing how many of an item in a stack you wanted to sell.
  • Implemented new animations for notebook page turning as previous ones caused graphical clipping issues.
  • Removed equipment page from notebook tabs and added it to the log page, it's now called "Gear Progression".
  • Made tab buttons easier to click.
  • Mana is now called Spirit (only show when playing Cleric)


Performance

  • Optimized various scripts to help performance, especially when playing in Areda Dunes.


Miscellaneous

  • Fixed an issue (that we struggled on for years) with hands disappearing when holstering.
  • Class altar orbs can now be thrown. From down town! swish
  • Implemented changes to chests and enemy materials which fixed lighting issues.
  • Replaced Scorched Whisker collectible item icon.
  • Added new collectible UI to items you can grab around scenes.
  • Fixed various colored armor material issues, should spawn into game with correct colored armor and elementalist holstered tome should have correct material now.
  • Merchants now show correct armor color materials.
  • Changed various item descriptions.
  • Adjusted knight holster slot placement.
  • Enemy spawnFX audio has been lowered.
  • Rogue crystal armor now has correct sound and hitFX.
  • Fixed issue where players were able to duplicate shards and increase their stats an ungodly amount.
  • New loading screen image.




Parry and Collectible System | Dev Update Video

Check out our new dev update video!

In this video we discuss:

  • New Parry System
  • Potions
  • Potion refills
  • Collectibles


Please join our discord and check out our forums to stay updated on all things RG!

[previewyoutube="429lP0N91YM;full"]

Redemption's Guild Stream

Hello everyone!

We are excited to announce that we will be hosting a twitch stream of Redemption's Guild on December 10th, 2019 at 7pm EST! If you're interested in seeing the progress we've made to the game be sure to follow us on our twitch channel https://www.twitch.tv/unlitgames/. We hope to see many of you in the stream to experience it with us.

Additionally we will be releasing a Demo to a select crowd of Content Creators that we are referring to as Ambassadors. They will be playing Redemption's Guild and those who follow them will receive discount codes for the future release of Redemption's Guild.

Lastly we will be attending a small conference on December 6th to showcase Redemption's Guild with the Demo we will be releasing to our Ambassadors, follow us on our Discord https://discord.gg/pczUfb for further updates on the conference or future events we bring Redemption's Guild to.