The Unearthened cover
The Unearthened screenshot
Genre: Simulator, Strategy

The Unearthened

Patch v0.167.53 Beta Build

Build v0.167.53
- Updated version info
- Changed per day to per min (Should be per min)
- Now resources shows resource color in resource UI when hover.



Build v0.166.53
- Updated version info
- Disabled Dev build (Should be turned off)


Build v0.165.53
- Shows current speed at the start of the game
- Implemented images in tech tree
- Changed colors of tech tree buttons.

- Hover over resource UI to show resource generation per day.

Patch v0.164.53 QOL Update 2

Build v0.164.53
- Restarting no longer loads tutorial scene but directly loads game scene
- New game started notification text when game restarts or new game starts

- Updated Version Info

- More info in turret tech button tooltips.


Build v0.163.53
- Fixed Save Game Bug not loading proper save.

- New game notifications
- Game starts in paused state, giving players time to study the map (Also this fixes the bug that players sometimes have when loading from main menu)
- Saved, Loaded Indication

- Updated Version Info


Build v0.161.53
- Restart and Exit game added to pause menu
- Game speed indicator implemented
- Updated version info

Build v0.160.53 Beta. Minor Minimap update.

Build v0.160.53 Beta
- Minimap changed
- Now minimap can view entire map
- New minimap camera
- New minimap texture
- Replaced minimap image texture with new one
- Resized minimap

- Increased camera scroll speed and move speed to 50 from 30
- Camera zoom out size increased to 50 from 30
- Updated version info

Simple Bug fixes

Build v0.159.53
- Updated version info.



Build v0.158.53
- Changed number of spawn resources - from 2~3 to 1~3
- Big Fix - Previously set the timer to 60 and 90 seconds instead of mins
- Bug Fix - Pulse laser tech was showing as Sniper turret in tool tip.

Build v0.157.53 beta Full Random Build Patch Nodes.

Build v0.157.53 Beta
- Resource Nodes size according to their maxresource
- Resource nodes size in minimap
- Metal Extractor detection radius decreased from 7 to 3
- Version info updated
- Story skip text moved below Okay button and changed material.
- Added red arrows with outline to skip text so its easier to appear
- Now tech buttons get tech data dynamically.
- Moved map bounds from node spawner to game manager for general use
- Now enemies spawn truly randomly
- Objectives panel retouched and disabled raycasting
- minimap background changed to black so that objects can have better visibility.



Build v0.156.53 Beta
- Update version info
- Changed back metal production stats
- Fixed bug in resource nodes not initializing after load game
- Fixed bug where resource nodes will only load on new game.
- Fully working Random resource node generation with save data




Build v0.155.53 Beta
- Increases starting resources, so that players can have more wiggle room at the starting.
- Money 10k to 12k
- Metal 5k to 7.5k

- Resource nodes will now be destroyed if they are exhausted.
- Commented out NoresourceAtNode function call in resourcegenerator script
- Now nodes actively check for reesources in update in the node script.
- new function in ResourceGenerator to detect nearby resource nodes and return them
- removed ResourceNode as singleton since static is the reason so many weird bugs have been happening.
- random resource nodes spawning enabled
- Resource nodes save data implemented.
- Resources are spawned every 90 to 120 mins.
- Updated version info

- Advance Core Armoring & Advance Core Armoring 2 cost updated to reflect true cost.

v0.154.53 Minimap Update Patch Nodes

Known Issues

  • Options menu needs to be clicked twice to open first time. (needs further investigation)
  • Sometimes the game starts in paused state when continuing from a save game or starting a new game after returning to the menu. The game can be resumed by pressing space twice to pause and unpause the game (needs further investigation, looks like its the unity engine issue)
  • Control button in main menu options non functional (Should be fixed in future updates)




Change Set 154
- Minimap on by default
- Controls panel has info on minimap
- Controls Panel has info on ff buttons
- Controls panel has info about bank and black market
- Ingame pause menu controls panel replaced with new one.
- Updated version number.



Change Set 153
- Disabled credits screen in main menu (should be disabled unless button is pressed)
- Enabled Minimap Icons for buildings
- Enabled MiniMap
- Mini map Enabled for resource nodes
- mini map resized
- Version info updated
- Identifiably unique minimap icons for monsters
- Changed minimap material to glow so they are easier to see.
- Increased size of minerals minimap icons so they are easier to see
- Increased camera minimap icon size
- Minimap renamed to Radar.


Change Set 152
- Changed version info
- Changed button texts from "back" to "okay" so they wont be confusing.
- Changed size of credits window
- changed credits window anchor



Change Set 151
- Disabled Player stats button from pause menu (Feature Not implemented)
- Updated How to play ingame pause menu
- Fixed issue with tilemap not changing according to day time.
- Disabled profile button on main menu (Feature not implemented)
- Removed dysfunctional button from how to play and implemented new one
- Same implemented to how to play in tutorial scene
- Added Credits screen.

Updated Patch Nodes for v0.150.53 Beta

Change Set 150
---------------
- Check Damage Nubmers
- Disable Buildings Defense Tech
- Basic Objectives
- Objective Manager
- Objective Toggle Button with Simple button script attached
- Objective Panel
- Objecti Text
- Objective data added to save data
- Global Light layers turned off all to just a few (Background, Default, Top) layers
- Updated Version Number




Change Set 149
--------------
- Random Metal Nodes Generation Disabled (For Now)
- Static metal nodes duplicated and spread across the map
- New generator animatior and prefab added (Currently disabled and can be enambled) Done forget to attach simple flash script
- New Command HQ animated and prefab added (Currently disabled and can be enambled) Done forget to attach simple flash script


Change Log 148
-------------
- Random Mineral Spawn set (Currently Disabled)
- New Bigger Game Scene Duplicated And Deleted
- Old GameScene Restored from Backup
- Readjusted Camera Bounds
- Readjusted Min/Max For Resource Spawn
- Slightly bigger map



Change Log 147
--------------
- Commented out all debug.logs
- Commented out AllTechCosts function
- Commented out Cheat Function
- Changed version number
- Increased map size
- Adjusted fog and fireflies effect
- Increased camera bounds
- Map Bounds set
- ResourceNodeSpawner takes Map Bounds and Metal Nodes


Change Set 146
--------------
- Tech Save Data Implemented
- Blackmarket shows the costs to buy metal.
- Ingame bool set in gamemanager (Reverted)
- InGame bool set in tutorial script (Reverted)
- Information about loan and black market in how to play
- Press escape to skip text shifted to down right from top right
- Buildings list now clears if its a new game in savesystem fixing the building null reference error


Change Set 144
--------------
- Damage numbers popup removed from projectile, enemy projectile and explosive damage and moved to health system for unification and more accurate damage values (not removed just hidden from options UI)
- Damage numbers unified
- Damage numbers now indicate what thype of damage they are taking
- Armor damage pops as yellow
- Shield damage pops as Blue
- Health damage pops as Red
- Player Damage Numbers and Enemy Damage Numbers Toggles in Options UI Hidden

- Damage numbers will now show true damage after DR and armor reduction.
- Previous Player and Enemy damage nubmers bool is set to true in gamemanager so they wont be enabled unless its for testing in the editor.
- Enemies and Player no longer have sepoerate damage numbers toggle
- Damage Popup Script
- Changed DISAPPEAR_TIMER_MAX from 1f to 0.3f (Reverted)
- Changed disappearSpeed from 3f to 5f (Reverted)

BuildingTypeSo Changes
- Building Info panel now shows HPMaxValue instead of HPMax which can be changed via research - this is dones so we can have reference to original max value. Changed in Building Type So
- Changed HP Production description
- made metal consumtion text in refinary dynamic.

- Buildings
- Now refinary shows how much metal it consumes.

- Replaced Metal, Tech and Money values in building tooltip popup with working values (Used total value by mistake)

- Changed Tech resource type So name from tech to Tech points.


Change Set 143
--------------
- Tech Tree Position Reset
- Version Number Changed
- Fixed power limit bug )only power generated is increased not power limit.)
- Shield has blue text color in tooltip
- Hovering over buildings will now show additional details
- Building Name
- Building production
- Fixed Spelling mistakes in How to play
- Changed Engineering name to Tech Plant in How to Play and SO


Change Log 142
-------------
- Implemented Damage popup system
- Different damage colors for player and enemy
- can dectect critical hits (we dont have critical hits in our game but we are planning for a range of damage and ciritcal hits)
- damage numbers pop up increase in size and then decrease in size while moving up
- Automatically gets destroyed when they are no longer visible

- Option to turn off damage popups in options menu



Change Log 140
-------------
- Button material moved to game manager for common functionality
- Money loan data added to Save Game Data.
- Loan buttons change color depending on their availability.
- Loading Scene Changed
- Loading bar changed
- Loading text position changed

- Mainmenu revamped
- Removed Load Game upgrades button
- removed Upgrades upgrades button
- Changed Buttons size
- Mainmenu Buttons shifted from left to middle
- Options menu replaced with new one (needs coding)

- ToolTipUI - made prefab and now available on mainmenu
- Gamemanager created on mainmenu
- New bool isGame so gamemanager knows its not in game and wont run certain actions.
- Referenced Sound and Music manager to mainmenu optionsUI
- Duplicate Daynight in main menu to set options
- Duplicate Enemy wave manager in main menu to set options

- Set InGame bool for continue and exit to main menu buttons

- Fixed bug of armor not showing for newly constructed buildings by making new ArmorStatus function in techmanager

- New value to hold Building Max HP in BuildingTypeSO without effecting building Max HP


Change Log 139
---------------
- Tech research confirm/Cancel feature implemented
- Tech resaerch confirm/cancel only appears when all tech requirements are met and when we have enough tech points.
- Loan Feature Implemented
- Player can take loans of 5k, 10k, 15k
- Player needs to pay back loan with 50% interest rate
- Everyday 5% EMI on the loan amount will be deducted from the remaining money
- Player can repay loan whenever he wants as long as he do not have negative cash
- If you repay loan without enough money then you will go into negative money.
- Player cannot repay loan if he has negative cash but EMI will still be deducted
- You'll incure penality if you try to take loan when you have negative money.

- Blackmarket implemented
- You can buy metal but it'll be expensive
- You cannot buy metal as long as you do have negative money
- You can however buy metal when you do not have enough moeny but you will go into negative money

- Added simple button script to
- Loan buttons
- Metal Box
- Money Box
- Blackmarket Buy buttons

- Added Text change script to
- Loan buttons text
- Buy metal buttons text
- Also added to metal and money resource on the bar (But seems to have no effect)

- Added Loan UI and BlackmarketUI to pause menu UI script so they can be closed with escape key.

- Changed Game Version



Change Log 138
--------------
- Slightly revamped tech tree
- Moved Advance power and Hi Tech Labs
- Added Base defense buttons implemented
- Referenced all tech buttons
- HiDensityAlloys now requires Core Armoring 2
- Revamped Hi Density Alloys and Core Armoring 2
- Revamped Hi Efficiency Power Generator 2


Change Log 137
-------------
- Function to calculate number of tech types and total tech points costs by pressing "c" on the keyboard.
- 6 New Techs
- Paper work = HQ generates Money
- Extended Powerlines = HQ Generates Power
- Extended Labs = HQ Generates Tech Points
- Basic Base Defense - Equips all buildings with basic light machine gun turrets
- Improved Base Defense - Equipps all buildings with heavy machine gun turrets
- Advanced Base Defense - equipps all buildings with pulse laser turrets
- Implemented code for Turret upgrades and building upgrades in Turret, building script, resource generator and resource manager
- Auto Cannon AOE upgraded added to requirements, name and tech costs.
- Tweaked HQ Costs
- Tweaked Generator Costs
- Tweaked Metal Extractor Production
- Tweaked Processing Plant Production
- Auto Cannon AOE Buttons implemented
- Base Defense Tech Buttons Implemeted

Old Planned/Implimented Stats
3 money 4 seconds 1 metal = 45 Money per min and consumes 15 Metal (3 Money per metal)
4 money 4 seconds 1 metal = 60 Money per min and consumes 15 Metal (4 Money per metal)
7 Money 4 Seconds 2 Metal = 105 Money per min and consumes 30 Metal (3.5)


9 metal 7 seconds = 72 Metal per min = 57
12 Metal 7 Seconds = 96 Metal per min = 81
15 metal 7 Seconds = 120 Metal per min = 90


1 tech 3 seconds = 20 Tech per min
2 tech 3 seconds = 40 tech per min
3 tech 3 seconds = 60 tech per min

New Values
=========
Multiplier = 12
6 Money 5 seconds 1 metal = 72 Money per min, Consumes 12 Metal
9 Money 5 seconds 2 metal = 108 Money per min, Consumes 24 Metal
12 Money 5 Seconds 3 Metal = 144 Money per min, Consumes 36 Metal


Multiplier = 10
8 Metal 6 seconds = 80 Metal per min = 68 =
12 Metal 6 Seconds = 120 Metal per min = 96 =
16 Metal 6 Seconds = 160 Metal per min = 124 =


Multiplier = 6
4 tech 10 seconds = 24 Tech per min
6 tech 10 seconds = 36 tech per min
8 tech 10 seconds = 48 tech per min



New Values for HQ Tech
=======================
Multiplier = 6
6 Money 10 seconds 1 metal = 36 Money per min


Multiplier = 6
5 tech 10 seconds = 30 Tech per min

Major Patch

Change Set 150
---------------
- Check Damage Nubmers
- Disable Buildings Defense Tech
- Basic Objectives
- Objective Manager
- Objective Toggle Button with Simple button script attached
- Objective Panel
- Objecti Text
- Objective data added to save data
- Global Light layers turned off all to just a few (Background, Default, Top) layers
- Updated Version Number




Change Set 149
--------------
- Random Metal Nodes Generation Disabled (For Now)
- Static metal nodes duplicated and spread across the map
- New generator animatior and prefab added (Currently disabled and can be enambled) Done forget to attach simple flash script
- New Command HQ animated and prefab added (Currently disabled and can be enambled) Done forget to attach simple flash script


Change Log 148
-------------
- Random Mineral Spawn set (Currently Disabled)
- New Bigger Game Scene Duplicated And Deleted
- Old GameScene Restored from Backup
- Readjusted Camera Bounds
- Readjusted Min/Max For Resource Spawn
- Slightly bigger map



Change Log 147
--------------
- Commented out all debug.logs
- Commented out AllTechCosts function
- Commented out Cheat Function
- Changed version number
- Increased map size
- Adjusted fog and fireflies effect
- Increased camera bounds
- Map Bounds set
- ResourceNodeSpawner takes Map Bounds and Metal Nodes


Change Set 146
--------------
- Tech Save Data Implemented
- Blackmarket shows the costs to buy metal.
- Ingame bool set in gamemanager (Reverted)
- InGame bool set in tutorial script (Reverted)
- Information about loan and black market in how to play
- Press escape to skip text shifted to down right from top right
- Buildings list now clears if its a new game in savesystem fixing the building null reference error


Change Set 144
--------------
- Damage numbers popup removed from projectile, enemy projectile and explosive damage and moved to health system for unification and more accurate damage values (not removed just hidden from options UI)
- Damage numbers unified
- Damage numbers now indicate what thype of damage they are taking
- Armor damage pops as yellow
- Shield damage pops as Blue
- Health damage pops as Red
- Player Damage Numbers and Enemy Damage Numbers Toggles in Options UI Hidden

- Damage numbers will now show true damage after DR and armor reduction.
- Previous Player and Enemy damage nubmers bool is set to true in gamemanager so they wont be enabled unless its for testing in the editor.
- Enemies and Player no longer have sepoerate damage numbers toggle
- Damage Popup Script
- Changed DISAPPEAR_TIMER_MAX from 1f to 0.3f (Reverted)
- Changed disappearSpeed from 3f to 5f (Reverted)

BuildingTypeSo Changes
- Building Info panel now shows HPMaxValue instead of HPMax which can be changed via research - this is dones so we can have reference to original max value. Changed in Building Type So
- Changed HP Production description
- made metal consumtion text in refinary dynamic.

- Buildings
- Now refinary shows how much metal it consumes.

- Replaced Metal, Tech and Money values in building tooltip popup with working values (Used total value by mistake)

- Changed Tech resource type So name from tech to Tech points.


Change Set 143
--------------
- Tech Tree Position Reset
- Version Number Changed
- Fixed power limit bug )only power generated is increased not power limit.)
- Shield has blue text color in tooltip
- Hovering over buildings will now show additional details
- Building Name
- Building production
- Fixed Spelling mistakes in How to play
- Changed Engineering name to Tech Plant in How to Play and SO


Change Log 142
-------------
- Implemented Damage popup system
- Different damage colors for player and enemy
- can dectect critical hits (we dont have critical hits in our game but we are planning for a range of damage and ciritcal hits)
- damage numbers pop up increase in size and then decrease in size while moving up
- Automatically gets destroyed when they are no longer visible

- Option to turn off damage popups in options menu



Change Log 140
-------------
- Button material moved to game manager for common functionality
- Money loan data added to Save Game Data.
- Loan buttons change color depending on their availability.
- Loading Scene Changed
- Loading bar changed
- Loading text position changed

- Mainmenu revamped
- Removed Load Game upgrades button
- removed Upgrades upgrades button
- Changed Buttons size
- Mainmenu Buttons shifted from left to middle
- Options menu replaced with new one (needs coding)

- ToolTipUI - made prefab and now available on mainmenu
- Gamemanager created on mainmenu
- New bool isGame so gamemanager knows its not in game and wont run certain actions.
- Referenced Sound and Music manager to mainmenu optionsUI
- Duplicate Daynight in main menu to set options
- Duplicate Enemy wave manager in main menu to set options

- Set InGame bool for continue and exit to main menu buttons

- Fixed bug of armor not showing for newly constructed buildings by making new ArmorStatus function in techmanager

- New value to hold Building Max HP in BuildingTypeSO without effecting building Max HP


Change Log 139
---------------
- Tech research confirm/Cancel feature implemented
- Tech resaerch confirm/cancel only appears when all tech requirements are met and when we have enough tech points.
- Loan Feature Implemented
- Player can take loans of 5k, 10k, 15k
- Player needs to pay back loan with 50% interest rate
- Everyday 5% EMI on the loan amount will be deducted from the remaining money
- Player can repay loan whenever he wants as long as he do not have negative cash
- If you repay loan without enough money then you will go into negative money.
- Player cannot repay loan if he has negative cash but EMI will still be deducted
- You'll incure penality if you try to take loan when you have negative money.

- Blackmarket implemented
- You can buy metal but it'll be expensive
- You cannot buy metal as long as you do have negative money
- You can however buy metal when you do not have enough moeny but you will go into negative money

- Added simple button script to
- Loan buttons
- Metal Box
- Money Box
- Blackmarket Buy buttons

- Added Text change script to
- Loan buttons text
- Buy metal buttons text
- Also added to metal and money resource on the bar (But seems to have no effect)

- Added Loan UI and BlackmarketUI to pause menu UI script so they can be closed with escape key.

- Changed Game Version



Change Log 138
--------------
- Slightly revamped tech tree
- Moved Advance power and Hi Tech Labs
- Added Base defense buttons implemented
- Referenced all tech buttons
- HiDensityAlloys now requires Core Armoring 2
- Revamped Hi Density Alloys and Core Armoring 2
- Revamped Hi Efficiency Power Generator 2


Change Log 137
-------------
- Function to calculate number of tech types and total tech points costs by pressing "c" on the keyboard.
- 6 New Techs
- Paper work = HQ generates Money
- Extended Powerlines = HQ Generates Power
- Extended Labs = HQ Generates Tech Points
- Basic Base Defense - Equips all buildings with basic light machine gun turrets
- Improved Base Defense - Equipps all buildings with heavy machine gun turrets
- Advanced Base Defense - equipps all buildings with pulse laser turrets
- Implemented code for Turret upgrades and building upgrades in Turret, building script, resource generator and resource manager
- Auto Cannon AOE upgraded added to requirements, name and tech costs.
- Tweaked HQ Costs
- Tweaked Generator Costs
- Tweaked Metal Extractor Production
- Tweaked Processing Plant Production
- Auto Cannon AOE Buttons implemented
- Base Defense Tech Buttons Implemeted

Old Planned/Implimented Stats
3 money 4 seconds 1 metal = 45 Money per min and consumes 15 Metal (3 Money per metal)
4 money 4 seconds 1 metal = 60 Money per min and consumes 15 Metal (4 Money per metal)
7 Money 4 Seconds 2 Metal = 105 Money per min and consumes 30 Metal (3.5)


9 metal 7 seconds = 72 Metal per min = 57
12 Metal 7 Seconds = 96 Metal per min = 81
15 metal 7 Seconds = 120 Metal per min = 90


1 tech 3 seconds = 20 Tech per min
2 tech 3 seconds = 40 tech per min
3 tech 3 seconds = 60 tech per min

New Values
=========
Multiplier = 12
6 Money 5 seconds 1 metal = 72 Money per min, Consumes 12 Metal
9 Money 5 seconds 2 metal = 108 Money per min, Consumes 24 Metal
12 Money 5 Seconds 3 Metal = 144 Money per min, Consumes 36 Metal


Multiplier = 10
8 Metal 6 seconds = 80 Metal per min = 68 =
12 Metal 6 Seconds = 120 Metal per min = 96 =
16 Metal 6 Seconds = 160 Metal per min = 124 =


Multiplier = 6
4 tech 10 seconds = 24 Tech per min
6 tech 10 seconds = 36 tech per min
8 tech 10 seconds = 48 tech per min



New Values for HQ Tech
=======================
Multiplier = 6
6 Money 10 seconds 1 metal = 36 Money per min


Multiplier = 6
5 tech 10 seconds = 30 Tech per min

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With all love, 💖

RBGS Dev Team.