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Genre: Puzzle, Role-playing (RPG), Simulator, Adventure, Indie

Unexplored

The Arcade Update (version 1.15)


Arcade Mode has arrived! If you are up for a new challenge you should try it. In this mode you will see the most monsters, magic, and mayhem the game has to offer. Arcade mode is tough, with many enemies spawning: you’ll be knee-deep in their dead. To compensate there is also a lot of magic loot. In fact, all character classes start with an extra boost to help deal with the hordes that populate the Dungeon of Doom in this mode.

UI Changes
This update also introduces two important UI changes. One change is purely visual, the UI now looks like it is made out of stone: it adds a little detail and changes the colors slightly. If you don’t like the stone look you can always switch back to a ‘classic’ neutral look, or a mahony look if you prefer. You can do this by going to the options/graphics menu from the title (the option will not be available from in the game).

The other change is with the way items are picked up. Picking up an item now brings up a small window showing the items lying on the ground at your location. Picking up from the ground now closely resembles picking up items from a container. This will give you much more control over what you pick up, and makes going through a chamber full of dropped loot a lot easier. Although it might be a little trickier to pick up items in the heat of combat.

Optimization
We’ve also made an optimization to the content generation which should make it less memory intensive. At this stage it is still a little unclear how effective it was; the effects are very likely different on each individual system.

Looking Ahead
All good things must end and we are nearing the limits of how long we can keep improving the game. We will never stop supporting Unexplored: we will keep fixing bugs and adding the last of the planned content, we will launch a Mac build, Linux build, and one more DLC. But, opportunities have arisen that we cannot let pass. We’ll be making more detailed announcement shortly (contracts need to be signed first...), but we can already tell you that these will involve more platforms for Unexplored, and… the sequel(!).

In the short term you will notice that the frequency of updates will go down. Starting this week as holidays are coming and team-members are taking well deserved breaks over the course of the next couple of weeks.

It’s been almost a year Unexplored first came out in Early Access, during that time a truly wonderful community has sprung up around the game. More and more people are helping new players feel welcome and making excellent suggestions. We are very proud of this little community, so please do not stop. We’ll still be listening, and definitely plan to add more content whenever we can.

New Features:
- Adds arcade mode.
- Changes the way items are picked up.
- Adds two alternative and optional UI themes.
- Visually improves and distinguished cauldrons and braziers.
- Adds a button to start without equipment.
- Scrollbars in journal and release notes can be dragged with mouse and controlled with a gamepad.

Game Balance:
- Silver keys and ornate keys count as treasure and are not destroyed when they opened all their locks.
- Adds extra identification scrolls to the Mithril Run and the Ripley Run.
- Increases chance of spawning a Pistol or Musket.
- Reduces the number of doors closing behind you.
- Rings of parrying can be forged onto shields.
- Rings of Parrying are sold by ring vendors.

Bug Fixes:
- Fixes a generation error involving guns and causing plans to be regenerated.
- Fixes issue with the silver key not spawning.
- Fixes crashes when hit by lightning in myst.
- Fixes at one cause of the poorly generated shops.
- Fixes issue with scroll of pain not working correctly close to chests and doors.
- Fixes recharge behavior if Water rune armors.
- Fixes issue with enchanting negative items and then crafting them.
- Fixes issue with books about staff of blinking and grapple not spawning on the correct level.
- Fixes rounding issue with the sliders in the options menu.
- Fixes issue with swing weapons being 'stuck' after being hit whilst swinging.
- Fixes issue that cause a lot of big wooden tables to spawn.

So we still like to hear your feedback, even though it is getting more and more likely we will apply it to the sequel ;)

Testing out new item pick-up system



In the Unstable Branch we are currently testing a new item pick-up system: when you pick-up an item it opens a item container window just as if you opened a chest or barrel. There you can select what you want to pick up as normal. If there are multiple items on the ground you can see them all in the same window.

The new system is based on player suggestions and should reduce the burden of inventory management somewhat. We'd very much like your feedback on it before we'll roll it out in to the main branch of the game.

If you like to try this out but are not on the unstable branch yet. You can switch by right-clicking Unexplored in your Steam library, selecting properties and going to the Beta's tab. You can always switch back if you like.

The Desolate Update (version 1.14)



Your footsteps echo through the empty halls of the Dungeon. It has taken some time, but you managed to find another way to the next staircase down. One that required you to deactivate a turret. But at least you did not have to confront the goblin party snoring away in the guard room that would have provided a short-cut...

So far so good, you are a ghost... Nobody's going to know you are here.

And that suits you just fine because it's been a long time since you last seen a healing potion, you barely remember it's color...


Introducing: Desolate Mode
This update is named after a special game mode we added to the game: Desolate Mode. if you choose this special setting you will find that both enemies and healing is much sparser. Basically this mode is more about avoiding combat than it is about meeting enemies head-on. It is somewhat experimental, and probably not to everybody's liking, but we think it is a very interesting way to experience the Unexplored's Dungeon of Doom. Especially since the Dungeon still has its full compliment of puzzles, traps and environmental hazards.

Mind your step, though. This mode is not supposed to be easy. Facing the Dungeon of Doom without healing potions (yes, you'll start without!) creates a challenge all by itself. Cautious is probably the operative word here.

More Flavor Content
Remember the contest we ran about ten days ago? We have started adding special flavored content as a reward for the winners. Keep an eye out for those, as they just might lead to something more than just flavor...

We plan to repeat a similar contest in the future, but this time won't do it in the spur of the moment and announce it in advance. So keep an eye on these pages if you want to make a lasting impression on the Dungeon of Doom!

Other New Features
- Adds Siroj's Tomb as a special floor.
- Adds The Winter Garden as a special floor.
- Sophie and Density can uncurse equipped items if you are in their favor and make them a suitable offer.
- Adds new wall types.
- Adds black jellies.
- Adds more bells (but no whistles).

Game Balance
- You are able to craft Dragon Scale, Mithril, and Fire Ant armors from non-runic, enchanted chain or leather.
- Cursed chests contain better items (most of them runic).
- Life potions are favored by auto heal over healing potions.
- When auto healing bleeding and poison effects are not applied.

Bug Fixes
- Fixes crash after escaping when something is wrong with the screen captures.
- Fixes crashes caused by missing floor tiles.
- Resolves issue with planned stash of Antidotes not spawning.
- Fixes issue with chasms appearing on the level of the dragon.
- Fixes issue with place shape type puzzle.
- Fixes issue with Hardened Swords not being generated properly.

As always we very much like to hear your feedback. We've got some time reserved for bug fixes and requested features over the next couple of days, so this is as a good as time as any to let us know what you think!

Sacred Sites Update (version 1.13)


Did you ever want to explore the fabled Labyrinthine Library (If only to look up how that is spelled correctly)? Always wanted to pay the proper respects to Lady Sophie in her own Sanctum (and ask Her why on earth She heals all indiscriminately, even followers of Lord Grievous)? Now is your chance because this week's update adds 6 special floors you might uncover during your stay in the Dungeon of Doom, including these two.

The Sites
The Sacred Sites added are The Labyrinthine Library, Sophie's Sanctum, The Lake of Cleansing, The Forge of Destiny, The Arbiter Grounds, and the Twisted Labyrinth. Gaining entrance to these special floors can by difficult, but the rewards are special, too. What about forging your own special sword on the very forge used by Density to teach mankind the art of metal-craft?

We won't tell you any more details, as it is so much better to explore these floors and their mysteries yourself.

A Little Contest: Get Your Name in the Game!
To celebrate and in honor of all the gods in Unexplored, we hold a special little contest with this release: the first five players that find the new Sacred Sites will be allowed to suggest a name for additional special floors (with our consent, of course). This allows you to write your name, or your character's name, into Unexplored's lore for all eternity.

The rules are simple, find the site and take a screenshot indicating it really is the fabled place and post a link to that screenshot as a comment to this thread. No duplicate sites though, so if you find the Twisted Library first, you win. But if somebody beat you to that particular level, you are left empty-handed.

Other Features and Fixes
- Adds the ability to mark items
- Catches more instances with class items not dropping
- Fixes small issue with the Ring of Light
- You can grab seeds again

As always, your feedback is much appreciated!

Sacred Sites Preview

The Sacred Sites update is inbound. If everything goes according to plan it will release tomorrow. This update will sometimes spawn special floors that are dangerous, mysterious, and/or rewarding. These floors are: Sophie's Sanctum, The Lake of Cleansing, The Forge of Destiny, The Labyrinth, The Labyrinthine Library, and the Arbiter Grounds.

Most of these floors tie in with one of the three deities in the game. Making their presence more prominent, and putting more weight on your decision what god to follow.

Many of these Sacred Sites will be hard to get into, but the rewards will worth it.

If you cannot wait to explore these new sites you could help us by switching to the unstable branch. We've just uploaded the latest build to that branch for you to test out... If you dare!

To switch, simply right click Unexplored in your Steam Library, select properties, and go the to Updates tab page.

And you would be helping us making sure everything works as intended before we roll out the update to everybody...

New video, Better AI & Sneak Preview



Did you see JD die on level 2? He does in the a new video we just added to the store page. It's a fresh Developer Walkthrough and for your amusement we're posting it here as well:

https://www.youtube.com/watch?v=YAAKF2lzzOM

Better AI
We've also just released a minor update, known by the catchy name of v1.12.4. In this version we fixed some issues with certain items not dropping and leaving some chests empty. We've also improved the AI a little. Their path finding should be better, as well as their behavior using shields and swinging weapons.

Content Sneak Preview
That's not all we did this week, we are also working on some special floors to be encountered in the Dungeon of Doom. If you watch the video closely, you can spot a book mentioning the Labyrinthine Library. That's one of such floors. If you cannot wait to explore these new floors, you can already check them out in the open beta, called the Unstable Branch. This branch is available to anyone by right-clicking Unexplored in your Steam Library, selecting Properties and navigating to the Betas tabpage (you can switch back whenever you want).

We've created the Unstable Branch to test new stuff. Your feedback on it is much appreciated. In fact playing that branch is a good way to support the development. Although the chances of running into bugs also increased.

On the plus side, we've got some cool content lined-up for the Unstable Branch: more special rooms and floors, but also a really cool new feature where other players may find your final resting place in daily and weekly runs.

Rooms Remade Update (version 1.12)



We found our interior decorator sleeping on the job, so we fired* him. Good riddance too, as we noticed for a while now that our groundskeeper was much more imaginative with creating nice caves and poisonous lakes and waterfalls and what not. The new decorator is much better and you'll find many rooms in the Dungeon of Doom revamped and restyled on your next visit.

*) By 'fired' we mean torched and eaten alive by the Red Dragon, obviously...


Generator Remake
It took us a little longer than expected, but we've improved the part of the generator which is creating the interiors for the dungeons. We've also added more furniture and new room types for you to enjoy. The results are mostly atmospheric, but the impact on the gameplay experience is still significant. And it lays the groundwork for extra room types to be added in the near future that will have a bigger impact on the gameplay. You'll see...

Game Balance
We've also reevaluated the code that is responsible for selecting puzzles. As we noticed some puzzle types were much rarer than intended. This should be better now.

Bug Fixes
Yes, we fixed some bugs, but in general the generator remake was so demanding that we did not really kept a record. But they were mostly minor anyway. Next week, we'll start fixing a couple of more important issues that were reported over the last couple of weeks.

In any case, we hope you'll enjoy the revamped interiors of our lovely little dungeon, and as always, any feed back is appreciated!

Fix for invsible walls now live (version 1.11.1)

The invisible walls bug was caused by a graphic asset that somehow went missing in the last update. It was pretty critical, so we fixed it and just pushed a patch live.

This patch also addresses the following issues:

Bug Fixes
- Fixes issue with certain magic items not triggering.
- Fixes crash caused by enemies equipped with crossbows.
- Right-clicking in the main window does not unpause the game.

Game Balance
- You can hide with a glimmering blade.

The Classes Update (version 1.11.0)



A new class makes it appearance in the Dungeon of Doom, along with a new class of weapon: we've just added the Musketeer and fire arms.

Classes and achievements
The Musketeer is a new unlockable class in Unexplored. You'll need to get the brand new 'Dodge This!' achievement to be able to start as a Musketeer. The Musketeer starts with a pistol and hat so fancy it will make the Wizard jealous.

We've also added 11 other new achievements. Eight of these are class specific challenges, to be executed with a particular class on the hardest difficulty setting. Succeeding will give you a permanent boost to that class.

Class specific drops and game balance
In this upgrade we've also changed the balance somewhat. First of all, the game now generates class specific items as rewards inside the dungeon. If you play the same seed but with different classes you will notice that the Wizard is more likely to find a new staff, whereas the Warrior is more is more likely to find potions of Strength or an enchanted sword.

In addition, staves no longer automatically recharge, but their charges typically last longer. We fully expect to twist some of these dials up and down for a little while longer in order to get the balance just right.

Fire arms
Fire arms are a new rare weapon type that makes it appearance in the Dungeon of Doom. Although they cause a lot of damage they are not easy to use. First of all they require gunpowder and bullets to load, and those are very rare. In addition, they are slow to reload especially if you are also moving at the same time. Better make those shots count and make sure you also have a melee weapon ready for when the enemy closes in.

There are a couple of varieties of fire arms. Pistols can be fired with one hand but have poor range. Muskets have good range but require two hands. Blunderbusses don't require bullets, they fire a short ranged grape shot instead that might hit multiple targets at once.

Lucky is the adventurer that finds a gun and ammunition hidden in the Dungeon of Doom. It is more likely you'll need to pry them from the dead hands of their previous owners.

To summarize the changes:

New features
- Adds the Musketeer character class.
- Adds 12 new in-game achievements
- Adds Pistols, Muskets, Blunderbusses, Ratling Guns, Gunpowder, and Bombs.
- Adds the Kobold Boomer.
- Adds Ratling Gunners.
- Inventory can now be auto sorted.

Game balance
- Updated the loading mechanics of the crossbow and the repeater crossbow.
- In the Ripley Run enemies no longer respawn right next to an exit.
- Introduces class-specific loot.
- Wizard start with extra scroll of recharge.
- Staves no longer recharge over time (but have more charges to start with).
- Reduces the costs for some high-end starting equipment.

Bug fixes
- Staves do not lose energy when switching levels.
- Fixed an issue with items of Hubris.
- You can only collect blood from kills.

What's next?
We will be fixing bugs and addressing balance issues as always. In addition, JD will focus on the generation of rooms and interiors next week, while Elias is working on a system that will allow you to set your own traps. In the meantime, any feedback is welcome!

Even More 'bug' fixes (version 1.10.3)

We've been watching more Ripley Run videos and made some more adjustments. Most importantly you'll find that the Colony gets more and more crowded as you explore. But there was also an issue with the generator causing the levels to be rejected and regenerated way too often.

Resetting the leader board
We hope that these will be the last changes to the Ripley run, and therefore we'll be resetting the leader board as the scores before these updates no longer reflect the current situation. Just for the record Dr777Agon held the high-score before the reset with an amazing 1906 kills.



We actually ttook this picture from Steve Eardley's fine tweet:
https://twitter.com/steboost/status/866199189658710016

In any case below are all the things we've changed and updated (including quite a few things that were reported over the weekend):

Game Balance
- The Ripley Run gets more intense as you explore more of the colony.
- Crawlers have become more aggressive.
- Staves no longer recharge automatically on a Ripley Run.
- Swings have become a little slower: you first swing back your sword entirely before starting the forward swing.
- Swords do not stab when you hold down the button allowing you to swing whilst being swarmed.
- AI stabs a little faster.
- Flowers take longer to regrow their seeds.
- Weapon cool-down time is less increased by negative bonuses.

Bug Fixes
- Fixes generator issues in the Ripley Run.
- Fixes frequent crash when using the mouse to drag items whilst playing with a controller.
- When spamming the button with a swinging weapon, the weapon will go into cool down.
- Stuns no longer remove your ability to move.
- Explosive flowers don't explode if you trigger their seed and than grab the seed (only the seed will explode)...