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

Unexplored

'Bug' Fixes (version 1.10.2)



Version 1.10.2 is now live. This version fixes a number of bugs and crashes. Most importantly, it also addresses some balance issues in the Ripley Run. We are still tweaking this game mode, this means that, in time, we will very likely reset the the leaderboard for that mode. Just so you know.

Below is the complete list of fixes in 1.10.2:

Game Balance
- Adjusted the invulnerability time after a hit so that the repeater crossbow can damage with every hit.
- Plants no longer count towards kill count in the Ripley Run.
- Eggs no longer bleed.
- Changed the balance of eggs, crawlers, and creeps spawned in the Ripley Run.
-In the Ripley Run Creeps can charge you.
- In the Ripley Run arrows are less frequently found.

Bug Fixes
- Puts a vault key in the the Alchemy Lab in the Ripley Run.
- Fixes crash in menu when starting Ripley Run.
- Fixes possible crash with AI feedback.
- Fixes crash caused by spawning the Air Elemental.
- Fixes issue with Descend scrolls on a Ripley Run.
- Eggs cannot hatch after they were killed.
- You can forge a staff of Feiry Doom again.
- Stacks of creep skulls are saved correctly.
- Fixes issues with oiled weapons. |

Balance Update, part III (v. 1.10)



After the release of the Ripley Run DLC quite a few player reported crashes and memory issues. So this week we scrambled to make sure these got fixed as soon as possible. We've already been testing out some solutions in the unstable branch over the last couple of days, and from what we hear most issues were solved. That alone would justify a major update; but we also managed to address some balance issues: mostly concerning the combat dynamics and stealth.

Combat Dynamics
From the comments here and elsewhere we noticed that melee combat was still something of an issue. The swinging attack was still difficult to time right, and attacks by enemies were hard to avoid.

To solve these issues, we've changed the swing attack so that you first hold your weapon to the side and then swing and step forward. Enemies do this also, giving a chance to dodge their attacks. You can also see when an enemy is about to lunge forward with a spear or short sword.

This is quite a big change to the fighting dynamics, and it might take some getting used to as the timing is slightly different. But overall we are pretty confident it is a big improvement and we expect you'll get the hang of it quickly. We'll be monitoring the forum in case you feel otherwise.

Stealth
There have been two changes to stealth. First of all, when you are in stealth mope you are no longer slowed down, as it sometimes was hard to control, and the lack of control could make it feel a little sluggish. On the other hand, enemies have a better chance of spotting you when you are hidden, especially if they have seen you just before, or when they have a keen sense of smell.

Other changes were also made. Check the complete overview below:

New Features
- Changes swinging weapon dynamics.
- You can see when an enemy is about to swing or lunge.
- Adds a couple of visual indicators of AI State.
- You can combine a staff of fire ball and a staff of lightning to make a staff of switching.
- When you reload a game it starts paused.
- You can grab torches from walls by using tools.
- You can coat weapons in oil.

Game Balance
- Enemies have a better chance to finding you while hidden if they recently spotted you.
- Sneaking no longer reduces your speed.
- Daggers and potions no longer knock back big creatures such as trolls as much.
- Boiled Leather stops 50% of the blows from the front.
- Increase knock-back on melee weapons (and stabbing weapons in particular).
- The Lounge Lizard's lightning spells deal 10 damage.
- The Marine Magus marine missiles deal 8 damage.
- Praying works for destructible walls, one-way teleporters, and disabled teleporters.
- Eggs wake up if you bump into them.

Performance
- Improves ray-tracing (better performance near multiple light sources).
- Less memory intensive game log.

Bug Fixes
- Fixes generator issue that caused memory leak like behavior.
- Fixes issues with the Crackling and Thorough achievements in the Ripley Run.
- Falling down in a time trial no longer caused problems.
- Fixes issue with count jade cat puzzle.

To all new players that joined us the recent sale: please let us know what you think about the game in general and these updates in particular. And to all players that have been around for longer, you knew already that any type of feedback is appreciated by us, so you didn't need to be reminded, did you?

Ripley Run Free DLC



Face off a horde of alien Creeps with your trusty repeater crossbow. Learn the secrets of the overrun mining colony and defeat The Visitor Queen to set a really high score. The Ripley Run adds a new, action-packed game mode complete with its own achievements, leaderboard, and unlockables.

In these depths... everything will hear you scream!



Traveling through the desolate wastes you approach the mining colony. You hear nothing, but a funny feeling creeps down your back. Like you are being watched. Turning a corner, you find the corpses of some of the unfortunate inhabitants of the colony. One of them has an odd, scaly mask glued to his face. When you touch it, it starts to move and vanishes quickly in a dark corner.

Now you know what happened here... Creeps! That leaves you no choice, really. You will have to find them all, and kill them. Because you cannot allow even one of them to live and escape!

Now go, and be a hero!


http://store.steampowered.com/app/639030/Unexplored_Ripley_Run/

An action-packed DLC



In Ripley Run, only your number of kills count. Face off hordes of Creeps with your repeater crossbow, a Ring of Detect Life, and a stack of explosive potions. Kill the Visitor Queen to finish the run and double your kills.

The real challenge of the Ripley Run is to carefully manage your resources and learn where to look for more in the overrun mining colony. Unlock several achievements to improve your character from the start and you just might set a really high score.

Update 1.9.6 - Preparing for new DLC, bug fixes



The last couple of weeks have been quite hectic on our side. But between bug fixes, broken laptops, and preparing for a trip to Nordic Games we managed to finish the Ripley Run DLC. Today's update prepares the game for that DLC but there also have been a couple of (rather important) bug fixes. Hopefully the weird bug where enemies would change their type is now something of the past.

DLC Inbound
You might have seen the teaser trailer for our creepy alien themed Ripley Run DLC. It is to be released on May 18. This DLC will give you a repeater crossbow and a stack of arrows from the get go, and your high score will be measured in kills. So this will be quite a different, action-packed take on the game.

Nordic Games
JD will be at Nordic Games the next couple of days. He will be giving a talk on his experiences with creating the content generator for Unexplored on Thursday. Make sure to catch it should you be around, too!

Mithril Run Free DLC



As soon as the secret password leaves your lips, you end up in the first chamber of a cavernous room. This is what dwarves call a mine. A mine!

Welcome to Moryondor! You must be a very ambitious one, to venture here. The only way out is through the mines, and out the other side. To find your way, you will have to delve deep. Too deep, perhaps? Who knows what you will find down there…

Fortunately, this being a dwarven mine, you will also find gems, precious metals and coins aplenty. Let’s see if you can find more gold than the other brave souls who took on the challenge that is Moryondor.

Be welcome friend… and enter!


The Mithril Run is live!
http://store.steampowered.com/app/633410/Unexplored_Mithril_Run/

A brand new dungeon challenge
The Mines of Moryondor pose a new challenge for experienced dungeoneers. In this brand new, special run, you compete to collect as much gold as possible. The overall structure of the mines stays the same every run, but details and levels layouts change every time. Uncover the secrets of this abandoned dwarven mine over multiple runs, unlock and improve several characters, and climb Moryondor's hallowed hall of fame.

Something of an experiment
The effect of this structure is that every new adventurer that braves the darkness of Moryondor will have a little more information to go on. But the information is imperfect: it is more like rumors and hearsay than an accurate treasure map.

This means that past experience in Moryondor helps getting a good score. But skill and luck will factor into it in equal measures as well. This might not be the conventional way to go about high scores, but we think it will create an exciting experience, nonetheless.

Light and Darkness Update (v 1.9)



New puzzles and mysteries have been added to the Dungeon of Doom. As you might have guessed from the this week's update name, many involve light and darkness. There are also a couple of new enemies and a bunch of bug fixes. Plus... the game is now ready for the release of the next Free DLC: the Mithril Run (to be released on the 5th of May).

Here's a complete list of changes:

New Features
- Adds a few new puzzles and mysteries involving light and darkness.
- Adds Shadowwalls, a new type of rock that opens for the bearer of light.
- Adds a couple more trap room types.
- Adds Fire Bats and Poison Spiders.
- You can now add a stack of blank scrolls on a magic desk.
- Deafness is now a visible status.
- Prepares game for Mithril Run Free DLC.

Game Balance
- Tombs can be moved and destroyed.
- Enemies spawned by Grievous can not be avoided.

Bug Fixes
- Skill Stones cannot be used on a Cloak of Movement.
- You cannot teleport or descend into a windmill.
- Spikes save their state.
- Enemies are smarter about what they pick-up.
- Fixes a couple messages spamming the gameplay log.
- You will not auto equip weapons when two handing a heavy weapon.
- Big enemies will not pick up and wear helmets.
- Fixes another occurance of the water death traps.
- Fixes a crash on loading a level related to door sounds.
- Fixes issue with missing stairs in the Makeshift Time Trial.

Unexplored News: New Trailer & Some Great Coverage

We made a new trailer to showcase the widescreen viewport, as introduced in 1.6.
Also, it's set to a... waltz. The original Unexplored Trailer Waltz. Check it out:
https://www.youtube.com/watch?v=amqNK-CZCEo
(Of course, feel free to share the video with all your gaming friends!)

In other news, we've recently been treated by great coverage on Vice's gaming site Waypoint.
- First, there's this absolutely brilliant article by Jack de Quidt.
- Unexplored was discussed in this episode of Waypoint Radio.
- And finally, Waypoint's editor-in-chief Austin Walker played Unexplored on their Twitch channel.

Save or Quit published this fantastic review by Misery.

That's it for now, next week, we'll take a look at some of the long running Let's Play Unexplored-series on Youtube.

Fearsome Floors Improvements (v1.8.1)



In order to fix a couple of really annoying bugs that caused vital staircases to be missing and class bound items not properly working we make available version 1.8.1. today.

Here's what's in this update:

New Features
- The entire map and dungeon lay-out are revealed after you die (but not in dailies or weeklies).
- Hovering an floor in the dungeon lay-out map makes the appropriate stairs blink.
- Iron ore can be used to repair unenchanted, corroded weapons and armor.

Game Balance
- Nerfs the vine attack from the Monstrous Vine.
- Restricts the number of random drops for sigils and ogre hearts.
- Class bound items, and regular hats and cloaks cannot be corroded.
- Changes order of damage resolution to armor first and immunities/reductions second (effectively nerfs stone skin ring a little).
- Changes the way corrosion and enchantments affects the protection chance of armors.
- There is a slight delay between activating and dealing damage for electrifying creatures.

Bug Fixes
- Solves generator issues with missing staircases.
- Fixes issue with being able to crash/unequip class-bound items.
- Fixes issue with potions and scrolls being transformed inside a blue chest after a failed puzzle.
- On retrying the same dungeon the dungeon lay-out is hidden again.
- Solves issues with the explored status of floors being reverted.
- When a bow of shrapnell is used as a key item, it is spawned with some arrows.
- You cannot surprise attack inanimate objects.

Polish
- Skeletons no longer sniff, but rattle.

Fearsome Floors



Some players mentioned that they'd like us to make more use of poison... They should have been more careful with what they wished for!

The Fearsome Floors Update contains a couple of new hazardous terrains for you to navigate, and you guessed it, some of them are quite poisonous. So what do we have in store for you?

Two new types of water
The game now has poisonous water and wyrd water. Both can be found the occasional pool, but don't be surprised if you run into a whole lake of the stuff. Poisonous water emits poisonous fumes, but is otherwise quite safe, as long as you don't drink it. Wyrd water emits Myst, and the sometimes magic missiles. A quite deadly combination if you are not careful. The fish that call these pools their home also have adapted to their new environments in interesting ways...

Two new types of rock formations
You might also encounter 'grow rock' or 'whyte rock'. Both types of rocks are quite lively. They might grow or shrink on their own accord, you might be forced to smash your way through. But be mindful of the repercussions that might have.

Two new type of cave environments
You'll also notice that there are two new types of cave environments you might encounter. One dark and edgy, the other purplish and mysterious. But other that creating a different atmosphere these have little effect.

Scorched levels
We've reduced the amount of lava you might encounter on the deeper levels, but introduces a different type of fiery environment to replace it. One that is haunted by living flames.

For some controversy...
This update also introduces class bound items for the Wizard, the Cleric and the Barbarian. Class-bound items cannot be removed, although they can be improved. We do realize it makes these classes slightly less versatile as one inventory slot is taken, so it might take some getting used to. However, we do feel that this concepts brings many new opportunities to the table. For example, the Barbarian can now start with a strength of 14 (but this is offset by the fact that he starts with strength 10 as far as armor is concerned).

More features
- You can now heat up water over fires. We expect to expand on this feature soon. So it stll is quite safe to heat up a potion of explosion, for now...
- Hot water cools down.
- Weapons and staffs also blink in the world when they are nearly depleted.

Game balance
- Reduces the number of magic missiles that can spawn in Myst at the same time.
- Enemies are more mindful of the things they pick up.

Bug Fixes
- Improves enchanted image of the orc necklace.
- Wizards always starts with a Staff of Magic Missile +2.
- Your gold display in shop menus can no longer be selected with a controller.
- Enemy archers release their bows when they loose their targets.
- Creeps can be hit by fire and magic effects again.
- Mimics retain the items they had as a chest.
- You cannot get a basic item +X after making an offering at an altar.
- You don't remain slow after unequiping an activated bow or shield.
- Sprites can no longer see you and therefore prevent you from hiding.
- Cursed item are not revealed when dragging something on them in your inventory.
- When you pick a lock or use a tool with a stack in your hand failure only removes one.
- When a staff is depleted and you fire it no energy is lost.
- Fire Wards don't trigger if you are Fire Immune from a potion.
- Copying a scroll creates a stack of 2.

As always, we very much like to hear your thoughts about the game in general and these changes in particular.

Just bug fixes this week

Version 1.7.2 is now live. It contains mostly bug fixes and some balance updates.

There is no major update this week, as we pushed the Ice Cold update early (that was actually planned for this week). This would have bought us time to work on a slightly larger new feature that is called the 'Moria Run' for now, and which will be available as a free DLC shortly.

If you are really hungry for new content, and want to get a sneak peak at that feature, switch to the unstable branch. We expect to test out the 'Moria Run' in the version of the game real soon. (To switch right click Unexplored in your Steam Library and look at the Betas tab, don't worry you can always switch back and forth)

We are also testing out classbound items in the current unstable branch. There was some discussion about this feature, so if you have an opinion about that as well, you have another reason to check out the unstable branch.

Game Balance
- Combines vision and hearing rings into one perception ring.
- Invisibility gives surprise attacks but attacking also breaks the spell.

Bug Fixes
- Magic items that have no charge (such as Hardened weapons) can not be drained.
- Fixes minor issue where staff of Blinking could sometimes be enchanted.
- Fixes issue with cursed chest that you turned to a golden one before taking anything.
- Fixes possible issue with Time Trial frequently crashing.
- Fixes bug with missing stairs.
- Clicking very fast in the outfit menu cannot be exploited to gain extra money.
- Mimics chests are really destroyed after they reveal themselves (prevents duping of mimics for gold).
- Fixes bug where fish swim under your weapons when you pick up items from - shallow water.
- Fixes issue with stone skin rings not reducing mixed damage.
- Fixes timing and placement issues with chasing guardian.0
- Fixes issue with ring of light and myst.
- Improves texts.

As always, all feedback is welcome!