Design - changed energy orbs to octahedral gems - increased gem attraction after getting within close range - added energy depletion over time - added energy decay buffer which depletes based on energy consumption - added energy depletion when blaster is fired - added cycling pitch based sound when energized and collecting gems - refill energy timer if gravity shifting while energized - use up 0.5 energy per gravity shift - use up 2 energy per stun - added energized version of laser pointer - added movement speed buff while energized - added black hole shot while energized - added boot rockets while energized - increased gem attraction while energized - added attacking claws - added boosting when using claws - added angular drag and braking when using claws in EVA - activate 0.7 gravity while holding either of the gravity claws down - integrated pickup targeting toggle into tool claw grasping - added gem suction while using left claw - added gravity toggle and energizing toggle on the secondary face button/Z - slowed down time during inventory - added item selection wheel during inventory swap - added shifting to second layer on wheel with tool claw grasp - added dedicated blaster selection to wheel with trigger - added wall jumping - prevented wall jumping when falling too quickly - prevented wall drag unless within a range of speed moving upwards - increased max airborne gravity rotation cooldown - restored gravity shifting upon stomp or walljump - disabled stomping while in 0G - increased stomp damage to 3 - removed vertical angle multiplier on right hand for more consistent aiming - added back in vertical scaling to speed instead of angle - enabled instant control of camera movement in first person xr simulation, instead of smoothing - increased vertical range of xr hmd simulation - added large sphere for detecting enemies - added pointer line for detected enemies - added purple highlighting to enemies when detected - decreased beast trap damage from instakill to 2, added upwards knockback - increased size of hawk, frog, and scorpion - added stun period after damage kills player - added hp to crates - added crates to all dead ends - added fallback max hp up to crate if no entities can be generated without duplication - enabled randomized choose from 3 upgrades after each level - re-enabled prices on shop items - added repair to the shop - added max hp upgrade to shop - increased jackhammer damage to 4 - prevented items from being destroyed in crush - added gem growth which is stompable, 4 health, spawns 30 gems - added gem wall greeble to biomes - added large gem to jar - added stompability to capsules - added capsule smoke ring - adjusted tutorial sequence flow to account for no key - added back in targeting state to tutorial - updated text for new Up/Down inputs on gamepad - reworked tutorial to teach hotswapping and blaster forcing - added separate hit effect sound management - adjusted sounds for death and hits - changed default menu button to tab - added master volume slider to sound menu
Visuals - improved frozen laboratory and gravity grotto colors - improved brightness ramp for entities - decreased saturation of blue brick colors in gravity grotto - added walldragging puffs - added screen space stats and energy counter - increased contrast on uv ramp materials - adjusted teleporter ring to green when active - adjusted scorched canyon secondary color to ashy - updated colors of capsules - prevented rope from rendering on whip - changed color of gems and trails - added highlight hit effect to cactus - changed claws to white - changed claw highlight to dark orange - changed minecart debris to dark purple - inverted cat avatar torso - adjusted colors on cat avatar - adjusted avatar view to be over the shoulder for better view of right hand - added overlay minimap for non-xr - added rim lighting effect to entities - hide stats and energy wheel on hand in non-xr - straightened out left hand in xr simulation, as seeing stats or map is no longer necessary - added highlighting to inputs in tutorial tip text - added current max hp to stats
Fixes - tuned ambience volume levels per biome - improved energy orb collection hitbox - prevented grounding while gliding - fixed order of grounding detection - only show grab whip if in confirmed grab - fixed ambient sounds and music while time stopped - prevented shots while mid grab or initiating grab - fixed cactus not dealing damage when stomped - added player velocity to grappling hook shot - reset enemy velocity when in hitlag - prevented grounding when changing vertical speed across 0 - fixed gravity grid behavior when swapping to zero g - fixed stun highlighting not matching stun time - fixed not being able to gravity shift consecutively while grounded and in tight spaces - fixed crate not spawning all possible rewards of area - generated crate rewards at the level start - prevented haptics on controller while using mouse - give back gravity shift upon glancing blow of wall - always make gravity shift available when grounded - corrected gravity realignment direction calculation when using down by reflecting and inverting - fixed calculation of downward gravity shift by normalizing vectors - ensure gravity shift is returned quickly when using failsafe timer - ensured effects are controlled by effects mixer
Enemy and Game Loop Overhaul
Design - filling up the energy ring with 10 orbs now gives 1 health back, instead of providing an upgrade point - 1 upgrade is now always provided upon level end - restricted gravity-shifting to once per air-time - prevented climbing while moving upwards quickly - extended left claw into climbing position while falling - removed gold chunks from wall blocks for performance and game balance consistency - removed prices from shop items to encourage using items without needing to grind money collection - removed item targeting action and replaced with auto continuous pickup - automatically swap to 3rd person camera when avatar is enabled - increased whip hitbox radius by 50% - added -vrmode launch option to control whether XR is requested - allowed timekeeper to continue controlling time while swapped to inventory - added low-speed hitbox to spikes dealing 1 damage - increased minimum death speed for spikes to require falling multiple blocks of distance - added 0.1s hitlag locking enemies in place during a damaging hit - prevented knockback stacking on enemies when in hitlag - frog now explodes upon death - frog now always dismounts the ceiling upon receiving damage - allowed scorpion to quickly combo into another attack if the player doesn't reposition after getting hit Visuals - added smoke trails when enemies are launched - changed frog color to orange, added white belly - added balled-up rolling stun animation to scorpion - added dark accents to scorpion - added light accents to hawk - replaced matching-wall-color spikes with consistent white Fixes - tuned gravity shift head camera compensation to match rotation - fixed event horizon loop seam timing inconsistency - improved smoothness of rotation while climbing - improved double jump magnitude consistency - enabled interpolation to energy orbs for smooth movement while using timekeeper - decoupled joystick and mouse movement to work independently and without conflict - tutorial tips now only swap between controller and keyboard tips when a mouse click or bumper press is detected - improved consistency of mouse movement in menu on variable framerates - fixed controller detection not occurring on Steam Deck - adjusted controller tutorial tips to use Xbox terms - fixed flickering of menu fade on first opening - added trap triggering to grappling hook rope - added 1.5s auto reset timer to hammer - ensured stats are updated instantly when damaged or collecting money
Experimental support for Non-VR: Flatscreen, Gamepad, Keyboard+Mouse
- added support for non-VR (flatscreen, gamepad, keyboard+mouse), toggled in Options -> Visuals -> Use XR - added keyboard+mouse input remapping to Options -> Controls -> Keymap - added mouse menu and game sensitivity sliders to Options -> Controls -> Mouse - added laser pointer to right claw - moved scrolling/map rotation to left hand stick - changed colors and positions of compass arrows for clarity of orientation (Up/Down -> Up/Forward/Right) - added gravity arrow to map - added tutorial state for targeting the second item - adjusted tutorial tips using current key mapping and controller - added icons to simplify minimap tutorial tip - replaced rock in tutorial with sword to prevent accidental throws and ensure second item is targeted next - fixed enemy hurtboxes activating teleporter - applied camera rotation to timekeeper timescale - increased volume of floaters - enabled fullscreen desktop mirror by default
Tutorial redesign, Visual upgrades
Design - redesigned tutorial to teach exploration, key collection, teleporter, zero G, and lore - prevented impact damage in tutorial - prevented multihits and impact damage from hawks - hawk now retreats momentarily after attacking - hawk aggression radius decreased Sounds - collecting money now dynamically generates sound based on a scale - swapped ambience and music of Event Horizon and Core Collapse - pressing "back" in menu now plays a different sound Visuals - converted teleporter map visuals to use continuous rotation - swapped biome index and energy level on stats to prevent overlap with player claw base - removed snap turn arrow indicator on gravity-shifting - adjusted tutorial colors - added more vibrant colors to player hand capsules - fireflies in gravity grotto now glow from dim orange to bright green - updated energy orb color - added orange trail to energy orbs - added collection effect for energy orbs - recolored gravity grotto low-gravity field to blue - redesigned minecart rubble to be more chunky - redesigned spikes to be more gnarly and visible Fixes - fixed gravity block not being destroyed by Cursed Tomb boss - eliminated unnecessary function calls on non-zero-gravity climbables - prevented XR interaction function calls when un-paused - fixed regression of climbable release event not triggering - improved rendering performance of Event Horizon control rod tower
2023.03.05.1
- Upgraded Unity packages for rendering and input performance optimizations
Desktop view spectating improvements
- Added "Show Avatar" toggle to "Visuals" menu, for recording 3rd person viewpoints with LIV - Desktop view now uses smoothed wide-FOV camera for better spectating/recording/streaming
Unification is available now!
Try it today!
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Unification is just beginning!
Available on all VR headsets March 1st!
On March 1st, Unification will be available on Steam Early Access for $14.99 https://crushpoint.games/unification
Developer Gameplay
Free your mind from the shackles of the body and let your dreams become reality! Unification is an exploration of the synchronization of movement and motivation. This roguelike metroidvania uses subconscious pattern recognition to pull the brain forwards, and the careful mix of procedurally generated and crafted destructible environment acts as the immediate playground for the body.
Unification - Developer Gameplay and Q/A
Free your mind from the shackles of the body and let your dreams become reality! Unification is an exploration of the synchronization of movement and motivation. This roguelike metroidvania uses subconscious pattern recognition to pull the brain forwards, and the careful mix of procedurally generated and crafted destructible environment acts as the immediate playground for the body.