Cloud Save support added for Steam Deck and all Steam platforms!
Good news! UNSIGHTED now has Steam Cloud saves!
That means everyone should be able to not only switch between devices while using the same save data but also have their saves backed up to the cloud in case you otherwise lose them!
We are sorry this took this long to implement, in our preliminary tests this was causing some data loss to certain users and we didn't want to risk our players losing their saved games.
If you have multiple devices in which you play the game, as a precaution, before opening the game again in any of your devices, we recommend that you back up your save data, which is located at "%USERPROFILE%\AppData\LocalLow\Studio Pixel Punk\UNSIGHTED\GlobalGameData.dat". Steam cloud will default to the most recent save and can overwrite the oldest one between the devices.
We hope you enjoy this new funcionality! And thanks everyone for your continued support of UNSIGHTED!
Alma Plushies open for Pre-Order!
We did it! Now you can pre-order the Alma Plushie!
-Small changes to loadout input in the D-Pad: Now the loadout will cycle towards the direction you press:
Pressing Up/Right will cycle in this direction: A>B>C>A..
Pressing Down/Left will cycle in this direction: C>B>A>C..
This way you're always one press away from any loadout when using the D-Pad.
-Minor bug fixes
Update notes for patch 1.1.3
Small changes to physics system:
-Solved the bug that caused players to be stuck inside certain platforms and had to reset the game
-Solve a rare (but annoying) problem that sometimes caused the player to barely land on a platform with the tip of the toe, see the character landing animation, just to slide right after it, fall, and had to try again. Now we've implemented a sort-of "Reverse Coyote Time" (google Coyote Time in games if you don't know what it is). When the game detects that you just landed on the tip of a platform and might slip and fall, you're nudge a little bit forward, preventing the character from slipping, and succesfully making the jump.
Update Notes for patch 1.1.2
Small additions:
-Added an option to change loadouts by the click of the Left Stick (useful for players who uses the D-Pad for movement and don't want to trade off the map button for loadouts)
-Added an internal flag for loadings, to help speedrunners using third party softwares to track down loading times
Version 1.1 released!
As a new-year gift, here is UNSIGHTED 1.1!
we've implemented many features players have been suggesting since the game's launch:
-Weapon loadouts: You can now create 3 different weapon loadouts and switch between them real-time or in the pause menu. Only loadouts that have been filled with weapons can be swapped to. Check the controls menu for configurations.
-6 Save slots for each game mode (Main Story, Dungeon Raid, Boss Rush)
-Different colors for player 2: Now it's easier to differentiate between players in co-op
-Turn Iris attack on/off (after this feature becomes available in the game)
-Turn low-health FX on/off
-Turn controller vibration on/off
-Turn camera shake on/off
-Many minor bugs/softlocks fixed
Update Notes for patch 1.0.7.4
Solved some rare/hard to reproduce bugs that could cause softlocks or strangeness:
-Solved a bug that could lead two chest to be unobtainable if the player left the room in the instant they killed the Dark Creatures that protected them
-Solved a bug in co-op that caused the player to lose a key and not open the key door, if one player tries to open the key door while the other player is transitioning screens.
-Fixed a bug that could cause wrong cutscenes to play out in the ending on subsequent playthroughs
Also: We're planning a big update with more QoL features that players have been requesting, stay tuned!
Update Notes for patch 1.0.7.3
-Traveling Merchant and Cleo will now update their "Location" whenever you talk to them, showing in the "Contacts" screen where you last saw them.
-Fixed a bug that could cause bullets to spawn in wrong places when shooting with a weapon
Update Notes for patch 1.0.7.2
-Dogs needs won't deplete during the Parry Challange/Parry tutorial
-Prevent player from holding objects while going up or down elevators, this could cause some visual issues
-Fixed interactions of certain weapons while hooked with the hookshot on a wall