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Genre: Platform, Role-playing (RPG), Adventure, Indie

Unworthy

Unworthy Beta v1.1b

Apologies for the long wait since the previous Beta build update.

I know a lot of folks have had trouble running the game on their Windows 10 OS machines. The most common feedback I've heard is that the game runs in the background, but all that is displayed is a black screen (audio is fine). Some folks have said that there is an "out of memory" error.

I've done as much research as possible to figure out what the cause of these issues could be, and I have made all of the changes that have been suggested. I'll be sending out the Beta 1.1b tonight.

If any of the Beta testers continue to experience the problems, if you could let me know, it would be greatly appreciated. Cheers.

New Visual Effects and Runes



I'll try and keep this brief, since nobody likes to read giant walls of text (at least I don't).

Since the beta testing was launched, I've been working hard to try and fix all of the bugs that have been reported, resolve further optimization issues, and try to get the game running smoothly on all hardware / software configurations. That's not very interesting though. So lets talk a bit about the game development side.

I've continued to polish up the game, with the addition of items, gameplay mechanics, etc... Unworthy is still on schedule to release sometime Early Q1 2018.

To briefly summarize game development side of here's what I've been up to lately:

  • Finished up another key area
  • Working on boss of said area
  • Implemented 3D (2.5D?) visualization of buffs (alas gif)
  • Added some more sneaky secrets


Until next time!

The Grey Flash of Konoha?



Over the past week I've been working to try and patch up the Beta build so that Windows 10 users can properly open the game. This is something that is incredibly difficult for me to test and address since I don't run a Windows 10 machine, and the problem only seems to be occurring on select Windows 10 machines. Please be patient with me!

In other news, I've continued to work on more areas for the game, more enemies, and more weapons. Here's one of the more "special" additions. A slower rate of fire bow that has longer range and damage. Oh it also fires teleportation arrows (?) as its special ability! This addition opens up a whole lot of possibilities with level design / platform traversal / and interesting new ways to dispose of enemies.

Until next time. Cheers!

Unworthy Beta v1.1

So first of all, I want to thank everyone that participated with Beta v1.0. I was able to track down a few bugs, realize some things that could be designed better, and most importantly realize that some machines were having trouble running some of the more GPU intensive additions that have been added to the game lately.

I'll be rolling out v1.1 tonight with added changes. These are the most noteworthy changes.

  • Added key rebinding options to in game menu.
  • Fixed bug with key rebinding in main menu that would break the game if you tried to rebind the (B) button on controller.
  • Added VFX quality setting which should allow lower end machines to run the game smoothly at the lowest setting.
  • Added the ability to switch directions mid attack (not sure if this will stay, just experimenting with how people feel about it).
  • Further balanced a few enemies.


Again, thank you all for the feedback. Cheers!

Beta Testing



A gif that has nothing to do with the post, but visuals are fun. I just wanted to let everyone know that after extensive revisions and improvements based on some closed alpha feedback of Unworthy, I'd like to invite everyone who already hasn't signed up to the mailing list to do so. I will be sending out Beta links sometime over the next week to anyone signed up to the mailing list.

I encourage any that decide to partake in the Beta testing to put up screenshots / videos of moments they may particularly enjoy in this community hub. I know I'm definitely interested in what you like / dislike, as it will help steer this ship named "Unworthy Development" for the remainder of its journey.

EDIT: Pardon me, apparently I'm a doofus and never mentioned where to sign up for the mailing list.

You can sign up over at www.unworthygame.com.

Cheers!

Full disclosure: to any who have already played the Alpha demo, the Beta does not progress any further, this is to avoid spoiling content for release. The Beta basically addresses the following:

  • Balancing of enemies
  • Improvement of controls
  • Minor bug fixes
  • Balancing of preliminary level system
  • Some reworks to story dialogue
  • Huge improvement and overhaul of SFX

New Areas, Weapons, Particle Systems, and Enemies to Come!



Since I got back from my vacation I've been working overtime to bring more areas in Unworthy to life. I've also been thinking I will try and make updates to this hub at weekly intervals (if you think that's too frequent feel free to let me know). This is a sample of one of the new areas I've been working on, as well as one of the later game weapons (sizzling!). The area harbors some of the more interesting enemies in the game (mechanically speaking). I won't say what they do / are to avoid spoilers, but it should be good fun.

Over the course of the next week I'm planning on working on the next boss. I won't be sharing anything regarding this matter, because again, spoilers! But, I assure you, it's going to be special!

Anyways that's all for now. Cheers!

Back from an Inspiring Trip

Hi all, I just wanted to give a brief update.

Over the past 3 weeks I have been away for a vacation in Montenegro, but am now working on Unworthy full force (again).

Apart from some pretty awesome beaches and great bars, the countrysides of Montengro are riddled with 15th century castles and forts, as well as overgrowing lush greenery. The remains of the architecture is especially interesting as it tells many stories of a country that has changed rulers and dominant faiths many a time over the past 500 years. Such is the human condition. I will definitely be using both the lore and aesthetic elements as both research and inspirational material for Unworthy in the months to come.

Here's a photo of one of the many foliage overgrown forts. Cheers!



First airborne enemies in Unworthy

Up until now all of the enemies that have been designed have strictly been ground bound enemies, except some that could leap. This is due to the arsenal that is available to the player throughout early game (not very great at dealing with airborne enemies).

These apparitions are the first of many such upcoming airborne enemies.



I've spent a good chunk of time trying to ensure that the aerial AI motion is up to standard and looks as fluid and believable as possible. That's all for now.

Augmented Primary / Secondary Weapon system

Some of you that have been following the development of Unworthy for longer know that the primary / secondary weapon system was basically limited to swapping from your "Sword / Shield" to whatever secondary weapon you had chosen to carry. Recently I decided to allow for swapping of the "Sword / Shield" in favor of a different primary weapon as well. I think this is a major improvement to the game, allowing for more expression in character builds as well as more strategic design of upcoming enemies.



This is a case where you would use the Hammer to destroy this resilient Golem's shield before whipping out the high damage output Glaive to finish it off!