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UWD News #2: Mushrooms farms

Hi everyone! ✊
I continue to tell and show what we are doing for to the second scenario. Mushroom farms are next in line.

We try to make the scenarios different from each other not only by art, but also by changing some game mechanics. In the second scenario, there will be no main base: player is sent to find out the fate of another station and restore food supplies.



There is no main base, but food must be obtained on an industrial scale. Aside that you need to figure out where to place your people. To do this, in this scenario, you can build mushroom farms. In total, three of them can be built, and for each you will need to either find or buy fuel. By the way, specifically in this scenario, the extraction of food at farms can be automated.



Each farm gives access to improvements through specialized buildings. For example, next to one of the farms there is a repair depot where you can upgrade the handcar so that it carries more people.



Speaking about people. They can be recruited through a handcar trader. In this scenario, he brings in specific units at the player's request through the menu.

You can also build pillboxes and put stalkers and snipers there. Pillboxes are needed to defend against small raids of mutants and fanatics that will regularly annoy in the early stages of the game.



This is how, step by step, day after day, we are approaching our goal: to release the second scenario. Thank you for supporting and criticizing us :)

Feel free to ask questions about the development and the team in the comments. This will help me understand what to look for and what to talk about next time. 🧐
Have a great weekend everyone!


P.S.
I know there are some people waiting for news regarding the new hero, the flamethrower. We will definitely tell you about it in due time.

UWD News #1 - Interfaces & New enemies

Hello everyone!
Today I would like to share with you a sneak peek of what we have been hard at work lately. Unfortunately, the update won't be ready in November, that is certain.

With that out of the way, let’s dig together into what we are doing!


[h2]Interfaces[/h2]
When we started working on the new scenario, we quickly realized the limitations of the current UI and what features we would like to add. For example, bonuses that players unlock for overcoming a challenge or completing a task were hard to keep track of. Sometimes it's beneficial to read about the effects of bonuses that were already taken in the past to get a better understanding of what to take next.

With the new interface, the players can now easily access information with class and style! Furthermore, this template will serve as a backbone for other menus with upgrades.




[h2]The Laboratory[/h2]
The laboratory UI is also getting a visual overhaul. Players will be able now to view already researched and yet to be discovered technologies. In addition, the laboratory can now operate without engineers, but it will be very ineffective in terms of the speed of the research.



[h2]New Scenarios Structure[/h2]
We have come up with a new way to structure the game’s scenarios. They are no longer directly related to each other and take place at different times. The scenarios are divided according to the seasons of the year: summer, autumn, winter and spring. This brings us to the second scenario: Autumn.


[h2]Autumn Scenario[/h2]
The scenario takes place at the Ploshchad Revolyutsii station, that produces food rations. Recently the station's residents have stopped sending supplies and stay silent. You are sent to find out the fate of the station and it inhabitants.

In this scenario players will also encounter a new type of foe: The fanatic.



For most of us, the arrival of the aliens was the end of the world, but for some it was a chance to begin anew, some even say that they have been waiting for it. These individuals gave their minds and humanity willingly to the invaders and became something in-between: a shell of a human with the malice of a mutant.


[h2]How is the team doing?[/h2]
I have delegated some of my work on the game’s code to my teammate Allexeee. This allows me to take a step back and  have more time to think about what we are doing, rather than how we are doing it. Worry not, I still program a lot, but it has more to do with system, experimentation and research than production.

Content-wise, it takes us, on average, one working week to draw a complex animated object. This includes planning, concepts, animation. Unlike in the case of game design, the time of content creation is fairly predictable and linear.




[h2]So what is the hold up?[/h2]
The game save system is proving to be problematic to say the least. We need to be certain that the new update will not break anything.



Stay tuned for this update’s news and until then: stay safe, comrades.

Update delay

Hi, everyone

It's been a while since my last post. We are doing fine and slowly progress to our next goal: the second map for the UWD. It took us way more time to start doing something meaningful than we thought. The reason is simple and trivial: I didn't want to work :slight_smile:

Unfortunately, we won't release the update with the new map in September. At this moment, I won't tell you the exact date of the update but stay tuned for news.

On behalf of our small team, I'd like to say thanks for your support and patience.

Dreamhack Beyond Stream

Hello, Stalkers!
Pixeye reporting.

Come and join me today, at 13:00 p.m. PT. It's a perfect opportunity to see how the dev trying to beat the game on the nightmare mode :)

To celebrate the DreamHack Beyond event the game will be at a 10% discount for one week starting from Monday.

See you soon and stay safe!

Twitch channel

Patch 2021.07.01

[h3]🐞 Bug fixes[/h3]
- Fixed errors that prevented notes from appearing
- Fixed bug when armored handcar could ride to inactive walls
- Fixed bug with armored handcar achievement
- Fixed visual bug when you could see the camera background while moving on the handcar
- Fixed save bug when units didn't get the correct level and name after saving

[h3]🔥 Changes[/h3]
- Radical Healing perk is changed:
The first 4 severely wounded units can be healed. Every 6 seconds one of the wounded units will slightly restore health.


[h3]News[/h3]
- We are slowly getting back to work. At least some of us. This means that we are starting to work on the new scenario.
- We will participate DreamHack event at the end of July. I think it's a great place for AMA :) I will post info about that a little bit later
- We will be pretty slow on our major update: currently, we have to deal with some organizational issues, improve our working processes and places and think about simple things that make us happy at our work. Choosing a new keyboard for a programmer can be challenging :)