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The Axis Unseen News

Version 1.091 - Released on January 15 2025

A small patch has been released for The Axis Unseen:
  1. Fixed the blocks in The Lodge on the table that reflect how many of the map sections. These were not hiding when you unlocked a Map Altar. Now if you unlock one, you can tell how many are left to find in the region.
  2. Reduced the number of save backups from 100 to 20. This way it takes up less space.
  3. Reduced the stealth damage multiplier on Metal arrows. It was 4x, now it’s 2x. It was overpowered and could one shot large creatures even in the final region.
  4. Made enchanting arrows with magic cost 2 magic instead of 1. It was too easy to enchant every arrow and get that magic right back and never run out. Especially for stealth players.
  5. Made the Bunyip poison clouds less opaque. Their purpose is to cause poison damage from a high heart rate, not to obscure the Bunyip.
  6. Fixed a lot of minor spelling/grammar fixes for the journals.
  7. Removed the shooting/melee tutorials from the Intro since they are already there before the intro now.
  8. Fixed the floating Legendary Vampire statue in The Lodge.
  9. Removed the Sasquatch from the demo area. It works better once people have a better handle on how to play the game and spaces things out better for pacing.
  10. Update the HLOD/Navmesh to account for some minor changes in the world.

Version 1.09 - Released on January 3 2024

Made sure Screechers/other creatures with addon actors don't check against themselves when seeing if they are stuck in something. This was causing them to float up into the air.

Adjusted the shooting tutorial part in the intro, moved the arrow retrieve section to a new spot so it isn't always teleporting you around in the same area. This was confusing to some players.

Fixed "Screench" in Alicantu journal misspelling.

Fixed "Rapidly" in the last sentence metal arrow journal being mispelled.

Don't unhide the tip icons in the main menu, the player only needs to see this one ingame.

Fixed the map excavation tip never going away.

Woman breathing sounds not impacted by volume settings? - Missing sound class, fixed.

Specify that the map excavation area is in the center of the safe area, some players were not finding it.

Steam Trading Cards are live! The Axis Unseen themed items in the point shop!

The Steam Trading Cards for The Axis Unseen are now live! These will drop as you play the game and you can use them to craft badges to put on your Steam profile.

These can also be sold on the marketplace if you don't want them yourself and other people can then collect more of them to craft higher level badges.

There are also items on the Steam Point Shop now, such as The Axis Unseen themed Steam profile backgrounds and Emoticons for chat. You can check those out here.

Version 1.082 - Released on December 17 2024 - 40 changes

The latest patch for The Axis Unseen is out now!

It includes lots of new features such as a compass on the player's hands, tweaks to stealth to make it easier to not get spotted and you can retrieve arrows from living creatures! Here's the full patch notes:

Large changes:
  1. Adjusted the spawns in the initial area to not have harder creatures until later.
  2. Added markers where each portal and power is on the map excavation area.
  3. Don't save the Death Currency position when you're on rock or bone. This means that if you're out of bounds/climbing mountains/cliffs and you die/abandon the hunt, your death currency will be on the last place you were on the ground.
  4. Adjusted the logic for how creatures search for where they were shot from. Increased the random radius they search in by 400%. It was far too likely they would "randomly" search for you in an area but then just see you anyways. Now they might end up searching for you but not spotting you.
  5. Added a periodic check to creatures to make sure they aren't stuck in anything. This should prevent rocks that load in causing creatures to get stuck which would then also cause massive performance drops due to error spamming.
  6. Added a Compass to the player's hand, it is in the middle of the Horned Beast tattoo.
  7. Map excavation unlock altars now have no time limit when you are in the Spirit Arrow view from them. It was free to do anyways so having a time limit had no purpose.
  8. Adjusted the logic of arrows to use the previous location as the start of their trace to see if they hit anything instead of an arbitrary distance. This means that even at incredibly low framerates (5-10 fps) there is zero chance an arrow can fly through a creature.
  9. Players can now retrieve arrows from living creatures if they get close enough.
  10. Reduced the damage of all of the Forest Creatures.
  11. The Horned Beast and a few other creatures have a chance of fleeing after they attack the player.

Small changes:
  1. Removed "interact with grass" blueprint from the player since that isn't how that works anymore
  2. Made the Caribou and Bear not push the player as much
  3. Limit the Max # of arrows when you restock at arrow altars since that also would fill magic as a fallback, which allowed an infinite arrow exploit when using magic.
  4. Buffed the Rock Smash ability a lot. Increased the max damage from 500 to 650 and increased the radius from 1500 to 3000. Also made the damage have no falloff within that radius. If it's in the radius, it will get 100% of the damage value. This makes it dramatically more effective.
  5. Slightly lowered the volume cap to limit audio clipping
  6. Raised the health at which Vampires flee so they don't always bleed out right next to the player
  7. Change the end of the demo to say "Buy the full version" instead of wishlist.
  8. Added a message to leave a review for the game if a player loads the game up and a save already exists
  9. Fixed the Spirit Arrow Marker tip never going away
  10. Fixed the player getting stuck in the Rock Pillar. Increased how much it pushes the player and creatures.
  11. Added a period to some of the tutorial messages that were missing it.
  12. Made the visibility meter adapt to light. (Noise meter already was doing this)
  13. Removed some random green mushrooms where there were no poison volumes
  14. Added a skeleton pointing down after you use the portal from the Swamp to the Forest to make it clear you should go down.
  15. Fixed bow runes that were hard to read in certain weather conditions. Adjusted how much weather can impact their emmitance.
  16. Made sure you can use FSR framegen even without using FSR itself
  17. Cleaned up lots of warnings
  18. Fixed a few creatures that had their BeginPlay logic broken, which would break a lot of things such as Smell.
  19. Moved the arrow that flys back to the player in the intro further back so there is more space in between that and the tutorial about how to shoot.
  20. Healing crosses markers on the flag (and the tips about it in the options/death screen) are now crosses.
  21. Updated some localization strings that had changed
  22. Increased the amount of time before the Nucklavee resurrects, making it even easier to get away before it respawns.
  23. Added a haybale in the center where the first "How to Shoot" tutorial is
  24. Fixed a shader error causing black artifacts from the trail on arrows
  25. Fixed a few other bad shaders that were causing warnings or bad shaders in the game itself
  26. Extended the attack range of the Horned Beast a bit
  27. Default the X off on the crosshair so that it doesn’t show both an X and an O when looking at journals sometimes.
  28. Increased the rotation rate of creatures so they don’t turn so slow.
  29. Fixed some more floating rocks/dirt

New Patch! Map Excavation, AI Director, Overhauled Gravity and more!

The latest patch for The Axis Unseen is out now. This is the biggest patch yet and addresses most of the issues people have brought up with the game!

Here's the biggest changes/additions:
-New map system - There is now a way to keep track of where you have been in the world and a map that you can examine in the safe area. Areas are unlocked by finding a new type of altar out in the world that also acts as a permanent spot that you can get a free spirit arrow view from. There are new markers on the tables for each region to show how many of these exist in each region.

-Overhauled gravity - Things are now less "floaty" and small creatures don't push the player as far. Larges creatures will still throw you far. All of the forces, fall damage and dodge jump have been adjusted to work with this new setup. The low end dodge jump is also now not as effective, but the high end is slightly better than before. This gravity change should also cause creatures to not fly into the air as much when running down steep hills.

-AI Director - There is a new AI director that ramps up and down how many creatures will track the player at once. This changes based on various factors such as if you recently died, if it's night or if you're running around making a ton of noise.

-More Soundtrack Variety - All of the main tracks have more variants that show up.

-Boar Juggling - This was adjusted even more to ensure that boars don't stay under the player when they toss them up into the air.

-Major Intermittent Performance Loss - A number of things that were causing inconsistent performance have been addressed. If you see any other cases of inconsistent performance, let me know!

-Pass on Creature Attack Ranges - A pass has been done to make these distances more accurate. Some were too far, some were too short, some had the creature's eye heights set incorrectly throwing it all off.

-Buffed Stealth Damage Bonus - This was previously a 2x damage multiplier if you damage a creature that hasn't detected you, now it is 4x.


Here are all the smaller changes:

-Put the "Continue From Last Save" button back into the new main menu.
-Reduced the timeout on arrows that never got looted that would keep making a whooshing sound.
-Updated a few strings that were not localized.
-Added a UI tip for the dots on the bow for Magic on the Options screen and Death Tips screen.
-Fixed a case where some journals were not putting out the Ultrasonic sound anymore if too many other sounds were triggered.
-Show the playtime on the new Immersive Main Menu when you are near a portal.
-Fixed going through a portal making your bow get stuck aiming. Forced it to release.
-Slowed down time even more in photo mode, unfortunately it can't be 0 or FX such as blood freak out and twitch in random directions.
-Fixed persistent bat noises from bats that were no longer there.
-Fixed wind on the Redwood trees.
-Adjusted the look of the Wolf and Boar to be more detailed.
-Reduced how much magic Golems were giving the player, it was inconsistent with every other creature and way too high.
-Fixed displacement on the small world trees hiding some journals and also letting the player look inside of them.
-Fixed a bunch of minor spelling/grammatical errors in the journals thanks to feedback from the Discord.
-Adjusted a bunch of creature collision capsules to move with the mesh so that they are less likely to clip into the player when moving.
-Redid the Horned Beast ragdoll so it doesn't freak out so much.
-Trigger the full song after a few Lodge visits, it was a bit too rare.
-Fixed a few of the journals for the Desert and the Mountain that were incorrectly acting like you found them if you found a different journal. This means that when this happened, one journal would act as if you found two journals. Behind the scenes, the journals that were found was being tracked correctly, so this is just a cosmetic bug that has been fixed and it now reflects the journals you have actually found.
-Rare and Unique Boar fur has been fixed, it was using the incorrect binding and looked strange.
-Don't wait to show the Yes/No prompt for the intro if you already have an existing save game.
-Updated the navmesh and HLOD to reflect new changes to the world
-Removed the eye adapt mask because it was making eye adapt too inconsistent and going too dark when it shouldn't.
-Made shadows a bit brighter on low end hardware.
-Gave dodge jumps going uphill an even bigger boost so you don't just jump into the hill as much.
-Flipped the portal exit around near the Breathe Poison portal so that it points at the Quiver upgrade so that people are less likely to miss it.