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The Axis Unseen News

Patch Version 1.13

[p]A new patch has been released. This fixes a few small issues.[/p]
  1. [p]Fixed Steam achievements. A minor error was preventing this from working. Any achievements unlocked during the period when this was broken will retroactively unlock. No progress will be lost.[/p]
  2. [p]Fixed some incorrect trees in the Main Menu level that were animating incorrectly.[/p]
  3. [p]Adjusted the position of the Main Menu buttons to not block text in certain versions of the game/certain resolutions.[/p]

Patch Version 1.12

[p]A new patch has been released. This fixes a few small issues and has a few fixes from the XBox/PS5 release.[/p]
  1. [p]Blocked Spirit Arrow in the Main Menu level - This broke once these became free to use[/p]
  2. [p]Changed the compass on the hand from an arrow to an N to make it more clear that it simply points North, not at anything in particular.[/p]
  3. [p]Added buttons to the Main Menu for Discord and Merch[/p]
  4. [p]Updated FSR to 3.1.4[/p]
  5. [p]Blocked powers/magic from working in the ending section of the game where it should be a new player without powers.[/p]
  6. [p]Removed the “Skip Intro” button to the section that is now the ending.[/p]
  7. [p]Various small bugs that were fixed for the console port of the game.[/p]

Major Update! Overhauled Intro, Tutorial and Ending!

The intro, tutorial and ending to The Axis Unseen has received a major overhaul.

The short version is that the intro tutorial is longer and has monsters. The previous intro tutorial that was set to music is now no longer at the beginning and occurs at the end of the game, depending on how the player played the game.

This should make it much easier for new players to ease into the game.

I hope you all like the update!

Here are the full details of the update:
-New intro text when starting the game
-Moved tutorials further up on the screen so they are harder to miss
-Added a new section at the start of the tutorial about crouching and created a new cave the player starts in
-Prevent enemy despawning due to range in the intro/tutorial
-Made the intro tutorial section longer and added monsters for the player to fight
-Fixed the bow having a light on in the intro tutorial but no magic
-Show key art behind the new quote at the start of the game
-Moved difficulty gates all next to each other instead of having Pacifist/Permadeth behind the main difficulty gates.
-Moved the difficulty gates to AFTER the tutorial instead of right away. That way the player has a feel if the game is hard or not instead of just guessing.
-Stop time of day from progressing during the intro tutorial
-Made it so you can die in the intro tutorial (previously the player was invulnerable)
-Added ambient sound for the intro tutorial, it was broken
-Remove tutorials from part that was previously the intro set to music.
-Move the section that was previously the intro set to music ("In Fiction") to the end of the game.
-Moved credits to after this section set to "In Fiction", unless the player does the path of the Eagle, in which case they are triggered after the end of the previous Ending section
-Fixed the hand of the Hunter who finds the dead Hunter in the section set to "In Fiction", it was mutated but should have been normal looking.
-Reset the "should play 2nd section of the intro" if you quit to the Main Menu so it won't trigger twice.
-Added text at the end of the first part of the Ending depending on how the player beat the game.
-Disable the player's powers when playing the "In Fiction" segment, footprints were glowing
-Show the bow helper tips that you see in the Options Menu as part of the initial tutorial.
-Show Difficulty text right away when going to the difficulty selection area.
-Made sure that the creatures in the intro tutorial area spawn in at specific times instead of being there from the start.
-If you Skip the "In Fiction" segment, that now triggers the Credits instead of skipping to the main game now that it occurs at the end of the game.
-Updated the localization

Deedlee Doo! Carkour! Out now! - Bundle with The Axis Unseen makes it FREE!

The second game by Just Purkey Games "Deedlee Doo! Carkour!" has been released today! Also The Axis Unseen is on sale at 40% off for one week!

There is also a bundle where if you get both, "Deedlee Doo! Carkour!" is FREE!🤯

  • In "Deedlee Doo Carkour" you do parkour with a car using explosions.🚗💥
  • Everything in the game is handmade from clay.🎨
  • The sound effects and music are all mouth sounds. 👄
  • If you screw up a jump, children laugh and make fun of you. (Just like real life!😆)
  • Can you reach the top of the Meowtain?⛰️

You can check it out on Steam here. It's only $2.99 USD, less than a cup of coffee!☕

If you buy them together, there is a 17% discount which makes "Deedlee Doo! Carkour!" free since it's only a $2.99 game! You can check out the bundle here!

There is also I bundle I am doing with Capy Games where you can get Below, The Axis Unseen and all their soundtracks for 20% off!

If you're enjoying the games, don't forget to leave a review!

Thanks for all your support! The better these games do, the more likely it is that I can keep making indie games like this!

Digital Journal and New Patch!

The Digital Journal for The Axis Unseen has been released!

This Digital Journal contains the entire journal from the game The Axis Unseen. This includes all of the monster drawings and descriptions, equipment, sense powers, magic, journals and more.

It contains 441 pages of content including 72 monsters and hundreds of pages of journals from various people throughout time who have been in the world of The Axis Unseen.

You can check it out here.

There are also new bundles on the main store page that include the Digital Journal and the full game or the Digital Journal, full game and the soundtrack.

A new patch has also been released for The Axis Unseen. Here are the patch notes:
Version 1.092 - Released on February 24 2025 - 19 changes

Large Changes:
  1. Fixed an issue where the main save could be older than a backup for a variety of reasons. Now it always checks all the saves and uses the most recent one. Previously, backups were only used if the main save was actually corrupt and not able to be loaded. This prevents a periodic issue where some people would lose progress.

  2. Made Autosaves update the “time last saved” timer correctly. This prevents edge cases where the autosave and another save would trigger on top of each other, causing an occasional crash or save corruption.

  3. Fixed an issue where retrieving arrows in a certain way would cause them to duplicate. This meant you would slowly gain more and more arrows.

  4. Made spirit arrows free and updated all of the journals and tool tips to reflect this. They previously used the Magic resource whenever they were fired.

  5. Fixed a bug where creatures thought they were stuck inside something when they were in water. This caused them to continually pop up into the air.

  6. Tuned the way that monsters turn to help prevent cases where they would get stuck walking in circles.

  7. Confirmed that the Nucklavee can be permanently killed but also made it take into account if it is on fire when it dies. Previously it was only checking the final damage type, meaning if it was on fire but you then killed it with another arrow type, that was not considered a “fire death”. Now it is.

  8. Fixed an issue where enchanting your arrow would cause the damage multiplier to go up every time you fired an arrow that was enchanted. It now resets properly every time.


Small Changes:
  1. Fixed a lot of random spelling and grammar errors in the journals

  2. Removed some grass poking through rocks at the start of the intro

  3. Made kills using the Stone Flesh power (turning to stone and dropping onto someone) unlock statues in The Lodge.

  4. Made the splash sounds for footsteps louder (the sound itself, not how AI perceives it)

  5. Clarified how many monsters are in Hard Mode in the menus, it’s twice as many creatures.

  6. Fixed thousands (literally) of floating dirt and rock pieces

  7. Made the Legendary Smoke Golem XP consistent with all of the other Legendary Golems. It was too low.

  8. Increased the opaqueness of the Bunyip poison cloud. It was reduced in a previous patch, but it was a bit too much. Now you can see it more easily but it is still not as solid as it used to be.

  9. Removed the “Stuck Check” on the Maxacotal and Screecher to prevent them from “jumping” and unsticking from things.

  10. Updated a few missing localization strings.

  11. Updated the navmesh and HLOD to reflect all of the fixed floating objects.