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Project Utgardr News

The Spring Sale has begun.

Hello hikers of Utgardr,

happy to announce that the Spring Sale has begun for Project Utgardr.
Check the discount here on Steam or on the other online stores: šŸŽ® https://bio.link/projectutgardr




https://store.steampowered.com/app/1878290/Project_Utgardr


I remember you to Wishlist the game to increase its Visibility!

Follow all the game's social here below and the Website:

šŸŽ® Website
šŸ”µ Facebook
šŸ”µ Twitter
🟣 Instagram
⚫ TikTok
🟠 Reddit
šŸ”“ YouTube
🟣 Twitch
🟣 Discord


Have a wonderful day, the Utgardr Team...


Project Updates #6 | EA v0.1.3 patch notes

Hello explorers of Utgardr,

another patch is live and here below are the changes made to the game:

- Few UI, texts and typos fixes, synched with the new text style;
- Thyra now looks less sweaty;
- Animation and transition fixes and smoothing;
- First jump animation now appears only in idle;
- Crouch head back bone disabled;
- Crouch camera rotation extended;
- Head bobbing movements 1% increased;
- Head animation constraint increased so that the head bone views in front;
- Crouch animation blend to less fast;
- Camera sensibility setting ranges decreased;
- Camera vertical pitch rotation bug solved where it entered in gimbal lock, vertical speed decreased to fit horizontal speed;
- Camera position and max look up degrees range increased (90, -48);
- Activable objects detect range increased;
- Jump force 10% decreased and jump z velocity increased. Thyra jumps higher;
- Fall damage distance slightly increased, ground offset removed, fx and debuff increased;
- Air control in falling increased;
- Run speed and accelleration increased;
- Climb up and hands IK less inaccurate and less hand deformations;
- Jump idle sound now works;
- Landing sound check implemented (it happens not on every jump) and footsteps are less inaccurate;
- Crouch jump bug where when you are crouched you could jump and hear the jump voice, solved;
- During walk and crouch hairs on camera fixed;
- Directional light intensity slightly decreased and post process exposure changed the type and intesity increased;
- Rebuilt collision meshes on some meshes/rocks to simplify character's jittering and collisions performance;
- Small world edits;


Here a preview of the new jumps of Thyra...





Have a wonderful day, the Utgardr Team...

P.s: The new zone has been reallocated to the next week. Be ready.

Project Updates #5 | EA v0.1.2 patch notes

Hello explorers of Utgardr,

another patch is live and here below are the changes made to the game:

- Jump Force inertia increased by 3%;
- In-game cinematic points implemented;
- Time in fall damage decreased by few seconds;
- Fall damage distance increased by a few values;
- Hitting an object frontally for some time does not reset your speed now;
- Game menu Soul's Call button removed;
- UI, menus and texts reworked;
- Small world edits;



Have a wonderful day, the Utgardr Team...

P.s: A new zone is coming next week...

Project Utgardr Early Access has a new gameplay vision now

Hello everyone,

speaking about the newest version of Utgardr, now i think it flows really well and it has its own continuity.

This game version has smoothed lots of corners of the games.
Parkour and platforming move well now and you got some new indications to what you can climb or not.

All white rocks are involved in this parkour feature and now also the pillars have some white chalk strips over them, so you can feel instantly that kind of rock can be climbed up.

Also the platform are easier to find and locate. The ambient was too much of the same color, so now this kind of rocks have moss on them. You would find better them and understand their shape and that they are platforms to jump if you want.

Some Norse characteristic now is present. Menhirs with runes on them are placed to give you indications for the possible paths (the runic alphabet is the Elder Futhark, dated 2nd century a.d.).

Red signs follow the ways and are hidden to find. Horgr (a cult point) are still present as checkpoint where you worship them or a divinity.

Small altars called VĆ© have words carved upon them about a forgotten Norse tale that you can find in the poetic Edda of Snorri Sturluson.

In this game version finally the Steam achievements work, except for one that i need to investigate the reason. It is about the Vrylroots plants and only one of them cannot be "noticed" inside the game...

Some world edits, new parkour and platforms and storyline changes now move the game in a deeper way. It is going well and soon it will be added also some puzzles.

The only puzzles present now are to figure out how to proceed the blocked road with the help of mysterious... flowers...

As i wrote, next week would really like to send the new zone with a Norse altar. And later on, over or near the road, new types that are under development.

Also yeah, few other parkour skills like the wall run and wall climbing that now they are not present in this version.



Well, what to say... if you would like to try the game its price is lowered for the Early Access and then it will be slightly augmented by few or one euros per chapter. It will have 3 of them.

So, during the Early Access there is the possibility to purchase this adventure in advance and with a lower price. Chapters will not be released as DLCs. They will just stay in the game as a continuation of the story, with a price change after every release. As Bendy and the Ink Machine, so they just increased the total game price later on every "internal" chapter release.

As final words, if you want, i can read and listen any feedback regarding this project. Player's feedback are important.

Anyway we are a group of 4 people on this game, but only i can work on it in full time, rest of the fellowship got jobs or studies and do what they can do.

Surely Marco (the 3d and character artist) is helping a lot, wonderful person involved in the modeling, storytelling and game's promoting parts to share this little title to the players. Also Diego is doing a fantastic job with the musics, that for me are a piece of art. Jonathan paints beautifully, doing logos, backgrounds (no ai generated) and some UI interfaces.

Stealing from you too much time, thanks for reading this article and have a wonderful day and life... you deserve it...
Project Utgardr

Project Updates #4 | EA v0.1.1 patch notes



Hello hikers of Utgardr,

the newest minor update is live and it is bringing new and important transformations to the game.
Here below are the changes made:

- Steam achievements fixs;
- World tips/typos and story edits;
- World and platforms edits;
- Rune system and red sign indications implemented;
- Jump Force inertia increased by 6%;
- New parkour and platform materials;
- New parkour zone;
- UI and minor in game fixs;



Have a wonderful day, the Utgardr Team...