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Unsung Ballads News

Early Access Small Update, May 9

In this small update, we added a little combat tutorial.

Enjoy!

Early Access Update, May 3

Happy Friday, everyone!

With this update, we introduce the first steps in our efforts towards better accessibility, as we talked about in this dev log.

We also had a combat tutorial lined up, but unfortunately, our playtests showed that it didn't function properly in the release builds despite showing no issues when run in the Unity environment.

Try it out, and please drop a word on Discord or the Forums.

Enjoy!

Accessibility work in progress

Hi Everyone,

Another week flew in the wonderful world of game development, wonderful despite the job losses and tragic choices.

While there's no patch this week, I've been fully dedicated to enhancing the game's accessibility, even though that was further down the roadmap. It's been a challenging two weeks, but I'm making significant strides.

Two crucial things not well imparted in the game were when the cards were drawn and discarded during combat. With combat being a core gameplay feature, it became clear the situation needed to be addressed.

In most deckbuilders, the player gets their hand of cards at the start of their turn. However, in this game, each character on the field gets their own hand of cards at the start of the round. And then get to discard most (if not all) of their cards at the end of their respective turns.

Neither of those events was visually represented in the game in any way until now:
[previewyoutube][/previewyoutube]

Another crucial aspect I'm addressing is the start of the game and the player's initial actions. Your feedback on this is invaluable, as it helps me align player expectations with the game's mechanics. I've been lucky enough to receive some from both insiders and outsiders, but there is room for more. You can drop a few words on the Steam Discussion Forums, or Discord.

With that in mind, I started to work on the foundation of the in-game guide/tutorials. See below a screenshot of the work in progress:


Stay tuned for more info, drop a word, follow/wishlist/try/buy our game. Your support would go a long way!

Early Access Small Update, April 13

This small update introduces a new popup that displays a larger version of the card and explanations for the secondary effects such as Bleeding, Opener, Finisher, etc.

As part of that effort, we also had to move the card type to its own graphical element on the card.

And finally, the first iteration of the re-design of the combat UI.

Early Access Companions Update

Happy Friday, everyone!

The Companions Update is here, beginning the feature that enables you to recruit the first companion into their party.

To unlock companion recruitment, you must reach the rank of Regular.


Once you get that promotion, a new badge will appear on the map, near the shop.


Clicking on the recruitment badge will display a screen with three candidates, who are fixed for now but will be random in the future.


The three candidates are the three brothers initially planned for the now-defunct Story Mode.

Other changes of note:
  • Combat at-a-glance improvements that will now enable you to quickly tell if an enemy has a reaction or armor card in their hand; you can now also tell which combatants are in the back line by the arrow that appears on the side of their health bar;
  • Adjusted Deserters to provide more of a challenge and the gold rewards; defeating more difficult enemies now awards more gold pieces
  • Various visual fixes


Enjoy!