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Unbroken The Awakening News

Patch - 0.9.3.2.A

[h3]Greeting fellow Unbroken,[/h3][p][/p][p]Update 0.9.3.2.A just dropped and with it a 15% discount for the next 2 weeks![/p][p][/p][p][/p][p][/p][p]The update itself contains a notable amounts of tweaks, polish and fixes, but most importantly a moody and stylish new level.[/p][p][/p][p][/p][p][/p][p][/p][p]So without any further ado, here's what's new:[/p][p][/p][h3]0.9.3.2.A includes: [/h3][p][/p]
  • [p]New level: Railview Drop. A handy shortcut is somewhere to be found in the midtown area. It can be accessed from multiple sources and will connect 2 major locations. Get ready for some magnificent views, fast paced combat and destruction.[/p]
  • [p]Animated advertisements. Added these to the higher up and more technologically sophisticated areas of the map, including a music video clip for the song Sleepy Head, which previously could be heard in various inns and taverns in Westfall. More animations will be added going forward with development.[/p]
  • [p]fixed layer wall for walljump in gorlitz (thanks: Hazmat)[/p]
  • [p]updated advertsiement stand gfx cleanup[/p]
  • [p]Otto panic animation and state/logic added[/p]
  • [p]flame sound to logotype main menu added[/p]
  • [p]grunt trenches gfx update[/p]
  • [p]updated pistol muzzle flash[/p]
  • [p]curbs collision fixed dunville (thnx: congo!)[/p]
  • [p]planks sound walk and floor collision interior fix gravetown (thnx: congo!)[/p]
  • [p]gracht alley fixed anna logic (thnx: congo!)[/p]
  • [p]steinburg market fixed anna logic (thnx: congo!)[/p]
  • [p]gorlitz fixed topside stairscase details (thnx: congo!)[/p]
  • [p]updated advertsiement posh ads, added to midtown and carltons rise[/p]
  • [p]updated ranged enemies to disable fuse sound and particle on death[/p]
  • [p]gravetown micro details and thief ambush with logic[/p]
  • [p]shutter event gorlitz Repton[/p]
  • [p]video advertisements added to midtown and carltons[/p]
  • [p]tv with sleepy head added to repton uptown[/p]
  • [p]gravetown further details to start area, micro details[/p]
  • [p]added video intro instead of legacy intro[/p]
  • [p]midtown adverts video extended, improved lighting next to ad[/p]
  • [p]added render texture for canvas videos[/p]
  • [p]gravetown elevator to gorlitz move event with animations and sounds[/p]
  • [p]bentley new dedicated tracer and muzzle[/p]
  • [p]uptown tv adjustments[/p]
  • [p]test softer default bloom[/p]
  • [p]gravetown elevator details to sound events[/p]
  • [p]added conscience base logic[/p]
  • [p]gorlitz added curbs to grey zone and start from steinburg area[/p]
  • [p]plugged holes roofs view from stairs in stairs to vonder in Gorlitz[/p]
  • [p]microdetails steam sewer with sound added to Gorlitz[/p]
  • [p]shotgun smoke post shot particle effect dedicated added[/p]
  • [p]updated dark of mind posters[/p]
  • [p]central station new start point for raildrop and new OC bake[/p]
  • [p]debrisdust prefab created and added flavour to raildrop[/p]
  • [p]added cinema derelict square to raildrop[/p]
  • [p]fixed Eva death logic showup for dunville and vinzelstraat (thanks: congo!)[/p]
  • [p]casino added exit to raildrop[/p]
[p][/p][p][/p][hr][/hr][p]So that's it for this one. Thanks for tuning in and see you on the next one![/p][p][/p][p]Cheers,[/p][p][/p][p]Mike[/p]

Patch - 0.9.3.1.A

[h2]Greetings, fellow Unbroken![/h2]

Releasing a smaller update today, with a nice dose of tweaks, polish, and new content. Let's jump into it!



[h3]2 new combos added: splasher and counter[/h3]





[h3]New female dancer (5 variations) with dedicated animation added to up-down dancefloor levels[/h3]



  • Fixed burn resin placement animations
  • Fixed exhale smoke scaling
  • Added a smaller second smoke exhale particle


  • Fixed the enemy melee double weapon in the asylum
  • Added resin ignite animation particles
  • Fixed mine pickup icon size
  • Asylum added destructible lamps
  • Details added to gfx resin spliff
  • Details added to the market area genesis war mem tutorial
  • Splahser added to the central station
  • Updown dancefloor fixed table start physical bug block weapon
  • Superkickable barrel damage update to guarantee one-hit kill on up to Enforcer tough-type enemies
  • Updated railview terrace bandits material, normal map, and emission
  • Added updated final track var to dreamcatcher fight by Rene Moini and Thomas Haustein
  • Details added to war memory tutorial market, debris, flying papers, interior breakenter light improvement, steam sewer, ivy walls




Thank you for your support, and have a nice day!

~Unbroken: The Awakening Team


-20% Discount for Steam Summer Sale!

Hello Unbroken’s!
[p][/p][h3]We are happy to announce that we are taking part in a Special Event – the Steam Summer Sale! To celebrate this occasion, we are offering a special deal: 20% off. Grab your copy or share it with your friends before it ends on July 10.[/h3][p][/p][p]Looking for the best value? The Doorbreakers bundle includes Unbroken: The Awakening and our previous title, Neckbreak, with an even bigger discount when purchased together during the Summer Sale. It is the ultimate way to experience both worlds.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Stay informed about the latest news and updates via Facebook and X pages.[/p][p] Don’t forget to join our Discord server to share your experience and thoughts about the game. We are hosting exciting events such as the Arcade Event with great prizes. Come join us HERE
[/p][p] ~ Unbroken: The Awakening Team [/p]

Unbroken: The Awakening 2nd Major Update is now LIVE

Greetings, fellow Unbroken,
[p][/p][p]The wait is over: the second major update for Unbroken: The Awakening has just gone live. And it's just as big, if not bigger than the last one. Possibly the largest one before leaving Early Access. The primary focus is on the 3rd moon, featuring new mechanics, variations of madness, expanded lore, huge new related areas, endgame content, and more. And on top of that, it's got a lot of further polish, refinement, and details added to the main game, with new quests, levels, opportunities, enemies, tunes, and way more. [/p][p]
[/p][p]Once again, I'd like to give a heart-filled shout-out to the awesome community who left tons of feedback, which immensely helped improve the game: Seb, Cris Rolan, congo!, Screamin_cloud, Myusername, Rene Moini, PMarutinesu, Dawid C. You are the best![/p][p][/p][p][/p][p]And to mark the occasion of the 3rd moon update, a new, cool action level, a variation of the highly destructive Oudekerk, will be available for the next 2 weeks! No unlocking required. Interact with the Betrothed's locket in the safehouse on the table. The leaderboard is included, so rack up that full combo and go for the number one spot.
[/p][p][/p][p]Now that the 2nd major update is covered, let's update on what's next. The Russian translation should be ready soon and hopefully will be added within 1-2 months. After that, a major update will be released, focusing on micro details, further refinement, and polish, as well as smaller action set pieces.[/p][p]
[/p][h3]Now moving on to the main new features of 0.9.3.A:
[/h3]
  • [p]Huge new area. Those who have traversed the realm most likely have heard of the obscure dark passage. Well, it's gotten even bigger now. And it is still hard to find. But discovering it will be worth it. It will open up not only new endgame routes but also expand the lore and provide insight into some lingering questions. New enemies, new huge map, new dedicated trippy events, and a whole lot more are waiting down this dark road.
    [/p]
  • [p]The madness mechanic. This is making a comeback from Neckbreak but ramping it up even more with the semi-open world of UtA. The thin line between fact and fiction will be even thinner this time. With multiple ways the madness will start manifesting on the 3rd moon, you will need a strong mind to overcome the Feast. Be it by befriending/bedding someone, taking a swig of Welsons Dew, finding a safe haven, or possibly something even better... But beware, these will only reset your mind, but the accumulation of damage to your sanity will still take its toll. The 3rd moon Feast is no laughing matter and will change the gameplay dynamic once it starts.
    [/p]
  • [p]New bosses with dedicated levels, with a new soundtrack by Rene Moini and Thomas Haustein
    [/p]
  • [p]New levels. Besides new related levels to certain endgame routes, some new levels have been added that improve interconnection between maps, such as the Krankenstieg, which connects Mistveil with Volkenhof. Finding this one ought to be relatively easy. You will be awarded with a moody nighttime winding ascent packed with armed and hostile locals.
    [/p]
  • [p]Hochgarten Fire Station: Take on the overenthusiastic firemen in this close-quarter combat extravaganza
    [/p]
  • [p]Railview Terrace: High destruction exterior map in midtown with good room for a stylish full combo
    [/p]
  • [p]New achievements
    [/p]
  • [p]New weapons. Proximity mines: check, Grenade launcher (aka the Lobster): check
    [/p]
  • [p]New enemies: a large, diverse crew just joined the game. Be it some more sinister entities, or gang members fighting for power in Steinburg like the Swans and Slags, lunatics and crazies, and more
    [/p]
  • [p]New NPCs: even more critical interactable NPCs joined the cast, like Gilroy, local craftsman of Steinburg Market, Brimley, the valuables salesman in Walltown North, or Stanson, who oversees the Royal Quarter market section. And more!
    [/p]
  • [p]Magnificent view up ahead! Meaning: a much improved photo mode. Default toggle with (N). Photo mode will now fully disable player weapon view and GUI. So no middle-ground any more. Perfect for taking scenic snapshots.[/p]
[p]
[/p][h3]--- Full Changelog:
[/h3][p]- 2 new achievements endgame f and g  [/p][p]- 3rd moon sanity further logic updates for achievements and intervals between tiers  [/p][p]- 3rd moon skybox tier vars update  [/p][p]- Achievement Cursed Grounds added  [/p][p]- Abbot quest added results and chats  [/p][p]- Added 3rd moon alt skybox logic for mid3rd and 4th moon  [/p][p]- Added 3rd moon feast has begun cutscene with according logic  [/p][p]- Added aggro npc hallucination logic: 1st go in Gorlitz  [/p][p]- Added all missing arcade level start screen action loop logic  [/p][p]- Added anim aura volume to gravetown  [/p][p]- Added asylum key display to pause (thanks: Seb)  [/p][p]- Added brimley npc with cart and shop and chat to walltown north  [/p][p]- Added broken and enlightened achievement unlock ingame logic  [/p][p]- Added checking event westpeak and connecting map logic  [/p][p]- Added consort locket global pickups added  [/p][p]- Added crawling mad consort enemy with animations  [/p][p]- Added details railview, added alley to library, added low view to central station, improved exit details  [/p][p]- Added dynamic track by Rene and Thomas and added dynamic events for dreamcatcher encounter[/p][p]- Added exit to to and from firestation  [/p][p]- Added fly prefabs for 3rd moon and grimy game areas  [/p][p]- Added food hp next to Brimley and details to balcony  [/p][p]- Added foodcart to vonderpark  [/p][p]- Added gilroy npc steinburg with chat  [/p][p]- Added hero hallucination added with logic  [/p][p]- Added key logic pickup to asylum lower level  [/p][p]- Added Lars dedicated anims  [/p][p]- Added letter warning and tip of 3rd moon madness  [/p][p]- Added lesley npc lunatic  [/p][p]- Added lunatic asylum enemy 3 variations  [/p][p]- Added madness chatter logic  [/p][p]- Added main map location circle to grachtenstadt map/district (thnk: Seb)  [/p][p]- Added mid masterkey pickup info to pause stats  [/p][p]- Added mine loadout pickups and logic to start weapon rack  [/p][p]- Added missing translations to purchase booths (WRW, flowers, updown ticket, roy quart view)  [/p][p]- Added new icon pickup  [/p][p]- Added new NPC and chat Abbot  [/p][p]- Added notification Ostekerk liberation and audio event  [/p][p]- Added parish ascent level  [/p][p]- Added player gravity stat and upgrade logic  [/p][p]- Added popup notification token steinburg low  [/p][p]- Added post boss fight endgame event  [/p][p]- Added prox mine weapon with pickup and associated logic  [/p][p]- Added quest swans Faustin quest complete with reward  [/p][p]- Added reverb zone fo final drop area to darkpass2  [/p][p]- Added roaming npc variations to vonderpark avenue  [/p][p]- Added sanity avatar icons and broken icon  [/p][p]- Added scripts and logic for explosives/proximity and timed as well as projectile movement  [/p][p]- Added shop craft station toggle schematic to craft  [/p][p]- Added shop item charred resin and unlock weapon rack logic  [/p][p]- Added stanston npc with shop and details to royal quart and chat  [/p][p]- Added swan gang enemies and Lars with quest and logic  [/p][p]- Added toilet and drop grate section to firestation  [/p][p]- Added weapon icon lobster and proxie  [/p][p]- Added welsons liquor with flyer and logic added to corner store  [/p][p]- Added wilford troll enemy with logic for village darkwoods  [/p][p]- Adjusted ambient asylum lower  [/p][p]- Alley updated anna logic home bedding sanity  [/p][p]- Alpha decal asylum material fixed  [/p][p]- Anim heromad updated idle dedicated var  [/p][p]- Applied dedicated 3rd moon tier skyboxes to multiple outdoor scenes with according logic  [/p][p]- Betrothed endgame events updated  [/p][p]- Blade player animation var new and update old left idle hand during attack  [/p][p]- Bloody version mutilated corrupt hillstribe  [/p][p]- Bloodflow material low section  [/p][p]- Bloodgroundflow material tweaks  [/p][p]- Boxer enemy cleanup gfx and lighting tweaks  [/p][p]- Brok point added 3rd moon enviro elements  [/p][p]- Brokers crossing details interior tower (thanks: Seb)  [/p][p]- Brokers crossing further interior tower updates with polish surrounding area  [/p][p]- Brokers point details and 1st time visit events for wraiths mood aura (thanks: Sinth)  [/p][p]- Casino secret room added  [/p][p]- Caves start details start bridge update  [/p][p]- Cc build locket logic added  [/p][p]- Central station details vondergracht rw station  [/p][p]- Central station fixed fireman status npc  [/p][p]- Charred resin unlock fix purchase  [/p][p]- Cliffisde boss updated healthbar and applied name display  [/p][p]- Cliffside exit go fix removed legacy placeholder (thanks: Seb)  [/p][p]- Clifintro added missing pl translation removedebris with resinkick  [/p][p]- Clifintro improved texture interior colton and transition to saferoom  [/p][p]- Cobweb dungeon material updated alpha depth  [/p][p]- Colton trip gorehole tweaks  [/p][p]- Colton trip var with wound and chats added to nelsons and brokers and other maps  [/p][p]- Connection dark pass2 to main map with secret  [/p][p]- Connection improved to darkpass2 from alt exits  [/p][p]- Consort locket global pickups added  [/p][p]- Consorts bodies and letters in mistwoods and obsidian  [/p][p]- Crestfall blade attack animation variations added  [/p][p]- Crowds added midtown  [/p][p]- Dark pass 2 betrothed end event details and anim with transition logic added  [/p][p]- Dark pass2 added checkpoint shrine  [/p][p]- Dark pass2 fixed crit bug zenject on scene  [/p][p]- Dark passage 2  updated final room madness tweaks and added makeshift shrine by consort and dedicated material for letter  [/p][p]- Dark passage alternate added WIP  [/p][p]- Dark passage connections improved with details  [/p][p]- Dark passage further tweaks (scream pulse, post sewer sections, aura variations etc)  [/p][p]- Dark passage shrine audio idle distance updated to cover larger area  [/p][p]- Darkpass 2 madness opened door event and 3rd moon dependency  [/p][p]- Darkpass consort letter  [/p][p]- Darkpass destroy wall brick event and detail roots first corridor  [/p][p]- Darkpass details alt start point added, secret room added  [/p][p]- Darkpass fixed collider on large gap drop  [/p][p]- Darkpass fix destroy shortcut  [/p][p]- Darkpass1 shrine and map details  [/p][p]- Dedicated midtown bandit posh added to railview terrace level  [/p][p]- Demo list update  [/p][p]- Demscene list udpate  [/p][p]- Details added (grass and more destructibles) to railview along with extended macro details (surrounding buildings and drop to central)  [/p][p]- Downtown fixed dieoncollide explosive player death bug  [/p][p]- Dpass2 ambient tweak vars for improved visibility retaining vibe of scene  [/p][p]- Dpass2 tweaks and polish, fleshpulse anim and sound with events added  [/p][p]- Dunville fixed multiple holes and out of bounds (thnks: Seb)  [/p][p]- Elken straat added resin crate on start  [/p][p]- Endgame logic details and scene and logic for endgame g added  [/p][p]- Enemy bmfg pickup fix sprite  [/p][p]- Enviro tweaks gravetown (thnks: Seb)  [/p][p]- Eva door logic when home updated  [/p][p]- Exported new text to lockit  [/p][p]- Exported snack interact to lockit  [/p][p]- Explosions splatter enemy collision update  [/p][p]- Faustin NPC and quest added with logic  [/p][p]- Fireman added dedicated anims  [/p][p]- Fireman grunt added  [/p][p]- Fireman variation yellow added  [/p][p]- Fireman walk adjustemt anim speed  [/p][p]- Firemen added to central station, mid post casino and museumplein  [/p][p]- Firestation base level added  [/p][p]- Firestation second room encounter with grinder added  [/p][p]- Fixed ammo count drop burgval  [/p][p]- Fixed belson goods display on pause  [/p][p]- Fixed brimley missing chat  [/p][p]- Fixed candlestick material  [/p][p]- Fixed carriage no collider osteburt (Thanks: Seb)  [/p][p]- Fixed carriage swamp collider stairs (thnks: Seb)  [/p][p]- Fixed collision exit to wharf from thieves landing  [/p][p]- Fixed collision Nelsons village rampart walls (thanks: Seb)  [/p][p]- Fixed connection volkenhof to ruins back connection logic (Thnks: Seb)  [/p][p]- Fixed destruct table desk cluster palace (thnk:Seb)  [/p][p]- Fixed display info master key pause status  [/p][p]- Fixed font display difficulty for PL locket interaction GUI  [/p][p]- Fixed hole by exit mistveil in Volkhof (thnks:Seb)  [/p][p]- Fixed hole wall ground floor anna (thanks: Seb)  [/p][p]- Fixed hud display sanity stat  [/p][p]- Fixed interaction shortcut door display to coltons from caves entrance (thnks: Seb)  [/p][p]- Fixed lighting amb aura in fort dungeoun (thanks: Seb)  [/p][p]- Fixed location map for himmelstein palace maps (thnks: Seb)  [/p][p]- Fixed missing collider canals grate shop  [/p][p]- Fixed missing lives on exit from safehouse to obsidian caves (thanks:Screaming_Cloud)  [/p][p]- Fixed oudeker window collision  [/p][p]- Fixed outro activity to ignore madness overlay and arcade mode  [/p][p]- Fixed outro arcade mouse obstruction for buttons (thanks: Seb)  [/p][p]- Fixed polished resing deduct gulden amount  [/p][p]- Fixed reward colton pickup  [/p][p]- Fixed slags grunt incorrect drops carried over from faustin  [/p][p]- Fixed tree clipping vonmain (thnks: Seb)  [/p][p]- Fixed typo in PL translation of Memoria Survive  [/p][p]- Fixed wind ambient mixer uptown (thnks:Seb)  [/p][p]- Fly insect mad screen display and logic added  [/p][p]- Foodcart material update  [/p][p]- Full event with logic between madness tiers and according intervals  [/p][p]- Gardens small logic connect to parish ascent  [/p][p]- Gardens south added fealty optional pre boss with chapelain chat event (thanks: Seba)  [/p][p]- Gardens south and ascent connection and details improved  [/p][p]- Gardens south fixed token gate (thanks: Seb)  [/p][p]- Gilroy craft event added  [/p][p]- Gilroys shops sign added  [/p][p]- Grach alley updated gorrdons poster and minor tweaks  [/p][p]- Gracht alley tweaked behind rocks pre canals  [/p][p]- Grav bonus tweaks  [/p][p]- Gravetown details platform/terrace backsection  [/p][p]- Gravity valuemap tweaks  [/p][p]- Guestbook polish interact translation fixed  [/p][p]- Guzzler enemy shoot sprite updated  [/p][p]- Hard fix for combo score popup when not in arcade mode  [/p][p]- Hellknight details and boss var update  [/p][p]- Herovision logic update to depend on sanity constant logic  [/p][p]- Herovision tier versions added  [/p][p]- Highbridge update fixed start blockoff (thnks: Seb)  [/p][p]- Hood mad var for 3rd moon added  [/p][p]- Hospital aura lighting update  [/p][p]- Hospital details connect visual from previous asylum drop  [/p][p]- Idle animations for stanston and Brimley  [/p][p]- Improved connection between firestation and railview  [/p][p]- Improved ambient lighting ruins (thnks: Seb)  [/p][p]- Improved connection between firestation and railview  [/p][p]- Improved logical visual connection between parish-volkhof-gardens  [/p][p]- Int health upgrade logic added  [/p][p]- Julian trip var added to woods and vongracht  [/p][p]- Kiosk shop interaction for whole canvas (thanks: Seb)  [/p][p]- Lobster anim fixes and tweaks  [/p][p]- Lobster animaton and bounce effect logic  [/p][p]- Lobster and proxie pickup details updated  [/p][p]- Lobster weapon added  [/p][p]- Lockit update letters consorts  [/p][p]- Mad boss dreamcathcer update  [/p][p]- Mad constant logic added to world  [/p][p]- Mad pulse anim details, stronger pulse  [/p][p]- Mad pulse anim tweaked to be more visible and manifest higher madness better  [/p][p]- Mad soda wlesons fixed deduct gulden amoun and midtown sanity restore logic  [/p][p]- Mad var bandit town with logic 3rd moon tiers  [/p][p]- Madness 3rd moon nelsons crossing  [/p][p]- Madness encounter scene added with tune and transition  [/p][p]- Madness endgame route added  [/p][p]- Main map location circle added to grachtenstadt map/district (thnk: Seb)  [/p][p]- Malevolant fast mad var 3rdmoon tiers  [/p][p]- Mansion fixed main stair back hole (thnks:Seb)  [/p][p]- Marble dissolve update material  [/p][p]- Market added consort with letter and tip  [/p][p]- Market fixed gilroy scroll select craft item in menu popup  [/p][p]- Market stein added destruct stalls  [/p][p]- Market stein added dyn light interior lamps to lod medium to high (thnks: Seb)  [/p][p]- Market stein added variation thugs house gangs encounters  [/p][p]- Maze reward pickup  [/p][p]- Memoria survive added start musket and gold resin for replay arcade  [/p][p]- Mid3rd moon and 4th moon alt skybox logic applied  [/p][p]- Midtown dedicated 3rd moon skybox tiers  [/p][p]- Midtown details and cafe added  [/p][p]- Midtown details and tweaks to waterstone entrance  [/p][p]- Midtown fixed black ToD variation (thanks: Seb)  [/p][p]- Midtown npc crowd material update  [/p][p]- Missing weapons translations added PL  [/p][p]- Mistwoods added dead consort by redpoint gold pickup  [/p][p]- Museumplain pre library fixed hole in stairs/mesh displacement  [/p][p]- Museumplein firestation added  [/p][p]- Neuron overlay tier logic madness display added  [/p][p]- New achievements enlightened, new endgame h, and broken  [/p][p]- New blade strikes left hand variations anims added  [/p][p]- New chats for hero vision  [/p][p]- New endgame gfx for lay to rest  [/p][p]- New fat heavy enemy walk anim  [/p][p]- New level id updates unlock condition and added to leaderboards and locket  [/p][p]- New strings exported to loc-kit (only eng: endgame and 3rd moon letter)  [/p][p]- Obsidian fixed exit to doom ridge token (thanks: Seb)  [/p][p]- Optimised chapelain repent chat warn  [/p][p]- Orwells stand new details,lighting added to carts to better focus interaction point and market tent  [/p][p]- Oudekerk var added  [/p][p]- Palace small ambient tweaks and stair hole fixed(thanks: Seb)  [/p][p]- Parish ascent added mood lighting and enemies and further polish  [/p][p]- Parish ascent added to leader boards  [/p][p]- Parish ascent var volumes  [/p][p]- Player controller fixed carry over special resin  [/p][p]- Prox mine tweaks to fix collision on throw  [/p][p]- Proxie idle and thrown anims  [/p][p]- Proxie out of ammo anim update  [/p][p]- Proxie pickup added to gorlitz  [/p][p]- Proxie throw values and drop logic updated  [/p][p]- Pulse animation darkpass details and synch updated  [/p][p]- Railveiw added new destructibles and details and 3d sound mood and dynamic music tweak  [/p][p]- Railveiw terrace added to build export and intro level details added  [/p][p]- Railview terrace level added  [/p][p]- Reactivated arcade mode set3 for demo  [/p][p]- Redcape base mad var with 3rdmoon logic tiers  [/p][p]- Removed unused /legacy level files in project  [/p][p]- Restore sanity safe haven cooldown logic added  [/p][p]- Royal quarter fixed main map location (thnks: Seb)  [/p][p]- Ruins fixed lighting too heavy volume (Thanks: Seb)  [/p][p]- Ruins updated ambient lighting (thanks: Seb)  [/p][p]- Sanity reset logic, counter and events for shrines and checkins  [/p][p]- Sanity reset tweaks and update  [/p][p]- Sanity restore fix for welsons reset purchase logic  [/p][p]- Sanity safe haven cooldown logic added  [/p][p]- Scene essentials 3rd moon events sanity logic implemented.  [/p][p]- Shrine interact intaraction translation fixed  [/p][p]- Shrine pl translation fix (thanks: Seb)  [/p][p]- Shop avenue brightness area and details added vonderpark  [/p][p]- Shrine interact interaction translation fixed  [/p][p]- Shrine pl translation fix (thanks: Seb)  [/p][p]- Skeleton tradecart material update  [/p][p]- Smoke puff resing player added  [/p][p]- Snowtown fixed navmesh for redeemer and updated building start interiors (thnks: Seb)  [/p][p]- Statue park polish start section and platform terraces details and bg and baked OC  [/p][p]- Start screen julian room chat added knocking sound on chat start  [/p][p]- Start screen ngplus improved clarity and added sound on toggle switch for audio feedback  [/p][p]- Startscreen room checking westpeak and related logic added  [/p][p]- Stein market details to market small and hedges added  [/p][p]- Steinburg details and polish to walltown entrance, details and small market destructible section added  [/p][p]- Steinburg fixed gate open burgval if completed  [/p][p]- Steinburg height fixed secret exit   and updated polished details to surroundings  [/p][p]- Suburban terrace upper lighting fixed  [/p][p]- Subway station central fixed multiple mesh, hole and mesh size issues (thnks:Seb)  [/p][p]- Sunken passage details to start section  [/p][p]- Superkick phys object tweaks  [/p][p]- Swamp added const light to special exit if active  [/p][p]- Swamp secret exit condition fixed  [/p][p]- Swamp secret tweaks and conditions  [/p][p]- Swamp shortcut trapdoor updated  [/p][p]- Tent material update  [/p][p]- Time trigger script updated with custom intervals  [/p][p]- Town tut fixed tmpro english font  [/p][p]- Updated 3rd moon madness audio events and sounds (including new foosteps 3d variations)  [/p][p]- Updated according script logic targetbyname to accomodate the new changes  [/p][p]- Updated carry over eevents and logic for ng plus for new stats  [/p][p]- Updated connection logic for arcade set demo to limit levels  [/p][p]- Updated 3rd moon mandess audio events and sounds (including new foosteps 3d variations)  [/p][p]- Updated according script logic targetbyname to accommodate the new changes  [/p][p]- Updated carry over events and logic for ng plus for new stats  [/p][p]- Updated connection logic for arcade set demo to limit levels  [/p][p]- Updated demo based on feedback(removed arcade, added full intro moodbuilding and nelsons to knight)  [/p][p]- Updated endgame F gfx  [/p][p]- Updated endgame gfx for betrothed outcomes  [/p][p]- Updated font menu and settings size and shadow red bg distance main settings  [/p][p]- Updated heart destroy ending and events  [/p][p]- Updated hood mad spritemesh  [/p][p]- Updated initial area of volfhof market  [/p][p]- Updated interior cubemap midtown and gold ivy material  [/p][p]- Updated lobster projectile logic and visual, added fuse visuals  [/p][p]- Updated logic for gang meeting and times at locales in steinburg market  [/p][p]- Updated maret for Fausting room with unlock and lighting event  [/p][p]- Updated missing pl translation (ng plus, interactions etc)  [/p][p]- Updated missing pl translation for new quest strings  [/p][p]- Updated photomode to disable player weapon view  [/p][p]- Updated pl translation  [/p][p]- Updated repent logic. repent now set shrine use to below threshold instead of deducting 5 points  [/p][p]- Updated scenes with enviro dynamic clouds with alt 3rd moon skybox to ont clonflict with dynamic system  [/p][p]- Updated shrine visual logic in maingame (candles will be off with no light if no faith)  [/p][p]- Updated visual logic for liberated shrine ostekerk  [/p][p]- Uptown ascent fixed hedge maze and surface step sounds  [/p][p]- Uptown hole fixes and details to start area, additional curbs (thnks: Seb)  [/p][p]- Uptown updated store and building material (cubemap interior) as well as refracted see through glass for cafe and repton  [/p][p]- Vonderpark details to bushes and fences around PD and apartment area  [/p][p]- Vonderpark fixed collider interaction and disabled static windows vond main avenue  [/p][p]- Vonderpark updown wall polish  [/p][p]- Von main added trigger for new water renderer toggle to avoid it showing up when on start stairs from gorlitz)  [/p][p]- Von main minor mesh and material tweaks vonderstraat  [/p][p]- Vonmain bushes and details around vonderstraat  [/p][p]- Volkhof chained exit door and key unlock break events for more clear indication that key is required for these (thnks: Seb)  [/p][p]- Weaponrack basic added to nelsons village (thanks:PMarutinesu)  [/p][p]- Weight update branches ivy to cursed grounds  [/p][p]- Welsons liquor with flyer and logic added to corner store  [/p][p]- West maps added missing main map location circle (thanks: Seb) [/p][p]
[/p][p] ----[/p][p][/p][p]So that's it for this one. Thanks for tuning in![/p][p]~Mike[/p][p]
[/p]

3rd Moon Update Devlog

[h2]Hey there, Unbroken Ones![/h2]

[h2]In today’s devlog, we want to share some insights about our upcoming big 3rd Moon Update! We hope you will get more in-depth information with this devlog. Let’s jump right in![/h2]

The third moon update boasts multiple new features and improvements. New endings and endgames, new levels, a whole huge new area, new music, new bosses, new enemies, new quests...the list goes on.



One of the most important features of the update is the Feast of the Moon and the madness mechanic. Starting on the 3rd moon, the Feast will begin and amplify with a few stages during the phase. Expect many changes to your surroundings and your mind to play tricks on you, making you question what you see and hear. The madness will amplify over time, so you will need something to soothe your nerves. Maybe a visit to the local corner store would help or bedding someone, or possibly some other alternatives as well?



What is real? Besides the general madness mechanic, there will also be constant madness buildup, which will manifest itself in many different ways. Is someone following you? Was the NPC you just talked to real? Get confronted by your fears, guilt, or conscience? Or something else…



A huge new area. This one won't be easy to find, but it should shed some light on some important aspects that have been brought up by multiple NPCs in the game up until now. Expect new enemies, new events, new moody setting,s and with a rather spooky tone.



New levels: multiple smaller action setpieces have been added, like Krankenstieg: battle your way to the Earl's Parish up the old Welness Path. Fun fact: inspired by the park in the town of Gorlice for its Battle of Gorlice.





New quests and NPCs: new important NPCs have been added throughout the realm and will offer multiple different tasks or offers. Like Gilroy in Steinburg, the local craftsman who will be able to craft multiple items from valuables, Stanson, who oversees the Royal Quarter special goods, gang leader of the Slags, Faustin, who might have an offer too good to refuse, and many more.



New endgames: 3 new endings. Once these endgame routes are discovered, the player will be able to learn more about the Betrothed and the source of the madness in Crests Edge.