Unbroken Release confirmed! Dropping in Early Access in February.
Big News today!
Unbrokens Realease date and strategy is confirmed. You'll be able to start your journey to Crests Edge in Early Access on 18th February. Also the Early Access demo is expected to go live with its own separate steampage some time tomorrow.

What to expect Early access Release:
-Full game with 2 endings, achievements and multiple subplots/world-lore relations, with a large map and multiple routes to achieve your goal. You could compare Unbrokens current general state to the final months of Neckreaks Early Access. Meaning the game is generally complete and major focus is bug hunting and fixing, fixing incomplete areas, adding remaining subplots-logic-endings, balance etc.
What is still coming:
I'll be preparing a better roadmap but for now a quick breakdown would be:
-arcade mode with leaderboards (replay action focused levels).*
-more endings and subplots-lore relations
-3rd moon curse effects and events
-specific new endgame/lategame areas and lore logic
-more actions focused levels
-as with neckbreak, addressing issues/bugs/balance/polish/etc reported by the community
-more achievements
-new languages (currently its only looking to be English for the premiere)
-steam cards
*Still not decided on the unlock here: if from the get go with levels which the player completes, arcade mode as an unlockable or purchase at one a special store in a certain area in the game. Either way, preview of the arcade mode is in the demo: the carriage outside coltons rest)

Known issues which are to be addressed:
-lighting in certain maps. The game has a stark contrast by design, hence certain maps have limited visibility. However due to the size of the game, this might not go for all since some maps might still be too bright or to dark, along with the random ToD/weather system(which has its pros and cons). This will addressed on a daily basis along with reports, ie todays fix to the vondelkerk area where the directional light shadow is too strong and kill ground texture/material visibility.
-general smaller issues/bugs with maps. Like with Neckbreak: be that a hole in the floor/wall, a too empty area. Working with the community during Early Access should be the fastest and most efficient way to get these done. These issues, along with the aforementioned lighting, once reported and reproduced should get fixed very quickly.
-balance in combat. The game,as neckbreak is designed to challenging. However, the challenge is also supposed to be balanced out with the fun factor. As well as general more randomized combat engagements. The game is also designed to quite a vibe, however there are parts which might seem to empty. These are either known issues and planned to be finished/and or added secrets, or added some random encounter. Based on Early Access report it will be easier to address these based on most commonly/often reported areas.
-general polish. Game is solodev, so I'm doing the best I can with multiple fixes and tweaks being added daily, however due to this fact I'd kindly request to keep your expectations realistic. Neckbreak can be a reference to the general progress you can expect.
---
So that's it for this one.
Looking forward to seeing you on the Frontier!
Cheers,
Mike