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Return: Unknown News

A small frame, a big goal - "Return: Unknown"

[h2]Hello community and survivors![/h2][p][/p][p]Today something other than technical updates. I want to share a personal moment with you. The cover of “Return: Unknown” now hangs framed in front of me, a small symbol for a big project.[/p][p]I'm developing this game completely on my own. And even though the project is still in its infancy, a lot of work, time and passion has already gone into it. There is still a long way to go, but every step counts. The cover reminds me how much has already been achieved and how much still lies ahead of me.[/p][p]Of course, the game still needs time. Later, there will also be test accesses so that we can discover and improve the final details together. Because you learn from your mistakes and I am determined to make “Return: Unknown” as good as possible.[/p][p]I am endeavoring to develop the project step by step in a clean and well thought-out way. The path is not always easy, but looking at this picture motivates me to keep going. For you, for the game and also a little bit for myself.[/p][p][/p][p]Thank you for your support and for following the journey.[/p][p]If you want to support me, tell your friends and family about “Return: Unknown”. Every recommendation helps me to continue to grow and make the game visible. Thank you for your support![/p][p][/p][p][/p][p]In Discord you have the opportunity to follow the development and ask questions. https://discord.gg/8zyKXj9SDr[/p][p][/p][h3]Follow me on social media![/h3][hr][/hr][p]- Twitch
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Solo Development of 'Return: Unknown'

[h2]Hello community and survivors![/h2][p]Today, I want to give you some insights into the development of the environment in "Return: Unknown." The work involved is very labor-intensive and time-consuming, but I still want to show you what a solo indie developer can achieve.[/p][p]If you have any questions about "Return: Unknown," feel free to let me know. I'd be happy to answer your questions.[/p][p]If you'd like to support me, you can do so by sharing it with your friends and family or creating small videos. Any kind of support helps me and motivates me to keep working hard on my projects to achieve something great.[/p][p]I am just an indie developer putting a lot of time and effort into my projects, with the clear goal of creating something meaningful.[/p][p][/p][p]
[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]Follow me on social media![/h3][hr][/hr][p]- Twitch
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Your Way to Play: Singleplayer, Multiplayer & Dedicated Servers

[h2]Hello Community and Survivors![/h2]

Today we’d like to inform you about the possibilities of Dedicated Servers, Multiplayer, and Singleplayer modes.

We want to make sure that you, as part of our community, have the maximum freedom to decide how you want to play. That’s why we’re offering you the choice between Singleplayer, Multiplayer, and using Dedicated Servers.

[h3]Singleplayer[/h3]

In Singleplayer mode, you can enjoy the game in your own world, completely undisturbed and tailored to your preferences.

[h3]Multiplayer PvP/PvE[/h3]

PvP and PvE modes often play a big role. You can decide for yourself how you want to play.

[h3]Multiplayer via P2P[/h3]

You can play together via Steam P2P, where one player hosts the server and friends can join. This is the simplest and fastest way to play together, though the number of players is limited—usually to 4 players—depending on the host’s hardware.

[h3]Multiplayer via Dedicated Server[/h3]

For a larger number of players, a Dedicated Server is the best solution. We plan to offer the option to rent servers from hosting providers. Additionally, it will be possible to download the server files to run your own server.

The number of players will be set by the user. For intense gameplay, we recommend 32 or 64 players—in theory, up to 128 are possible, depending on various factors. Since extensive testing is still pending, we cannot provide exact details on the maximum capacity at this time.

Server files will be available for both Windows and Linux.

Advanced users will also have the option to run their own server on a root server. This gives you full control over the server environment and allows for individual customization. However, technical know-how is required to set up and manage the server properly.

In addition, egg images will be available to simplify setup, for example using the Pterodactyl tool.

[h3]Will there be official servers?[/h3]

We’ve considered it but haven’t made a final decision yet. Our goal is to give you as many ways to play as possible, so the community can create the best possible experience.

For testing purposes, servers will be provided during the development phase.

One or more official servers are currently not optimal based on user statistics and wishlist entries. As indie developers, it’s difficult for us to make such decisions early on. However, if demand increases drastically in the future and the number of followers grows significantly, we will reconsider the option of official servers.

[h3]The first launch of a Dedicated Server for "Return: Unknown"[/h3]

We’ve already started preliminary testing of a Dedicated Server to prepare for the future. The first tests went smoothly, which made us very happy.

The tests include both Windows and Linux servers. We are currently conducting offline tests, and in the coming months, a small Linux server will be set up to give testers the opportunity to support us in further development.



The characters and vehicles shown are purely for development purposes and do not reflect the final result.



[h3]Follow me on social media![/h3]
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Return: Unknown – Equipment & Gameplay

[h2]Hello Community and Survivors![/h2]

Today, we’d like to give you another small insight into our project.

Creating the world is a complex and time-consuming task, while we are also working on exciting little extras. We are making good progress, even if it sometimes takes a bit of time to share new updates.



With this game, we want to take a different approach to the survival genre. We are inspired by three major sources: the movie I Am Legend, the game Tom Clancy’s The Division, and the survival title The Forest. At the same time, we put great emphasis on many details that will engage and challenge you throughout the game.

Here are three important pieces of equipment that you will need in the game. It is crucial never to lose them, as they will significantly influence the course of your gameplay.

The equipment – just like the game itself – is still in the alpha phase.

[h3]Equipment Item 1: Smartphone[/h3]

The smartphone is your most important tool, as it displays all of your vital stats: health, hunger, water, stamina, oxygen, and body temperature. Unlike in many other survival games, there is no direct, traditional HUD – all essential status indicators are accessible only through your smartphone.



[h3]Equipment Item 2: Navigation Device[/h3]

The navigation device helps you find your way but only shows a limited part of the environment – there is no complete map. To get a full overview, you will need to visit a city office, where you can access the entire map.



[h3]Equipment Item 3: Tablet[/h3]

The tablet functions as an impulse device, allowing you to reveal hidden features or items that you may have overlooked while searching houses or vehicles.



[h3]Info Trailer[/h3]

I am delighted to present this teaser to you once again, as it provides exciting insights into the future development of our game.

[previewyoutube][/previewyoutube]

[h2]Note:[/h2]

I always give my best, but as a solo developer, I face challenges that large studios often don’t encounter, and unforeseen events can influence the development process. I rely on the trust and support of the community, which significantly contributes to the development. Clear communication is especially important to me, and I deliberately select dedicated users who want to actively participate in the process. Selected testers with alpha keys can help identify issues and areas for improvement early on, rather than merely gaining access to the game.

[h2]Thank You for Your Attention![/h2]

Thank you for reading this far – I truly appreciate your attention! If you want others to learn about "Return: Unknown," help us achieve that goal. Together, we can accomplish great things. Thank you for your support!

[h3]Follow me on social media![/h3]
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Return: Unknown – A First Look at the Future!

[h2]Hello Community and Survivors![/h2]

From now on, you have the opportunity to get a first glimpse into our project – with our brand-new info trailer!
It is my great pleasure to present this teaser to you, as it provides exciting insights into the future development of our game.

[previewyoutube][/previewyoutube]

Return: Unknown is built on the latest technology of Unreal Engine 5. With features like World Partitions, Lumen, and Nanite, we aim to redefine the boundaries of graphic and gameplay quality. At the same time, it’s important to me to support older hardware as well. The game will run an automatic hardware check to adjust the optimal settings. Features like Lumen or Nanite will be disabled or adjusted if the hardware doesn’t support them – ensuring a smooth gaming experience even on older systems.



This approach allows us to create a game that leverages cutting-edge technologies while remaining accessible to players with older hardware.

This project is one of the largest undertakings I will ever tackle. It challenges me immensely, but that’s exactly what motivates me to push my limits. I rely on high-quality resources and modern technologies to create something extraordinary and compete with the industry’s best as an indie developer. It may sound crazy, but ideas like these make it exciting.

[h2]My Goal with Development[/h2]

With this development, I want to exceed my own expectations and create a gaming experience that surpasses the original vision. As a solo developer, I carefully combine self-designed content with external resources – from small studios to major providers with AAA-quality assets.

Realistic environments take center stage.



By strategically leveraging the latest technologies of Unreal Engine, I strive for the highest possible quality to create a game that captivates both technically and in gameplay.

[h2]Expansive Worlds and Flexible Gameplay Options[/h2]

To deliver expansive worlds, I use World Partitions, a technology that enables efficient content streaming.

The game will be playable in various ways: single-player, multiplayer via peer-to-peer, or by providing dedicated server files. This flexibility allows players to choose how they want to experience the game – alone, with friends, or in large groups with other players.

I also plan to collaborate with other providers to offer server infrastructure that can be accessed with just a few clicks. At the same time, it’s essential to me that players have unrestricted access to server files at all times. This ensures the game remains playable in the long term – independent of official servers or online services. Dedicated server files are crucial for a game of this scale.

[h2]Attention to Detail[/h2]

Even the smallest details are a central aspect of development.

Snow: The snow reacts dynamically to the environment. It melts when a fire is lit and leaves visible imprints. If you place armor or objects in the snow, they gradually get covered by it.
Rain: Raindrops leave visible marks on clothing, objects, and weapons. They bead up and flow realistically over surfaces like rifles or other items.

[h2]Inspirations for Return: Unknown[/h2]

As previously announced, my main inspirations for Return: Unknown come from the movie I Am Legend, the game Tom Clancy's The Division, and the survival title The Forest.

These influences shape both the atmosphere and gameplay. They combine various aspects into an exciting mix that creates an intense and captivating gaming experience.

Why this combination? The game world of Return: Unknown is inspired by an urban setting similar to I Am Legend – a massive metropolis in the style of Manhattan, surrounded by overgrown forests, reflecting The Forest's influence on the open-world design and building/crafting possibilities. Zombies won’t be present here; instead, the "Darkseekers" from I Am Legend bring the tension, behaving similarly to the creatures in the film.

The Division serves as a model for the system of merchants and zones, as well as the incorporation of a virus outbreak as a central narrative element. This setting adds immersive depth by addressing the threat of a pandemic while integrating game mechanics such as safe zones and dangerous, explorable areas into the gameplay.

[h2]Note:[/h2]

I always give my best, but as a solo developer, I face challenges that large studios often don’t encounter, and unforeseen events can influence the development process. I rely on the trust and support of the community, which significantly contributes to the development. Clear communication is especially important to me, and I deliberately select dedicated users who want to actively participate in the process. Selected testers with alpha keys can help identify issues and areas for improvement early on, rather than merely gaining access to the game.

[h2]Thank You for Your Attention![/h2]

Thank you for reading this far – I truly appreciate your attention! If you want others to learn about "Return: Unknown," help us achieve that goal. Together, we can accomplish great things. Thank you for your support!

[h3]Follow me on social media![/h3]
[hr][/hr]
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