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UnReal World Mobile Controller App for Android Devices

Having hard time learning UnReal World keyboard commands?
Interested in modding keyboard macros for repeated tasks?
Or just wishing to use a touch screen to play the game on your desktop computer instead of the physical keyboard?

We have some good news for you!
There is UnReal World Mobile Controller app now available for Android devices and it does exactly those things.
Tap a "BUILD FIRE" button on touch screen and your character starts to build a fire. Tap "EAT" button and it will open a list of your food items, and you can use the Mobile Controller buttons to choose the item to eat. Edit a XML-file to customize the Mobile Controller virtual buttons, so that you can have buttons so arranged it best fits your personal playstyle.

The app comes in two versions; A free version with Google ads and with the standard virtual button layouts. And a paid full version which doesn't have ads and also allows you to use custom layouts.

Find the UnReal World Mobile Controller at Google Play.
Mobile Controller Full version Mobile Controller Free version

The app idea was suggested by a fellow indie inventor Ilmari Tamminen from Vaakalintu Ltd.
He did a whole lot of the design work, while Erkka (UnReal World co-designer) did the coding.
This thing has been cooking for quite some time and now it's officially released.

Mobile Controller works with UnReal World version 3.62 onwards.

UnReal World version 3.62 released

It's time for the first release of 2020. Version 3.62 now released consists of some half a dozen additions and dozen of fixes as follows:

[h3][h2]Version 3.62 changelog[/h2][/h3]

Version: 3.62 (stable)

** Saved characters from version 3.40-> are compatible with this version. **

- added: trading cap for meat and fish

Villagers stop accepting meat and fish in trading when if they have decent reserves already. This cap isn't fixed but depends on village population. Also, cooked meat and fish are often accepted in larger amounts than raw.

- added: digging and filling up pits are now pausable tasks

You can stop these processes at will and continue later on by [a]pplying your shovel again.

- changed: pits are now simply called pits instead of former vague term 'hole in the ground'.

- added: tracks getting covered and decayed by snowfall and rain

Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects by tracks getting less visible, and eventually disappearing completely. How fast this happens depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older the tracks are the sooner they are prone to decay and disappear in case of both elements.

- added: tracks left by children now appear smaller

This includes graphical presentation and description of the tracks eg. "You see here small human tracks."

- added: aggressive village dogs calm down together with their masters

In case of minor breaches villagers might punish you for a while and calm down after you had learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down if their masters do so. This doesn't prevent village dogs from being a serious threat as they don't always reason the power of their attacks the same way the humans do and may cause lethal wounds by accident.

- adjusted: precautions regarding character save failures

Additional precautions to overcome rare cases of character data blanking upon unexpected termination of the game have been added.

- adjusted: map maintenance routines

The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily explored zoomed-in maps.

- fixed: overlapping tracks modifying the existing track information

Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks.

- fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore

- fixed: everlasting small bones

Certain bones would never get eaten up completely no matter how long dogs would chew on them.

- fixed: carcass disappearing if the creature dies while making a hole in the ice

- fixed: human tracks described wrong

NPC description was mistakenly added to track description. It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks".

- fixed: quality improvement when items decay to stale stage

Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality was the lowest possible.

- fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise

- fixed: animals released from the forest cover not following character on zoomed-out map level

This got broken along with NPC pet ownership additions. Now it works again as it should.

- fixed: some cave treasures you heard of were never to be found

The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations.

- fixed: partially skinned carcasses mistakenly turning skinned upon map load

This bug usually manifested itself when skinning got interrupted and the character fell asleep, which also initiates map save and re-load.

- typo corrected: angrered -> angered

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Cheers! ːurw_sageː

10,000 days of digital Finnish culture in UnReal World

Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day...

In early 2020 we received an interesting e-mail from a player (Cheers, Travis!) sending congratulations on a milestone: UnReal World had lasted 10,000 days in the real world.
This was calculated from the date stamp in executable file of version 1.00b distribution archive. We don't even remember the exact release date, but it was summer of 1992. So the continuing lifespan of the game is at least 10,000 days - and well, it's quite something.

Needless to say, The Kalevala and UnReal World go well together. It is not so much about direct influence as a book, but the game draws inspiration from the same pool of oral tradition, folklore and mythology of our ancestors. Of this content some is rooted in ancient unrecorded history dating back thousands of years, and some is closer to Iron Age - where the game takes place. So let this day be a celebration of The Kalevala, but also 10,000 days of digital Finnish Culture in the form of UnReal World.

10,000 days...

10,000 days is a long time. Lines of source code in the game now sports somewhere around 140,000.
On average that makes:
14 lines of code per day for 10,000 days.

Changelogs for version releases contain around 15000 lines of text, so that makes:
1,5 lines of changelog entries per day for these 10,000 days.

...and continuing

That's just some numbers to give an idea of the long history, which is continuing as we speak. It seems to be 69 days since the last announcement. So on average there should be around 966 new lines of code and 103 lines of changelog entries written.
We haven't checked but we are continuing.

Would you buy an old but continuously developed fenno-ugric roguelike from these guys?
From the left: Sami (creator) and Erkka (co-designer) of UnReal World

We wish you happy Kalevala Day and the Day of (digital) Finnish Culture.
Let's continue.


Winter Sale is on - give it a shot!

It's evident that you have noticed it already...

[h2]Steam Winter Sale has begun[/h2]
...but we thought of reminding you personally in case you want to give it a shot.

Sami (creator) and Erkka (co-designer) in the real world, not too far away from the development chambers.

We've given our shots for this winter and are ready to enter the holiday season.
The last release of this year (version 3.61) came live just a few days ago and has been happily received.

[h3]Best of the season to all of you, and see you again after yet another winter solstice![/h3]


UnReal World version 3.61 released

Last update of the year 2019 is live now.
In addition to fistful of bugfixes there's also a small bag of new features of which some are long-awaited and suggested improvements. Enjoy!


Version 3.61 changelog - with some screenshots


Saved characters from previous versions (3.40 ->) are compatible with this version.


- added: companions can help you with hauling and pushing items

Unoccupied companions spontaneously help you when pushing or hauling heavy loads is being proceeded.

- added: fence gate

Gates can be [o]pened and [c]losed just like doors. They can be also built by player character from [M]ake menu under uilding options.

Screenshot from version 3.61.
This settler is happy to finally be able to add gates to his fence. There are two gates to be seen in half-constructed pen.


- added: when [C]ommanding animals the animal name is displayed in the menu title

For example, if you would command a dog called Rekku the menu title appear as:
"ANIMAL COMMANDS: REKKU"
This helps owners of multiple animals to be sure they chose to command the desired one.

- added: target selection if multiple creatures occupy the same location where an action is to be done

If there are multiple creatures at the location where you proceed to execute certain actions
you will be asked to select the target creature. This applies to following actions:

- melee attack
- packing and unpacking animals
- looking at the location

- added: limping and animal size tracking information

When examining tracks now you can also see if the creature is limping. This requires character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't be interpreted so crippled animals also leave limping tracks.
Animal size, big or small, can be also seen from their tracks now. This is so obvious that only absolutely untrained trackers will fail to notice it.
Moreover, the actual track graphics are also shown smaller or larger depending on the creature size. Notice that as the young animals smaller in size their tracks pretty much always appear as small ones.
The new information is displayed in tracking messages for example like this:
"You see here fresh limping tracks of small elk..."

Screenshot from version 3.61.
A flock of forest reindeers have escaped from the hunter. There's bunch of tracks to be seen, and now we really want find out where did the crippled one go.


- added: tree in front of the character automatically selected when cutting branches

You don't have to specify a direction for cutting and peeling actions if there's a tree in
front the character you. That tree is always automatically selected for these actions.

- added: chat option to ask for a sage in the village

When chatting with NPCs there's now a way to find out ask if there's a sage in the village. "Is there a sage around?" chat line can be found from "Ask for help/company" chat options. If there's a sage you will be told his whereabouts in the village.

- changed: need for heated room, fireplace or fire are checked first in cookery recipes

It's more convenient that way as you aren't bothered with meaningless ingredient selections if these requirements aren't met.

- fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained

This rare occurrence might happen if the hideworking got cancelled at the very last minute of the hideworking process.

- fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops

This was a result of crops mistakenly entering wintering state if the planting was done early enough, and thus the planted graphics was removed. They still sprouted properly though.

- fixed: wrong inventory weight with certain startup scenarios

When starting a new character the inventory weight was displayed wrong until you made your first move.

- fixed: gaining skill options during character creation by hovering over encyclopedia hotspot

- fixed: wrong tying equipment requirements when making patches of items

This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both tying equipment length and amount requirements.

- fixed: pushing duplicates items

The issue was related to ice breaking messing up item data while pushing action was proceeded.

- typo corrected: "coffing" -> "coughing" in herb effects dialog

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Cheers! ːurw_sageː