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Unlucky 7 | BETA Start Date

Hello everyone,
beta signups ended over 2 weeks ago and you are probably curious what's next :)

Without prolonging, let's get to the details!

When will beta start?

We plan to start beta tests on Monday, 25/02/2019. It will run on steam.

How many people were selected for testing?

We decided that everyone who signed up via the form will take part in the tests.

When will we send the codes?

Monday, 25/02/2019 about 15:00 CEST

Now let's take a look at the game :)





Kind Regards,
Rafał - Project Manager

We are alive! Sign-up for beta tests today!

Dear Users,
in the beginning, I would like to wish everyone (earlier) - Happy New Year!

Today I have some information for you.

Developer Team

I am happy to inform you that the development team is alive and working hard to finish the game. The whole team is focused on creating a good game, which was in a way the reason for the long production cycle.

The game is already at the final stage of production, so we will be able to spend more time communicating with players and informing everyone on a regular basis about how the work is going to finish the game.

Release date

During the year, many times we said that the game will be released at the end of 2018 - however, we were not able to complete all aspects of the game on time - for which we sincerely apologize.

The final release date of the game was set to mid/end Q1 of 2019.

As a publisher - Ultimate Game S.A. wants to provide the best product that will be warmly welcomed by players around the world. Drawing conclusions from our previous premier (ex. Professional Fishing), we decided to change the publishing strategy and focus primarily on the quality and refinement of production to avoid critical errors on the day of the game's release.

Therefore, we decided to move the premiere of the game to Q1 2019.

Join beta tests

We would like to invite everyone to take part in the Unlucky Seven beta test. Thanks to your help, we will be able to fix bugs, remove technical problems and just make the game better!

It is an opportunity for you to finally play your favorite furry and try our game.

Sign-up are open till: 31/01/2019

http://ultimate-games.com/U7_beta.html

Kind Regards,
Rafał - Project Manager in Ultimate Games S.A.

New Teaser

We have uploaded a new teaser (and new screenshots). Feel free to love it! ;)

New Teaser

We have uploaded a new teaser (and new screenshots). Feel free to love it! ;)

Unlucky Seven - Update #4 - The Inspirations

Today Yod (our screenwriter) will talk about our inspirations which influenced the final shape of the project.

Originally posted by Yod

One of you (greetings to the Kekistani Preacher) asked what is inspiring us while creating Unlucky. So it happens that it is my turn to write an article.
I decided to divide my inspirations into the three categories and gave them very generalizing names, but the descriptions should brighten them up.

The categories are:

1. Involuntary inspirations.
2. Genre inspirations.
3. Stylistic inspirations.

Involuntary inspirations have the deepest roots - their inclusion is fully automatic. The author has to stain their work with what they are soaked with.
While writing dialogues, I often catch myself on making the characters sound similar to the ones of the Polish TV series The World According to the Kiepski Family, or on creating a scene which looks like it was based on Cow and Chicken from the old Cartoon Network. I watch a lot of football matches, so my favorite club colors will resound throughout the game. More than a half of the script is produced while listening to Ghost's music. Therefore, it is safe to say that the influence of Papa Emeritus and the Nameless Ghouls is more than just a butterfly effect ;).

Involuntary inspiration

Genre inspirations are about the artwork I'm trying to imitate in some way. Games made by TellTale (especially The Wolf Among Us), Life is Strange, Oxenfree, and Firewatch are the ones I use most often as my role-models. How to set a camera? How to make an interactive dialogue engaging? How to stress the consequences of a decision? If you do not know how to do something, there is a high probability that analyzing these games will help. I'm not talking about blindly copying from them. We would not be able to do that even if we wanted to, because we have to make our game work in virtual reality while paying a tribute to slashers, including their form. Those design decisions force us to work out some new solutions where old ones don't work anymore.

Slashers seem to have the most influence on my screenplay and gameplay choices. I immersed myself in the genre, systematically watching movies and reading works devoted to their style, form, and history. By the way, Unlucky Seven will have a reference to every slasher which was created in 1970-2000 (taking various definitions into account). References will also include additional influential productions from the 60s, films from the borderline of the genre, or really slashing ones which can't be classified as slashers. Usually references are very "delicate". They are destined just to add some flavor. Unlucky Seven will not be a pop-culture collage, but a postmodern wink to slasher lovers. Well, maybe a few winks... or allergic conjunctivitis.

Genre inspiration

Stylistic inspirations are the ones that set us apart from other story-driven games and slasher movies. They help us to make the stuff that I wrote
about in the previous paragraph look fresh and original. We're bringing the slasher genre to our own Cyberpunk oriented science-fiction style. Naturally, it is forced by the setting. Interestingly, we are drawing on Nicolas Winding Refn's productions. Just look at Paweł's concept of the motel.

Stylistic inspiration

And here's a bonus concept for the teaser trailer made by myself, just so you know that Paweł and Dawid are not the only artists in our team.

My awesome artwork


Tune in next time.

Originally posted by Reminder

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