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NEW INTEL - Introducing the TENNULI

Welcome to EREBUS, a devastated land hiding many mysteries. To understand more about the world of UNYIELDER, it’s time to deep dive into the factions that shaped it. Some are already gone, but what remains can be felt in the current battles. Others are still here, in a different shape.

Let’s start with the TENNULI:

The TENNULI represent a few groups of Tribes that create fuel by grinding rust from the remnants of old skyscrapers into fine powder. This creates an aerosolised dust fuel that is used to power generators, machinery, and Vulcans.

Sent by the WORLD GOVERNMENT for the pneuma war, the Tennuli prioritize war and fighting. When the blackout occurs, they are left stranded in Erebus with all support cut off. Hence, they can only survive the way they know how - fighting their way through everything else.

Don’t miss out on our following intel about EREBUS’ factions!


NEW INTEL - Sounds of EREBUS - Episode I

Welcome to another INTEL: this time, we’ll explore the sounds of EREBUS. And what makes UNYIELDER so unique: ambient sounds, but also what contributes to the identity of the weapons, the cries of the tormented bosses, and the WOOSH of the desperate dash before the ultimate fall in front of a stronger enemy.



For this first episode, meet Viraj Ramsharan, the sound engineer artist behind the Bismarck’s pleasing sound of destruction.

“The lore of this weapon made it such an interesting weapon to design for. It's one that has been plucked from history, stripped straight off a battleship and slung onto the players shoulder for the ultimate mixture of decimation and power…

When creating the sound for the Bismarck, I wanted the player to really feel the weight and grandeur this weapon offers. One of my favourite things to do with weapons (especially bigger weapons) is to create a rhythm - here there's the initial firing mechanism of the shell propelling for which I used a metal impact, then a brief punchy burst sound followed by the thunderous tail - I used some explosion layers in both of them.

The team at TrueWorld have done a truly amazing job at designing incredible assets and giving us such detailed references to work alongside that really sparked our creativity! One of my favourite things to do with weapons (especially bigger weapons) is to create a rhythm – here, there's the initial firing mechanism hit of the shell propelling for which I used a metal impact, then a brief punchy burst sound followed by the thunderous tail - I used some explosion layers in both of them.”

What’s your favorite weapon sound effect? Let us know in the comments!

Stay tuned for the next installation of our series!

NEW INTEL! UNYIELDER - PERKS GUIDE Part I

In the ruined world of EREBUS, survival is about your skills and weapons. Once you beat a major boss, they might drop random perks in their lootbox and they can be game-changing, with the right combination.

To unlock superior Tiers drop chance, you'll have to explore the Mastery Tree and spend your available points.

To create the meta that will suit you, in addition to the weapon attachments that are randomized: you'll have to be patient and you'll have to make the right decisions before EREBUS and its bosses catch you up.

Here's a list of the current available perks:


Tier 1


ARSONIST – Increases burn damage
BLESSING – Chance for more ammo on pickup
BREEZE – Increases movespeed
DEEP POCKETS – Increases the total amount of ammo the player can hold
IMPATIENCE – Decreases ability cooldown
LATTICE BATTERY – Increases max shields
PERSONAL COURTESY – Decreases melee cooldown
PYRO – Increases burn duration
RATTLER – Increases fire rate, increases recoil
SIPHON – Increases heavy ammo drop chance
SPEEDLOADERS – Decreases reload time, decreases magazine size
STENDO – Increases magazine size, increases reload time
VITALITY – Increases max health

Tier 2


AGNI – Melee attacks have a chance to set enemies on fire
CONTINGENCY – On Death: Revive with health. This perk and all its stacks are consumed when activated. Any amount above full health will be granted as overheal. Each extra perk level will grant additional health on revive
DEMOLITIONER – Increases explosive damage
HEATSINKS – Increases dash cooldown rate
LATTICE AURA – Evasive action will create an aura with range. Causes shield to continuously recharge. The aura lasts for a few seconds. While within the aura, damage will not stop the shield from recharging
LATTICE OVERCLOCK – Increases shield regen rate
MANIA – While at low HP, increases crit chance. Shields do not count towards HP threshold
MISSING BULLET – Increases chance to not consume ammo when firing
RESILIENCE – When at low HP, decreases damage taken. Deactivates if player's health increases above breakpoint again. Shields do not count as HP
ROOK – If damage is negated by the invincibility frames of an evasive action, instantly refill a section of dash bar
SLICK – If not hit after a while of entering an arena, increases crit damage for the rest of the fight
SPEEDLOADER AURA – Evasive action will create an aura with range. Decreases the player's reload time. The aura lasts for a few seconds and can only be placed again after the aura expires
SPIKEDRIVER – While sliding, increases melee lunge range
SPLINTERSHOT – Increases multishot, decreases firerate
THRIFTY – Increases ammo efficiency

Tier 3


ABADDON AURA – On Counterhit, deploy an aura with range at player location. While in the aura, increases crit chance. Lasts for a few seconds, only a single instance is allowed — new instances override
CLOSE TO GROUND – Shooting after sliding increases multishot
DEFENSIVE OFFENCE – If damage is negated by the invincibility frames of an evasive action, next shot increases multishot
ENERGY RELEASE – Taking damage causes the player to deal damage to enemies in an area around themselves
Damage: Fixed amount
Area size: Fixed range
ENGORGE – Increases health gained per health pickup
FUTURE PLANNING – A portion of the damage that the player does is stored and gets converted into shields when the player uses their evasive action
GUNBOATS – Decreases self-damage, decreases damage from explosions
LIBIDO – Increases crit chance, decreases HP (Perk CAN kill player)
LOOTERPULSE – Every so often, a radial pulse is released from the player. This pulse automatically collects all ammo pickups it touches
When Stacking: Decreases cooldown, increases pulse radius
PHASESTRIKER – Increases crit chance during phase break
When damaging enemies (per instance): Chance for a grenade to spawn from the point of impact. This grenade deals extra damage based on the instance of damage which spawned it
RETRIBUTION – Taking damage from an enemy increases crit chance for a few seconds (Stacks)
THAUM – Increases KAMI weapon recharge rate
THE FIREBRAND – Increases health for every burn tick on an enemy (Stacks)
HOUNDSTOOTH – When damaging enemies (per instance): Chance for a grenade to spawn from the point of impact. This grenade deals extra damage based on the instance of damage which spawned it

But don't think that you will master the PERKS of UNYIELDER that easily: more of them are waiting for you in the darkness of EREBUS, so stay tuned for the definitive guide. Let us know in the comments the one you enjoyed the most!

[NEW INTEL] EREBUS' Score - Songs from Chaos - Part III - HAZEL HO

The third composer is Hazel Ho, a musician from Singapore, who graduated Summa Cum Laude in Contemporary Writing and Production from the prestigious Berklee College of Music in 2023. The heart of her art lies in live instruments, with rather avant-garde jazz inspirations.



For UNYIELDER and TrueWorld Studios, she stepped away from her usual genre to draw inspirations from rock, metal, and distorted, glitchy production techniques, perhaps marking a new era for Hazel Ho. She handled the themes for SKINNER and PRETENDER. She drew from the roots of Andalusian music to bring her melody: “I was diving into the flamenco genre for SKINNER's theme, so the first few iterations were very flamenco-driven. Imagine: Cajon, castanets, flamenco Guitar, orchestral elements, with Andalusian cadences. No rock or metal elements yet. The reactions were hilarious - the meeting room burst into laughter over this direction for SKINNER (in a good way!), and people were even starting to think about adding cactuses in the arena. I later on added those rock/metal elements to up the aggressiveness! PRETENDER's track has a touch of a bassline in 5/8 in one section that I love! Can't help myself with odd meters sometimes! Also, this entire track is a big step into the production realm for me personally!”

And that’s all from our maestros of chaos! Stay tuned for our next instalment as we speak to the sound designers of Pitstop - the ones who created the satisfying rat-at-tats of the guns!

MIX Spring Game Showcase livestream

MIX Spring Game Showcase livestream