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PRETENDERS! Nominate UNYIELDER for Steam Awards!

[p]The Steam Awards nomination period opens November 24th and runs through December 1st at 10 AM. We need YOUR support to nominate UNYIELDER for Outstanding Visual Style![/p][p]
What Players and Critics Are Saying About UNYIELDER's Visuals:[/p][p]"UNYIELDER really shows off what makes it special with its art style and lighting, giving battles a cinematic edge." - That VideoGame Blog
[/p][p]"A very distinct, beautiful world with a stunning, yet rather old-school visual style" - Softpedia (85/100)[/p][p]"The game runs on Unreal Engine 5...However, UNYIELDER goes for a more stylised approach, proving that UE5 is not entirely to blame for games looking too 'samey'. This unique style of the game really allows the visual cues of the bosses' attacks to be more clearly conveyed." - THE MAGIC RAIN[/p][p]
"I like the presentation overall, evoking an anime sort of look with some subtle cel-shading. Although the colour palette is rather muted, it makes the various bosses and their attacks much more noticeable."
- GameGrin[/p][p]
"I love the cell shading, the explosion of color, and the weapon design. The monsters can look a little busy, but each is uniquely terrifying."
- Churape's Dungeon
[/p][p]Why UNYIELDER's Visual Design Stands Out:[/p][p][/p][p]THE FROZEN APOCALYPSE OF EREBUS UNYIELDER's visual identity is unforgettable. The collapsed Antarctic capital of EREBUS blends frozen wastelands with industrial decay—rust-covered ruins buried in ice create a hauntingly beautiful backdrop unlike anything else in the FPS space.[/p][p][/p][p]40+ VISUALLY DISTINCT BOSSES From sleek mechanical derelicts to towering machine-gods, each of the 40+ enemies features completely unique designs. Minor Bosses, Major Bosses, Special variants, and Legendary encounters—each tier brings fresh visual spectacles that make every battle feel distinct.[/p][p][/p][p]DIVERSE ARENAS ACROSS EREBUS Battle across varied set-pieces throughout Antarctica's ruins. Each arena presents a different visual atmosphere—from frozen industrial complexes to desolate mechanical graveyards—creating a cohesive yet diverse world that keeps the visual experience fresh through every encounter.[/p][p][/p][p]YOUR CUSTOM FINAL BOSS Using the Data Drive system, craft your own Final Boss from collected parts. Watch your creation combine visual elements from every Major Boss you've defeated—a living testament to UNYIELDER's modular visual design.[/p][p][/p][p]SUPPORT UNYIELDER'S VISUAL EXCELLENCE From November 24th through December 1st at 10 AM, nominate UNYIELDER for Outstanding Visual Style on Steam.
[/p][p]NEVER YIELD— Vote for Visual Style![/p]

UNYIELDER Gameplay 2

[p]UNYIELDER is out now![/p]

TWS Dev Diaries – Ep. 3: Alec

[p]Hey guys time for round 3 of Dev Diaries[/p][p][/p][p]This round, meet Alec, our Lead Animator. His in charge of overseeing the animations and mainly animating the view model animations ( first person hands ) [/p][p][/p][p]Cheers and Stay Frosty [/p][p]Watch the episode here, enjoy: [/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]GAME IS OUT NOW! IF YOU LIKE DOOM AND ULTRAKILL, THIS IS IT 🗣️[/p][p]
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Changelog: UNYIELDER v1.0.2.0 Bugfix Patch 2

[h2]General Changes[/h2][h3]General[/h3]
  • [p]Achievements on Steam are now enabled![/p]
    • [p]Note: All previous activities will not count towards your Achievements becoming unlocked[/p]
  • [p]Screen Shake intensity can now be customized via a Slider inside of Graphics[/p]
  • [p]Tracking logic for the Phase Priming Melee Icon, Lock On, and Samsara Counter now has similar offscreen behavior to the Destination Waypoints’ icons[/p]
  • [p]Boss Intro and Outro sequences can now be skipped via holding down the Esc key (or whatever key the player has binded Cutscene skips to)[/p]
  • [p]Certain characters will now appear somewhere on certain Arenas as they observe you…[/p]
  • [p]Arena Selection UI updated[/p]
  • [p]Translated Texts updated[/p]
[h3]Tutorial[/h3]
  • [p]Diegetic (in-world) Tutorials will now only play when you are close to them[/p]
  • [p]Added a console in the House of Cards (Base) that allows you to turn off all Diegetic Tutorials[/p]
    • [p]This configuration is saved on each individual save file, and is such not available on the Settings menu[/p]
  • [p]Replaced more Popup Tutorials with Diegetic Tutorials in the House of Cards and Ridgeline[/p]
  • [p]Removed the decimal point on Waypoints as it was distracting whenever the player jumped[/p]
[h3]Bosses[/h3][p]General[/p]
  • [p]All bosses now have an additional indicator added to the start of each attack animation[/p]
[p]Megalith[/p]
  • [p]Added a VFX onto the Canisters to better represent the state of each canister[/p]
  • [p]Added readability improvements for the canisters to make the vulnerable weakpoints more obvious[/p]
[p]The Tyrant[/p]
  • [p]VFX Optimization and visual updates. Affects Historian Partition 1,  2 and 3, Patriot Partition 4[/p]
[h3]Arena Generation[/h3]
  • [p]The arena selection screen now shows a different icon when Special bosses are about to spawn[/p]
  • [p]Faction Icons for outposts will now show Daimyo icons for Rain and Storm when the respective side quests can be triggered[/p]
    • [p]This should also be the case for Endless mode[/p]
  • [p]Other under the hood changes to how certain events will occur[/p]
[h3]Settings[/h3]
  • [p]Implemented secondary keybinds for both keyboard and controller[/p]
    • [p]Both primary and secondary keybinds should now function at the same time[/p]
[h3]Misc[/h3]
  • [p]Ohaka and Mid Act 2 dialogue spawn logic is now updated so that they’re consistent[/p]
[p] [/p][h2]Balancing Changes[/h2][h3]Bosses[/h3][p]General[/p]
  • [p]XP gained for each boss defeated has been tuned[/p]
[p]Hermit[/p]
  • [p]Expected fight duration reduced; health significantly reduced while movement speed has been increased[/p]
[p]Surveyor[/p]
  • [p]Scaling radius and damage increase during Phase Break and Final Stand removed[/p]
[p]Megalith[/p]
  • [p]Tuned overall feel for the fight[/p]
[p]The Tyrant[/p]
  • [p]Balance adjustments to Historian Partition 1[/p]
    • [p]Projectiles from Right Arm attacks now move dramatically faster, while there should now be a more significant delay between each wave of attacks  [/p]
[h2]Bugfixes[/h2][h3]General[/h3]
  • [p]General fixes for Tutorials, notably for the ones that still appear as Pop Ups[/p]
    • [p]Also includes a fix to a rather specific softlock case where a dialogue would show up at the same time as the player’s first visit to an Outpost[/p]
  • [p]General fixes for the Waypoint system; includes cases where some waypoints would not be cleared after leaving an Outpost[/p]
  • [p]General fixes for gamemodes: includes fixes to several interaction, transition and events issues[/p]
[h3]Bosses[/h3][p]General[/p]
  • [p]Rain and Hermit should no longer provide EXP and be counted as a ‘defeated boss’ in the player’s statistics if they retreat[/p]
[p]Hermit[/p]
  • [p]Fixed Hermit tilting during animations that don't require tilting (Death/Digging)[/p]
[p]Rali[/p]
  • [p]Fixed Rali sometimes not being able to properly move on his Arena if he is somehow loaded before the map[/p]
[p]Megalith[/p]
  • [p]Attempted fix for bouncepads sometimes not responding to Phase Prime[/p]
[h3]Arena Generation / Clairaudient[/h3]
  • [p]Added a failsafe to fix the bug where the player would not get teleported out of the Megalith arena under certain conditions[/p]
  • [p]Fixed an issue that was causing Colony to spawn wrongly[/p]
  • [p]Number of arenas before each Legendary showed up reduced by 1[/p]
  • [p]Fixed special bosses countdown[/p]
[h3]Arenas[/h3]
  • [p]Megalith Arena optimized and removed some objects that would never be seen by players normally[/p]
  • [p]Minor optimization changes to House of Cards and Provenance[/p]
[h3]Mods[/h3]
  • [p]Description for Skinner’s Tuning should no longer include a line about the Magazine Size (localization may still need updating)[/p]
[h3]UI[/h3][p]General[/p]
  • [p]General fix to scrollbox scroll behavior so that they do not behave erratically while on Keyboard + Mouse control scheme[/p]
[p]HUD[/p]
  • [p]Fixed missing D-Pad key icons for xbox controllers[/p]
[p]Dialogue[/p]
  • [p]Fixed dialogue key prompts being missing for dialogues played after crafting a boss [/p]
[h3]Audio[/h3]
  • [p]Dialogue text sounds should now be affected by the user’s SFX volume setting[/p]
[h3]Misc[/h3]
  • [p]Weapon Tutorials in the Quick Tutorial interface should now correctly show the corresponding value rather than the internal keywords[/p]
  • [p]Grabbing sequences by bosses should no longer show Skip UI[/p]
[p]
[/p]

Focus on the Active Suits System

[p]Greetings, PRETENDERs.[/p][p]It’s time to dive into one of the core systems shaping your destiny in UNYIELDER: the Active Suits.[/p][p][/p][p]Every time you enter a new run, the choice is laid before you:[/p][p][/p][p][/p][p]Three suits. Three playstyles. Infinite outcomes.
[/p][p]Choose wisely: your decision will define the kind of power you can channel for the rest of your run.[/p][p]Each suit rewires your fate.[/p][p][/p]
  • [p]GRANDMASTER focuses your build around pure weapon mastery — every drop will sharpen your arsenal.

    [/p]
  • [p]DARING bends the rules of movement, unlocking speed-based perks to push your limits.[/p][p][/p]
  • [p]Many other choices and combinations are randomized.[/p]
[p]

[/p][p]Your choice isn’t just aesthetic: it’s strategic. Experiment, adapt, and discover which combination turns you into the ultimate PRETENDER.[/p][p][/p][p]And if you crave the full breakdown: the UNYIELDER Wiki will soon unveil the complete list of Suits and their unique modifiers.[/p][p]
Until then… Keep testing, keep dying, keep learning.[/p][p][/p][p]But never yield.[/p][p]
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