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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

[NEW INTEL] EREBUS' Score - Songs from Chaos - Part II - HOHENHEIM

Enter Hohenheim, the mysterious, the demon, a veteran of the industry. His hypnotic sounds, heart-beat-like percussions, his entire universe gives a sense of urgency, relentless, a powerful macabre dance that eventually becomes one with EREBUS. In the language of demons, there is no word for “restraint”.
That’s probably why TrueWorld gave the MARAETH to Hohenheim, a faction best known for its zealousness and mania. If you listen closely, you can hear the MARAETH’s sea of voices chanting, like an infernal siren song. For most, that’s terrifying. For a demon, a lullaby.



And when asked about his inspirations, Hohenheim responds: “Oh, you want me to write a theme for a tortured god caged in a child’s body? How? Crank that orchestra until your skull buzzes. That's how. And that’s why yours truly recommends one of the late bosses’ tracks as well as the track for when you first meet the MARAETH. For the late boss, I started composing it sweet - like really sweet. Smooth and dramatic strings, a whole romantic era composition that stands well on its own. But then - oh, yes, that’s when I spiked the drink. Ripped it apart. Let mechanical shrieks tear into that orchestra, warp that melody with the “Kzzzzzrrch!” of a cyborg's temper tantrum. Full audio meltdown, baby. Why? Surely us humans love nothing more than to overload the brain. Find that sweet spot between licking a battery and chugging a bottle of spiked cough syrup. Devour that mania, let it pour down your throat, set your synapses ablaze. Makes you feel what it's like to be the late boss, methinks. And suddenly, boom, you just made the soundtrack.

As for MARAETH… want to really feel how far the organic can twist until it’s shredded into its mechanical parts? Only to brute force it back into shape again until you’re left with something so mangled it stops making sense – but still pulses like it’s alive? Hell, do I have something for you then. Look no further than their main theme. It’s basically all cello and no synth, baby. Here’s to your all too familiar, friendly, classy instrument played with claws, not fingers. The melodies and motifs are still kind of there, though, but eroded and in scraps, as if they were once whole but replayed so often that little of the original tape remains intact. It’s that sweet madness creeping in, the sense that something big and wrong is about to happen. You know you shouldn’t welcome it. Hope you’re ready for the ride!”


If you made it here alive and not entirely mesmerized by Hohenheim… Don’t miss our next portrait!

[NEW INTEL] EREBUS' Score - Songs from Chaos - Part I - KARU

If chaos is part of EREBUS's DNA, traversing its devastated corridors and facing its untamed inhabitants wouldn't be complete without the unique themes and music written for UNYIELDER.
Three composers lent their talents to give a unique character to the bosses, characters, and overall atmosphere of UNYIELDER, bringing EREBUS and its dangers to life. Each composer brings their expertise, peculiarities, and vision to the ravaged universe of UNYIELDER.



Let’s meet Karu - whose real name is Carl Abelgas, a 23-year-old composer from the Philippines, celebrates his first milestone in the video game world. "I wanted each of the bosses or factions to have their own distinct themes through differing motifs and instrumentations. The TENNULI, for example, being a rather militaristic and war-hungry faction, I took a more aggressive approach but with substantial scale, such as the use of heavy brass, and snare drums layered with electric guitars. Furthermore, I had some chants added to emulate battle cries. With the IMPERIUM, I aimed to make it sound more regal, but with a touch of unpredictability. The instrumentation leaned more towards a traditional symphonic orchestra, but as the battle progresses, the scale and key keep changing."

The music in UNYIELDER not only dresses the environment and battles but also accompanies the player in their quest for power, changing as they delve deeper into their torment. “I didn’t want this to be purely a theme for the boss and characters, but I wanted to consider the player as they fought them. As the battle progresses, the composition changes slightly to make the player feel more of a badass, adding impact and that “oomf” to the gameplay. I won’t spoil too much on this front, but you’ll be able to feel it yourself when the game comes out! I'd reckon RAIN's Theme and one of the later bosses is a lot of fun too right now!”


That’s it for now. Don’t miss our next musical encounter, a very special one, an encounter that only EREBUS can hold.