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[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.

The Days of Ramadan Stream - UNYIELDER

UNYIELDER is an intense Single-Player Boss-rush Movement FPS in the form of an absurd and exploitable Rogue-Looter. Assemble your Arsenal of Destruction, Smash your way through Antarctica, Face your own Final Boss.

Thank You for Your Feedback and Suggestions

Hello, everyone!

Since the release of the UNYIELDER Prologue Demo, we have received a lot of valuable feedback from players. We truly appreciate all your support and suggestions—your voices mean a lot to us!

Right now, we are working hard on the game and continuously improving its quality to bring you a better gaming experience. Please stay tuned, as we will be sharing more updates in the future. We hope you’re looking forward to it!

Thank you for your support!

—UNYIELDER Development Team

UNYIELDER Prologue Demo Patch Notes: CS38786

Thank you all for enjoying the UNYIELDER Prologue Demo thus far! Per your feedback, we've also made some changes. Do remember to update your demo files if you haven't, and see you again in EREBUS!

For the nitty and the gritty, please read below -

Changes General
  • Actual portraits added to replace the older placeholder portraits
  • Generally reduced package size of the builds
  • Difficulty scaling rebalanced. Scaling should now be relatively minor for the first few levels, and will start scaling up close to when the Outpost begins appearing in the Stage Select
UI
  • Enlarged mastery tree
  • All UI backgrounds have been changed
  • You should now be able to customize the keybind for Crouch/Slide
  • You should now be able to correctly swap weapons using the scroll wheel
  • You should now be able to customize the keybind for the different gun slots
  • Reduced the size of the skip and auto text displays on the Dialogue screen
  • Visual changes to the indicator for Grapple Fist


Fixed Bugs General
  • If continuing a run from a mid-run save, the player's health will no longer be restored to full this way
  • Settings related issues fixed
  • Effects Quality
  • Anti-aliasing options
  • Players can no longer set mouse sensitivity values to 0
  • Settings menu navigation issues resolved
  • Fixed an issue that has a chance of bringing the player back to the Base when Cavity is selected after the tutorial has concluded
Bosses
  • Bosses should no longer leave their various effects behind when the player loses to the boss, or when the player yields, returns to the player base, then starts a new run
  • Especially Monolith's Trophy Barrier
  • Dredger's flaming trails should now correctly deal tick damage to the player as long as the player is within those trails
  • Rain should no longer drop the items that she would otherwise only drop if she is defeated in full (which should not happen in the demo)
  • Fixed some inconsistencies with Hopper's hops jumps
  • Made some changes to Dredger and Hopper to make it less likely for them to go into terrain during some attacks
Guns
  • Artifact should now be able to be picked up normally
Perks
  • Slick no longer retains its buff effects after the boss has died, and will no longer apply its timed buff if the player yields immediately after a boss spawns. There should no longer be any way for the player to stack this perk's effects
  • Mania now updates its buff effects when the perk is levelled up, if the player manages to not heal enough health to deactivate the buff while this is happening. The perk's icon should also now correctly show up and disappear as the associated buff is acquired and removed from the player
  • Pyro's Tier 3 buff now correctly applies on burn tick rather than on burn application. This buff should also fall off now as soon as the boss is defeated or when the run ends
  • Lattice Aura should correctly start the shield regeneration process as soon as any shield value is lost (and should no longer stop you from regenerating shield)
  • Bombardiers no longer briefly generates a little buff indicator when that little bomb drops behind the player on Dash
  • Contingency's overheal no longer persists after a run ends
Weapon Mods
  • Quadloader now no longer only consumes 1 shot's worth of ammunition when loading more than 1 shot into the chamber
  • Skinner's Tuning should now deduct ammunition correctly and consistently
  • Sensitive Magazine now does not double magazine size without perk modifiers, and should now take into consideration perk values
UI
  • Disabled scroll wheel for mastery
  • Fixed Sell button not functioning when a player attempts to put a Data Drive into the Sell Menu
  • The Mastery Points UI popup when leveling up should now show the correct number of Mastery Points gained.
  • The player's inventory should now load correctly when accessing the sell menu
  • The General Stats Results Screen should now show the correct values
Misc
  • Bunch of other under the hood changes that should improve overall performance


Known issues
  • The newly added voice and sound effects volume controls are not currently saving correctly.


Enjoy the freshly updated EREBUS and remember...
NEVER YIELD.