Greetings Gamers! While we're a little behind on this update, we wanted to get some additional testing time. Thank you for your patience and hopefully, this will fix up some of our longer standing issues as well as add some requested functionality.
Fixes and Updates:
- After accessing the menu, if the controller(s) are pointed to the menu the beams will stay enabled until the first teleport has been fixed - Added rotation abilities when using trackpad movement, along with the ability to swap which hand controls rotate. - Reworked the achievement system to be more robust. Upon logging in for the first time, you should receive any missing achievements. - KB/M we've attempted to make the rooms a little less glitchy by providing some more substance to some objects, while removing substance from others. - KB/M fixed an issue where players were getting stuck on held objects. - Room 6 Trophy Room - Glitch where the blocks behind the moving walls stayed after the wall moved. Caused some issues with teleporting and KB/M movement. These block now get removed properly. Thank you all for your feedback and as always, post any questions, comments, or concerns in the forum.
Greetings Gamers! While we're a little behind on this update, we wanted to get some additional testing time. Thank you for your patience and hopefully, this will fix up some of our longer standing issues as well as add some requested functionality.
Fixes and Updates:
- After accessing the menu, if the controller(s) are pointed to the menu the beams will stay enabled until the first teleport has been fixed - Added rotation abilities when using trackpad movement, along with the ability to swap which hand controls rotate. - Reworked the achievement system to be more robust. Upon logging in for the first time, you should receive any missing achievements. - KB/M we've attempted to make the rooms a little less glitchy by providing some more substance to some objects, while removing substance from others. - KB/M fixed an issue where players were getting stuck on held objects. - Room 6 Trophy Room - Glitch where the blocks behind the moving walls stayed after the wall moved. Caused some issues with teleporting and KB/M movement. These block now get removed properly. Thank you all for your feedback and as always, post any questions, comments, or concerns in the forum.
Greetings Gamers! Thank you all for your feedback thus far. We apologize for any issues that may have come up during your playthroughs, but know that we are working to correct many of the bugs that were experienced. A special thank you to all those players who have uploaded playthroughs to YouTube. We have really enjoyed watching you all play through the game and it has provided us with excellent feedback as to what we can do to make the game better. We are hoping to release a patch in the near future to fix up some of the more interesting issues. Currently, a few players have denoted that they are not receiving achievements, as well as a request for supporting rotation as part of our trackpad locomotion, among other bug fixes. More info when the patch releases, however, if you are interested in testing out the current patch, please feel free to subscribe to our beta channel for the game. While there are some rough edges for the newer features, bug fixes should be present for most of the issues at this time. Happy Gaming!
Greetings Gamers! Thank you all for your feedback thus far. We apologize for any issues that may have come up during your playthroughs, but know that we are working to correct many of the bugs that were experienced. A special thank you to all those players who have uploaded playthroughs to YouTube. We have really enjoyed watching you all play through the game and it has provided us with excellent feedback as to what we can do to make the game better. We are hoping to release a patch in the near future to fix up some of the more interesting issues. Currently, a few players have denoted that they are not receiving achievements, as well as a request for supporting rotation as part of our trackpad locomotion, among other bug fixes. More info when the patch releases, however, if you are interested in testing out the current patch, please feel free to subscribe to our beta channel for the game. While there are some rough edges for the newer features, bug fixes should be present for most of the issues at this time. Happy Gaming!
Greetings Gamers! It is with great pride and accomplishment that we are able to announce our transition from Early Access to Full Release. The support from the community over the last year and a half has been amazing and we would like to thank each and every one of you for making The Unwelcomed what it is today. Please let us know if there are any issues via our discussion forums and happy gaming! The Unwelcomed Team
Greetings Gamers! It is with great pride and accomplishment that we are able to announce our transition from Early Access to Full Release. The support from the community over the last year and a half has been amazing and we would like to thank each and every one of you for making The Unwelcomed what it is today. Please let us know if there are any issues via our discussion forums and happy gaming! The Unwelcomed Team
Greetings Gamers! We've released the v1.6 (Final Build) preview into early access. This is our most heavily tested and verified release to date and should provide the best game play experience yet! Demo has been updated as well! Also - FREE COPIES OF THE UNWELCOMED! Do you want to get your hands on a free copy of The Unwelcomed? Well here's your chance! We are giving away a copies of The Unwelcomed to the first 20 players who record a play through of our demo room and upload it to YouTube or Twitch! Once you have your play through uploaded, simply tweet at us @TheUnwelcomed with the link to your video and we'll send you a key for the game. It really is that simple! Go out there and make some lets plays!
Greetings Gamers! We've released the v1.6 (Final Build) preview into early access. This is our most heavily tested and verified release to date and should provide the best game play experience yet! Demo has been updated as well! Also - FREE COPIES OF THE UNWELCOMED! Do you want to get your hands on a free copy of The Unwelcomed? Well here's your chance! We are giving away a copies of The Unwelcomed to the first 20 players who record a play through of our demo room and upload it to YouTube or Twitch! Once you have your play through uploaded, simply tweet at us @TheUnwelcomed with the link to your video and we'll send you a key for the game. It really is that simple! Go out there and make some lets plays!
Greetings Gamers! We are happy to announce our transition from early access to full release at the end of this month! On Jan 30th 2018, The Unwelcomed will be leaving early access. Fixes and updates may occur after the release, but we are stamping it finished for new rooms and puzzles. We hope you all enjoy our 7 fully furnished escape rooms! A special thank you to all of our community for helping us shape this game into what it is today. This was an extremely amazing experience for all of our team from beginning to end.
Greetings Gamers! We are happy to announce our transition from early access to full release at the end of this month! On Jan 30th 2018, The Unwelcomed will be leaving early access. Fixes and updates may occur after the release, but we are stamping it finished for new rooms and puzzles. We hope you all enjoy our 7 fully furnished escape rooms! A special thank you to all of our community for helping us shape this game into what it is today. This was an extremely amazing experience for all of our team from beginning to end.
Greetings Gamers! As we come closer to the end of our early access time, we are tidying up and getting all of the additional content out the door. This includes our trading cards, badges, emoticons, and backgrounds!
Greetings Gamers! As we come closer to the end of our early access time, we are tidying up and getting all of the additional content out the door. This includes our trading cards, badges, emoticons, and backgrounds!
Greetings Gamers! We've been blown away by how many users have downloaded our demo in the short time that it's been available. We want to ensure that players of the demo are getting a great taste of our game and so we've decided to include an actual puzzle room in addition to the apartment 'demo'. The Bedroom (Room 4 in the actual game) is now available in the demo! Thank you to everyone who has downloaded the demo and given us a chance to show you what we can do. As always, a special thanks to our early access supporters and players!
Greetings Gamers! We've been blown away by how many users have downloaded our demo in the short time that it's been available. We want to ensure that players of the demo are getting a great taste of our game and so we've decided to include an actual puzzle room in addition to the apartment 'demo'. The Bedroom (Room 4 in the actual game) is now available in the demo! Thank you to everyone who has downloaded the demo and given us a chance to show you what we can do. As always, a special thanks to our early access supporters and players!
Greetings Gamers! A demo of The Unwelcomed is now available to VR and non-VR players for Windows! If you wanted to check out the game, but weren't sure if you'd like it, we'd like to invite you to play through our tutorial room and let us know what you think.
Greetings Gamers! A demo of The Unwelcomed is now available to VR and non-VR players for Windows! If you wanted to check out the game, but weren't sure if you'd like it, we'd like to invite you to play through our tutorial room and let us know what you think.
Greetings Gamers! Oculus users have reported experiencing some odd behavior when dealing with stuck objects as well as interactable objects not physically interacting with the world. We are currently looking into the issue and hope to have it resolved quickly.
Greetings Gamers!
Update:
Issues have been resolved. Please let us know if anything odd comes up in the future. Thanks to all of our testers. Oculus users have reported experiencing some odd behavior when dealing with stuck objects as well as interactable objects not physically interacting with the world. We are currently looking into the issue and hope to have it resolved quickly.
Greetings Gamers! Happy Holidays! The Unwelcomed is 30% off during the Steam Winter Sale! It feels like forever since we've been able to post a new release news article! We're all excited to show you what we've been doing for the last 6 months. If you have played the game previously, we hope that you check it out again, as we've made some sweeping changes to ensure that the experience is as flawless as possible and even more enjoyable. For those who are picking it up for the first time, enjoy! We think you'll be pleasantly surprised by not only the amount of content, but the quality and thought that has been put into our project. While we know we may not be the best game on the market, or the most streamlined, we know that we've done something great here and all of our devs are very happy with the turnout, not only of the game itself, but of the community that is behind it. Without you all, we wouldn't have a reason to spend countless hours ensuring that it looks 'just right'. As we are drawing close to the end of our Early Access development period, we ask that anyone who has the time, please take a moment to review us as well as leave feedback for any issues that you've encountered. This will ensure that when we do move out of Early Access, that we'll be as polished as possible and that any one playing our full game for the first time will benefit from the experience and imput from the gaming community.
KB/M Fixes and Updates:
-Two new rooms: Dining Room and Trophy Room -We've removed the keys from the foyer - FREE ROAM MODE -Fixed collider issues on vegetables in the kitchen that were causing crashes. -Completely reworked the dumbwaiter in the kitchen for better usability -Fixed an issue where the colliders on the controllers didn't always exist -Added oculus remote reach abilities (auto enabled for oculus, optional on vive from the menu) -Added controller labels in start room to learn our button layout -Trackpad movement method will no longer allow you to walk through walls -Notes throughout the rooms have been checked closer for grammar and flow -Misc. asset updates and placements to the rooms to make them feel more 'real' -Fixed issues with players being able to access non-accessible areas in the Foyer -Changed menu input from sliders to +/- buttons for ease of use -Added menu for KB/M players -New achievements for finding and picking up the bears throughout the game (9/10 total currently available) -When changing menu options for sounds, a snippet of sound will now play to let you know how loud it is -Ability to exit the game from within the menu is now an option -Fixed several of our highlighting issues to ensure that the entire object is now highlighted properly -Drawers are now non-tangible by the player when attempting to pick up objects from within them -Added labels to the random ingredients in the kitchen to ensure that everyone knows what they are putting into their cooking pot -Updated all openable objects to provide color feedback - Blue (locked), Red (Stuck), Green (Open) -Additionally, keys and other useable objects will cause the closed object to glow green (or red) if it is the correct item to use -Broke apart many static assets to provide more random intractable objects within the game. -New candle scripts, they now will burn down over time! -GUNS! Well, at least one airsoft gun...
Known Issues:
-After accessing the menu, if the controller(s) are pointed to the menu the beams will stay enabled until the first teleport -KB/M: Keypad in room 5 highlights regardless of power (keys still show black when unpowered, white when powered) -SteamCloud Saving is not currently working. Menu preferences will not be saved across computers currently (Does save locally between sessions) -KB/M Interactions between held objects and the environment are not currently working (screw driver in room 5, crowbar in room 3). -Room 7 takes a longer time to load than expected (appears to hang, but will load after about a minute.) -KB/M Locked and stuck objects do not properly update to green even though they are available to be opened. As always, please post any issues you encounter on our discussion boards and we'll assist where we can. Please take a moment to review our game as well, as it does matter to other players what you think!
Greetings Gamers! Happy Holidays! The Unwelcomed is 30% off during the Steam Winter Sale! It feels like forever since we've been able to post a new release news article! We're all excited to show you what we've been doing for the last 6 months. If you have played the game previously, we hope that you check it out again, as we've made some sweeping changes to ensure that the experience is as flawless as possible and even more enjoyable. For those who are picking it up for the first time, enjoy! We think you'll be pleasantly surprised by not only the amount of content, but the quality and thought that has been put into our project. While we know we may not be the best game on the market, or the most streamlined, we know that we've done something great here and all of our devs are very happy with the turnout, not only of the game itself, but of the community that is behind it. Without you all, we wouldn't have a reason to spend countless hours ensuring that it looks 'just right'. As we are drawing close to the end of our Early Access development period, we ask that anyone who has the time, please take a moment to review us as well as leave feedback for any issues that you've encountered. This will ensure that when we do move out of Early Access, that we'll be as polished as possible and that any one playing our full game for the first time will benefit from the experience and input from the gaming community.
Update (12/29/17):
-Fixed known issues with KB/M not allowing held objects to interact correctly with locks and other objects. -Added additional impact sounds to various objects throughout the game -Fixed a glitch that allowed all openable doors to be opened when 'unlock doors' was used. -Fixed errant lack of unlock sound when completing the target puzzle in room 6 -Released a DEMO based on this version that includes Room 4!
Fixes and Updates:
-Two new rooms: Dining Room and Trophy Room -We've removed the keys from the foyer - FREE ROAM MODE -Fixed collider issues on vegetables in the kitchen that were causing crashes. -Completely reworked the dumbwaiter in the kitchen for better usability -Fixed an issue where the colliders on the controllers didn't always exist -Added oculus remote reach abilities (auto enabled for oculus, optional on vive from the menu) -Added controller labels in start room to learn our button layout -Trackpad movement method will no longer allow you to walk through walls -Notes throughout the rooms have been checked closer for grammar and flow -Misc. asset updates and placements to the rooms to make them feel more 'real' -Fixed issues with players being able to access non-accessible areas in the Foyer -Changed menu input from sliders to +/- buttons for ease of use -Added menu for KB/M players -New achievements for finding and picking up the bears throughout the game (9/10 total currently available) -When changing menu options for sounds, a snippet of sound will now play to let you know how loud it is -Ability to exit the game from within the menu is now an option -Fixed several of our highlighting issues to ensure that the entire object is now highlighted properly -Drawers are now non-tangible by the player when attempting to pick up objects from within them -Added labels to the random ingredients in the kitchen to ensure that everyone knows what they are putting into their cooking pot -Updated all openable objects to provide color feedback - Blue (locked), Red (Stuck), Green (Open) -Additionally, keys and other useable objects will cause the closed object to glow green (or red) if it is the correct item to use -Broke apart many static assets to provide more random intractable objects within the game. -New candle scripts, they now will burn down over time! -GUNS! Well, at least one airsoft gun...
Known Issues:
-After accessing the menu, if the controller(s) are pointed to the menu the beams will stay enabled until the first teleport -Room 7 takes a longer time to load than expected (appears to hang, but will load after about a minute.) -KB/M Locked and stuck objects do not properly update to green even though they are available to be opened. As always, please post any issues you encounter on our discussion boards and we'll assist where we can. Please take a moment to review our game as well, as it does matter to other players what you think!
Greetings Gamers! Happy Holidays! We hope you've all found some great deals on the various steam sales that dot the landscape for the last few months of the year. It's our favorite time to grab some great titles and spend time with our friends and families. Development continues on polishing and re-inventing some of our systems to ensure smooth and enjoyable gameplay experience. We're re-tooling a bit for Oculus support to help with specific issues on the platform as well as adding some additional love to the non-VR edition to help make the game much more enjoyable for all players. We would like to thank the community for being supporting and patient as we continue to work on this game as we are a very small, very new group of developers and as we delve deeper into the game development process we are learning how much we really don't know. Happy Holidays from everyone here at The Unwelcomed.
Greetings Gamers! Development slowed a bit during the summer due to our devs wanting to get out of their dark caves and go do things in the sunlight. Now that we've managed to corral them back into their pits of despair, we are making forward progress again. Thank you all who have submitted information from our betas, we look forward to implementing many of the suggestions provided. For those who have been waiting for our next major release, we don't have a specific timeframe, we do hope to have something out by the end of the year at the latest.
Greetings Gamers! Minor update and fixes in this release. The most notable on our side is the update to Unity 5.6 to better support our coding and feature set. It has also improved stability and we hope to have an updated path fixing the known issues in the near future. Thank you to all our testers and players!
Greetings Gamers! As we start to close in on an actual release of the game, we have setup a BETA branch in order to allow more players to test out what we are finishing up and to help us find any issues early on. If you'd like to participate, simply right click on our game, go to properties, then click on the 'Betas' tab. Select 'Beta' from the pulldown and your game should start to update. Once you have selected the Beta branch, to play the beta edition, simply right click on the game and select either VR or non-VR BETA play options. The default play options will launch the normal game from our last release (v1.25 as of this writing). Sometimes the beta will work better than the previous release; sometimes it won't. Be prepared as the beta is not QA tested nearly as much as our actual releases (and we sill miss things in those) but sometimes we get lucky. If you have any issues with the beta, please feel free to post on our Release BETA Feedback board and we'll get back with you as we can. -The Unwelcomed Team
Greetings Gamers! We've been working on updating some of the older KB/M interfacing to ensure a better experience for our non-VR players. This update contains a few minor fixes in game mechanics in general, but primarily contains fixes and updates for KB/M players.
KB/M Fixes and Updates:
- Fixed inability to walk with an object pulled too close to the player. - Added new 'key inventory' to keep track of keys and to make opening objects simpler. - Reduced size of collider on player to ensure ability to get close enough to objects to inspect them. We hope that this helps with the non-VR experience! As always, please let us know if there are any additional tweaks we can provide to make our game experience better.
Greetings Gamers! We found a few glitches in our previous v1.2 release. Resolved Issues: Room 3: Keypad one randomization had a typo in one of the notes. The number is now correct. Room 4: Thunder and lighting timing is no longer set to debug mode and will not occur every 30 seconds Room 1: Added additional vegitables to ensure there is enough for cooking Thank you all for your feedback!
Greetings Gamers! Just in time for the Summer Sale! This release details our 4th and 5th rooms, along with a new game mechanic, breakable objects, as well as Oculus Rift support! As a note, the Summer Sale will be the best price we've had on the game since launch, and will be the last time we offer this deep of a discount until we fully release the game later this year. Get it now while it's cheap!
TL;DR - For those who just want the short list :-D
- Order of rooms has changed. - Oculus Rift Support - 2 New rooms - Breakable objects, Cuttable Objects - Dynamic Puzzle Answers (keypads and papers randomized) - Height Adjust Menu Option Works - Spiders! - Some crashes have been reported, we're tracking down the issue.
Updates and Fixes in this Release:
- Oculus Rift Support! - Revamped Room Puzzles. Objects may be shifted around and new items may work in the place of old items. - Updated several of the old notes left in the rooms to provide better clarity on puzzle clues. - Revamped Room order by difficulty - The Bedroom (previously room 1) is now room 4. Room 1 is now the kitchen; Bon appetite! - New Room: Kitchen - Come try your hand at a little cooking and maybe make a friend along the way. (Room 1) - New Room: Kids Room - What's horrifying to most people? Children! Come play with us... in the new Kids Room (Room 5) - Room 4 Bedroom: Updated clock to only be accessible after the bookshelf has been triggered to provide more insight into why. - New Breakable Objects - Glasses, Bottles, Crates, Barrel Lids, Small Stools, and other items can now be destroyed by smashing them on a hard surface or by finding a large item to crush them with. - New Cuttable Objects - Some objects like ropes and produce and be sliced with sharp objects. - Updated doors in foyer to handle our new layout. We now have a total of 8 room entrances on the first floor. - Change in Behavior: Candles will now light when touched to any flame. - Revamped LightSwitches to handle multiple LightBulb objects correctly. - Added new Steam Achievements: Tutorial (Complete the Apartment), Room 4 Completion, Room 5 Completion - Fixed: New drawer script now keeps items in place while drawers are moving without distorting scale on the objects. - Fixed: Minor typo in Room 3 where one of the plates details 'first' instead of 'First' - Added dynamic text capabilies to notes and diaries. - Added puzzle info randimization. Sorry folks - Keypad values are now dynamic and will be different for each playthrough. Additionally, notes and plates may also provide different information on each playthrough. - Fixed: Players are no longer able to open two menu's - Fixed: Menu no longer appears 'below' the player in room that have elevation changes. - Menu now removes room around player to ensure visibility. - Options menu has been updated: * Reset button for the current room in case you destroy or lose something important. This will restart the current room from the beginning. Hover for 5 seconds to reset. * Height adjust now works as expected with all teleporter types. * Ability to remove Spiders! * Ability to unlock all doors to wander around and enjoy the rooms ++Disables achievements until the next run of the game++ - Many, many other minor fixes, updates, and additional polish to various mechanics and objects.
Known Issues:
Currently, the player has the ability to interact with objects inside closed/locked objects using other objects or grab them directly. If you attach a paper to the corkboard in room 2, you can attach random objects to the paper as if it were a corkboard. When players grab the candle and turn it, the flame stays upright (correct), but the start point of the flame drops below the wick. Due to the complexity of the new systems, we've also managed to introduce some instability, there are a few random scenarios that may crash the game. If this happens, please send the log files over to support@theunwelcomed.com We have now updated the KB/M version to be parallel with the VR release. This does have a few bugs however: KB/M: Highlighting on objects is 'fuzzy' or 'broken lines'. KB/M: Getting too close to the barrels in room 1 causes the player to 'Sink'
Development Roadmap:
These are things we want to see implemented at some point. Some are also refinements of existing mechanics. If you have made a suggestion via our discussion board, it will probably end up here! As we get closer to the actual release of our game, we have started to remove some items from the roadmap as they are either too time consuming, or not something that we feel we can implement well enough to release. We realized much too late that some of the previous items required much more time and ability than our small team has available, and so we've had to omit some of our favorite ideas in lieu of actually creating a completed product. These ideas and features are in no particular order and we'll be adding and removing them from the list as time goes on, but we'll post the most current items with our release notes. - Save state in case you have to bail in the middle of a room - Multiple endings based on room solve rate/time - Additional puzzle randomizations and mutations - Continued improvement on the hands and movement models - More Puzzles! - Additional ambient sounds to keep players on their toes - Additional achievements for exploring the rooms - Steam Trading cards
Greetings Gamers! We hope all of you have been enjoying our latest release of The Unwelcomed. While we know that there wasn't much in the way of content, hopefully it shows that we are always continuing to look for ways to improve the player experience. Our next release, should everything stay on track, will include at least one room, Oculus Rift support, and other improvements to the player experience. Thank you all for your continued support of the game and being such a great community. We've been overwhelmed with the positive support and comradery from the steam community in general. A special thank you to all the members who have worked with us directly over the last several months.
Greetings Gamers! We found a few glitches in our previous v1.1 release. VO, SFX, Ambient Sounds, and Music were not completely isolated to each audio mixer, which resulted in some VO's being extremely loud and unexpected when VO's were disabled along with other items playing when they were disabled and others not playing when they were enabled. Hand models had an erroneous collider when starting each room - this was remedied by touching a pointer zone (area where the hand becomes a pointer). We fixed the initialization script for the hands and it has gone away. It presented itself as being able to nudge objects with the hands, and in some cases pushed the item out of the pickup collider causing issues with ability to pick up some smaller objects. Thank you to everyone providing feedback on these issues, we appreciate your feedback!
Greetings Gamers! Good news everyone; We have a new release with the newest version of VRTK and SteamVR! This has been a long time coming, and we would like to apologize for the time it has taken to get this release out the door. It was expected to take a bit longer than our usual timeframe, but we were not prepared for the level of rework that was required when updating our internal frameworks. The good news, moving forward, we should be able to offer many more options for puzzles, interaction, movement styles, and supported VR hardware. As always, please let us know of any bugs or glitches that you find via our Steam forum and happy gaming!
Updates and Fixes in this Release:
Reworked all interactable objects to work with the new VRTK3 system. Reworked all puzzle interactions and movements to work with the new VRTK3 system. New highlighting system is now in use. Rather than tinting the material, we now create an outline on the object mesh. Highlighting also applies to objects you can use on other objects. This should simplify finding which objects can work on different elements. Light bulbs now correctly handle emissions for on/off. Brand new in-game menu, accessible at any time via the 'Menu' button on the controller. Player options now include: - Hold to pickup: Enable/Disable - Audio - SFX, Ambient Sound, Music, and Voiceover volume as well as enable/disable controls - Locomotion: Teleport and Trackpad Walking - more to come! Migrated all existing snap points into the new VRTK snap point script, which now includes highlighting of location Fixed: If you manage to touch two snap points with the same supported object, it can confuse the system and attempt to snap to both locations simultaneously. Fixed: Attaching a sticky note to a corkboard can have unintended consequences for the sticky note. Updated teleportation pointer to straight line for compatibility with new menu system Reworked fuse puzzle in room 2. Fuses now snap to any location. Button should be easier to access as well. Reworked fuse puzzle in room 3, fuses are no longer colored to indicate that they can be used in any slot.
A few things to note about KB/M support:
In order to handle the new VRTK subsystem we have had to put a hold on our development for the KB/M version of the game. This specific release (the executable) does not support KB/M at this time. We have left the older version 1.00 executable in place and now list it as an exclusive option when launching the game.
Known Issues:
You can trigger two menus (one from each controller) Height on the menu's are fixed, thus if you are 'above' the standard plane, the menu will be in the ground (or fruther below) Collision events on some objects can loop indefinitely under some circumstances. Floor height Calibration does not take effect in this release (we have attempted to increase the height slightly to compensate for extreme cases) Ability to change hand models for controller models does not work in this release Currently, the player has the ability to interact with objects inside closed/locked objects using other objects Some object highlighting is hard to see (doors in apartment)
Development Roadmap:
These are things we want to see implemented at some point. Some are also refinements of existing mechanics. If you have made a suggestion via our discussion board, it will probably end up here! These ideas and features are in no particular order and we'll be adding and removing them from the list as time goes on, but we'll post the most current items with our release notes. - Room editor mode for users (workshop compatible) - Save state in case you have to bail in the middle of a room - Reset button for the current room in case you destroy or lose something important - A library of puzzles to use interchangeably in the rooms to support some of our other features - Procedurally generated rooms and/or puzzles - Multiple endings based on room solve rate/time - Puzzle randomizations and mutations - Continued improvement on the hands and movement models - More Puzzles! - Additional and deeper storyline content - User Options: 1. Button Assignments for both VR and KB/M 2. Pick your voiceover - Male, Female, other? 3. More Robust Floor Adjustment - VR floor adjustment as we all know not all rooms calibrate the same 4. VO Subtitles
Greetings Gamers! While we were hoping to be posting a set of release notes instead of a general update this month, that is not the case just yet. We are on the verge of our parity release, to mark the completion of the integration of the new SteamVR and VRTK code changes into the game. What does this mean to you, our players? It means that in the next few weeks, you should see a set of patch notes to denote our next release of the game. Unfortunately, for content, the game will be practically identical with a few changes here and there. However, it will provide our coders with a brand new subset of tools to continue forward for our next releases to support things like additional VR headsets, new locomotion systems, deeper menu integrations, and much more. We appreciate the community's patience as we continue to work toward a completed game. - The Unwelcomed Team
Greetings Gamers! The time is getting closer for us to push out another release with all of our fun new updates and systems. We have been working diligently through the last month to ensure that everything is working the way we expect. During this time, we've come to the conclusion that our team members are a bit on the perfectionist side, which has some interesting downsides. We want to ensure that our releases are polished and working to the best of our abilities, even in early access. However, if we spend our time just 'fixing that one last thing', we'll never get the next update out the door. It's a puzzle all on its own. More info as we draw closer, but we are hoping to have the next iteration of our game available to our players by the middle of this quarter at the latest. Thank you all for your patience. We know that waiting for a game update can be grueling and hope that our next update will be worth the wait. -The Unwelcomed Team
Greetings Gamers! Wow, time has just been flying by! The new abilities and mechanics of the VRTK 3.1 and SteamVR 1.2.1 packages have been astounding. Unfortunately, it has required us to start back at the beginning of our creation in regards to interactable objects. Our devs have been working tirelessly to get the new codebase integrated and working with the precision and immersion that we need in the game. Because of this, we've had to rework a lot of our add-on scripts that were dependent on the older version of VRTK, so it's pushed us a little further back on our next release than we would have liked. Since that was the bad news, here is the good news- while we are working on the base code of the game to make it better all around, our level designers and puzzle creators are hard at work to continue forward with additional rooms. This means that our next release may include more than just a single room for all you puzzle junkies. More info as we get closer to release. Thank you all for your patience as we work through these new and uncharted waters! -The Unwelcomed Team
Greetings Gamers! Development slowed a bit over the holiays of the new year, but we're back on top of things and working hard to get our next release avaialble. Some of the major updates in our next release include updates to the VRTK package, the SteamVR package, and updating to a new version of unity to support all the fun new abilities. Because of these updates, there won't be a lot of changes that can really be seen by the players, but it provides a much better framework for us moving forward and provides support for things we couldn't in the past. In our next major release, we hope to have a 4th room available, some new game mechanics, as well as support for new hardware such as the Oculus Rift. We'll post more info as we get closer to release.
Greetings Gamers! This is a small update to hopefully fix the issues with keypad in room 1 being hard to access along with a minor patch for lighting on some systems. Please let us know if it's still being an issue for any of you.
Greetings Gamers! This is a small update to hopefully fix the issues with the button in room 2. Please let us know if it's still being an issue for any of you.
Greetings Gamers! Happy New Years! This release fixes some issues we ran into over the holidays. Our apologies for the delay!
Updates and Fixes in this Release:
- Room 3: Fuse box can stop snapping fuses into place. It seems to happen to a specific fuse, rather than a specific slot. This should now be fixed. Keep in mind that the issue when touching two fuse locations at the same time when letting go still has issues (thus the gaps between the slots).
- Room 2: The button in the fuse box has a very, very small collision box and it makes it hard, if not sometimes impossible, to press the button under some circumstances. This is better, but it's still not where we want it to be. Reworking the fusebox all together in the next release.
- Room 1: Non-descript books (the identical ones that have no attachment to the puzzle) are not interactable. You can now interact with them as expected.
- Room 2: We've increased the light distance slightly on the candle to allow for better illumination.
- Room 3: Reworked keypad three puzzle to remove several red herrings that were throwing players too far off track.
- Attaching a sticky note to a corkboard no longer causes unintended consequences for the sticky note.
Known Issues:
Collision events on some objects can loop indefinitely under some circumstances. Floor height Calibration does not take effect in rooms that have vertical movement (Room 3 and Foyer) If you manage to touch two snap points with the same supported object, it can confuse the system and attempt to snap to both locations simultaneously, thus causing the fuse to drop out of the slots. After this happens, the fuse is bugged and will not snap into place (leaving it resting against the side will work however!). (KB/M) There is no current way to 'zoom' the view to read or inspect objects that are out of reach (a sticky note in room1 is an example). (KB/M) There is no menu system for keyboard/mouse users (or for VR for that matter). To exit the game, ALT+F4 if you are in full screen or simply click the X in the upper right corner if you are in windowed mode. Currently, the player has the ability to interact with objects inside closed/locked objects using other objects (mostly for KB/M) but I could see VR having an issue with this as well.
Greetings Gamers! We've had some reports of a few bugs in the current build of the game and I wanted to take some time to outline them as well as let you know we are working on them, but due to the holidays, it may be a short while before we are able to publish an update to fix them. Known Issues / Suspect Issues: Room 3: Fuse box can stop snapping fuses into place. It seems to happen to a specific fuse, rather than a specific slot. A work around to this is to toss the fuse that's causing issues and use one of the others in its place. Any fuse will power the slot, and they can be moved once a keypad is unlocked. Room 2: The button in the fuse box has a very, very small collision box and it makes it hard, if not sometimes impossible, to press the button under some circumstances. Room 1: Non-descript books (the identical ones that have no attachment to the puzzle) are not interactable. You can move them out of the way by picking up another object and applying force direclty to them. Thank you to everyone providing feedback on these issues, we appreciate your comments!
Greetings Gamers! Happy Holidays to everyone! To celebrate the holiday season, we're releasing our third room along with a multitude of tweaks, fixes, and other additional game mechanic updates. This release marks the availability of the third puzzle room as well as our first formal save system (and if we got it right, the steamcloud save!). This is our v1.0 release, as it marks the first time we consider the game to at least mostly look and feel as we intended when we started. We are learning by leaps and bounds and everyone at The Unwelcomed Studios would like to say thank you all for supporting us thus far, and your continued support as we continue to make this game great! As always, please let us know what you think of this update in the forum. Also, make sure you post any improvements, puzzle ideas, or most anything you'd like to see in our next release.
Updates and Fixes in this Release:
- Added Room 3! Enjoy the Library!
- Hands now have grab and point animations and colliders to go along with each.
- Created an 'out of bounds' script to keep players from accidently removing items from the room. If you attempt to remove an object from the room, it will respawn at its previous location.
- There are now flammable objects - Be aware that lighting too many things on fire at once can cause FPS loss!
- Items that are flammable have two major settings, exposure and burn time. We tried to keep them both somewhat realistic so don't expect a chair to immediately catch on fire.
- Added new fire effects to work with burnable objects and generally increased the quality of the fire effects.
- Sticky notes now work as expected. You can now pick up and place sticky notes.
- Cork board now work as expected. You can now attach 'lighter' items to corkboards to help organize your thoughts.
- Objects now cling to drawers to make it easier to work with drawers that contain objects.
- Reworked starting apartment for easier movement and better flow as a tutorial.
- Added tutorial notes and interactable objects to apartment.
- Added keyhole to anything that is legitimately locked by a key.
- Lowered some of our puzzle placement and puzzle items to allow for shorter players to work with them easier.
- Removed teleport collisions with most meshes. This helps with navigation around a cluttered floor.
- Fixed teleport collision with objects that are held.
- Steam Achievements are now working as expected.
- Added a few new achievements and removed a few to keep it simple.
- New Grab pickup point is the palm, while interactions are still centered pointer finger when pointing
- Interchangeable objects. You can now place an object into a snap point and retrieve it again.
- Room progress now saves. Sorry, those of you who already completed room 1 and 2, you get to do it again - invite a friend over, let them experience it :)
- Keys now spawn in the foyer after completing a level.
- Progress and player options are now saved between sessions and are stored in SteamCloud for easy access wherever you game.
- Audio VOs for Stuck, Locked, and Item needed have been sorted better to ensure players understand the current state.
- Background music has been added to the title room, foyer, and the three puzzle rooms.
- An annoying new neighbor has moved in to the apartment next to yours and likes to listen to loud music.
- Player options now include: - Hold to pickup - Floor height Calibration (-2, off, and +2) *new* - Music On/Off *new*
- KB/M - Interaction between objects has been refined. Keys and doors, among other things, should work much better than before.
- KB/M - Crouch has been added (Left Shift) to allow access to lower spots in our rooms
Known Issues:
Collision events on some objects can loop indefinitely under some circumstances. Floor height Calibration does not take effect in rooms that have vertical movement (Room 3 and Foyer) If you manage to touch two snap points with the same supported object, it can confuse the system and attempt to snap to both locations simultaneously. Attaching a sticky note to a corkboard can have unintended consequences for the sticky note. (KB/M) There is no current way to 'zoom' the view to read or inspect objects that are out of reach (a sticky note in room1 is an example). (KB/M) There is no menu system for keyboard/mouse users (or for VR for that matter). To exit the game, ALT+F4 if you are in full screen or simply click the X in the upper right corner if you are in windowed mode. Currently, the player has the ability to interact with objects inside closed/locked objects using other objects (mostly for KB/M) but I could see VR having an issue with this as well.
What you need to know about this release (KB/M Users):
For Keyboard and Mouse users, the key mapping options do not currently work. Keyboard binds are as follows: E – Use/Interact: Any object that can open, such as doors, drawers, or lids are openable by targeting them with the crosshairs and pressing this button. Additionally, some objects require another object to work, such as grabbing the keys from the hanger and 'using' them while in contact with the door handle in the apartment. Right Click – Pick Up Object: Any object that can be picked up, target with the crosshairs and hold the right click button to grab it. Mouse Wheel +/- While holding an object, scroll the mouse wheel to move it closer or further away from the player. Alt – Rotate object with mouse: While holding an object, hold ALT and move the mouse to rotate the object in space in front of you in order to inspect it F – Flashlight Toggle: Once you have picked up a flashlight in a room, it will be available to you. You can turn it on/off by pressing this key. L.Shift - Crouch Toggle: You can crouch to reach lower spaces by pressing and holding Left Shift. *NEW*
Development Roadmap:
These are things we want to see implemented at some point. Some are also refinements of existing mechanics. If you have made a suggestion via our discussion board, it will probably end up here! These ideas and features are in no particular order and we'll be adding and removing them from the list as time goes on, but we'll post the most current items with our release notes. - Room editor mode for users (workshop compatible) - Save state in case you have to bail in the middle of a room - Menu system to allow access to settings and things while in game - Reset button for the current room in case you destroy or lose something important - A library of puzzles to use interchangeably in the rooms to support some of our other features - Procedurally generated rooms and/or puzzles - Multiple endings based on room solve rate/time - Continued improvement on the hands and movement models - More Puzzles! - Puzzle randomizations and mutations - Additional and deeper storyline content - User Options: 1. Movement style - trackpad walk or teleport 2. Button Assignments for both VR and KB/M 3. Pick your voiceover - Male, Female, other? 4. More Robust Floor Adjustment - VR floor adjustment as we all know not all rooms calibrate the same 5. VO Toggle ability along with subtitles 6. SFX Toggle
Greetings Gamers! I know it's been awhile since we posted, so we wanted to drop a quick note and let you know that we are still hard at work on the next major updates to the game, including room #3! The next update will provide animated hand models as well as updated puzzle interactions and a few other items detailed to us by you, our players! Look for info to come as we get closer to releasing our next update.
Greetings Gamers! We found a glitch in our previous fixes in v0.9. The trigger for one of the puzzles in room 1 was not working as expected. Additionally, we there were issues with 'stuck' objects not playing voiceovers correctly. This patch fixes this issue.
Greetings Gamers! Thank you all for your support thus far. We've taken your suggestions and comments into account and we've attempted to integrate as many of them as possible while still working on our existing development roadmap. This release marks the availability of the second puzzle room. Please let us know what you think in our forum!
Updates and Fixes in this Release:
Added Second Puzzle Room! Added rudimentary option in start room - Select from Hold to grab or Grab Toggle. Removed Start Button from start room - Start room now has portraits to take you to the apartment (tutorial) or directly to the Foyer Updated book textures in room 1 to provide clarity on the puzzle. Added intractable doors on shelving units in foyer. Added key for room 2 to foyer. Added additional animations and sounds to random puzzles. (KB/M) Increased minimum distance you can 'zoom' an object toward your player in order to stop it from colliding while walking. (KB/M) Increased interaction distance to allow for pickup of objects on floor and out of reach areas easier.
Known Issues:
There is currently no 'save' system. So there is no way to detail how far you have gotten - We hope to have this in place in the next major update. Steam Achievements appear to not be registering correctly at this time. Collision events can loop indefinitely under some circumstances. (KB/M) There is no 'crouch' key. We are working on adding it to help non-VR users access areas of the game easier. (KB/M) There is no current way to 'zoom' the view to read or inspect objects that are out of reach (a sticky note in room1 is an example). (KB/M) Attempting to open locked objects can still be a pain. The best advice we can offer is pick up the key, touch it to the door handle, but keep the door from going green. This ensures that you aren't accidently trying to activate the door instead of the key. (KB/M) There is no menu system for keyboard/mouse users (or for VR for that matter). To exit the game, ALT+F4 if you are in fullscreen or simply click the X in the upper right corner if you are in windowed mode. (VR) If you are holding an object, there is a chance the teleporter will 'land' on the object you are holding. This can cause you to teleport a very short distance. Current workaround is to use your other hand, or, re-align the object you have picked up. (VR) Objects in drawers may or may not stay in place as the drawer moves. Additionally, objects that were once in a drawer, may move with the drawer on use, even if the object not in contact with the drawer. Currently, the player has the ability to interact with objects inside closed/locked objects using other objects (mostly for KB/M) but i could seen VM having an issue with this as well.
What you need to know about this release (KB/M Users):
For Keyboard and Mouse users, the key mapping options do not currently work. Keyboard binds are as follows: E – Use/Interact: Any object that can open, such as doors, drawers, or lids are openable by targeting them with the crosshairs and pressing this button. Additionally, some objects require another object to work, such as grabbing the keys from the hanger and 'using' them while in contact with the door handle in the apartment. Right Click – Pick Up Object: Any object that can be picked up, target with the crosshairs and hold the right click button to grab it. Mouse Wheel +/- While holding an object, scroll the mouse wheel to move it closer or further away from the player. Alt – Rotate object with mouse: While holding an object, hold ALT and move the mouse to rotate the object in space in front of you in order to inspect it F – Flashlight Toggle: Once you have picked up a flashlight in a room, it will be available to you. You can turn it on/off by pressing this key.
Development Roadmap:
These are things we want to see implemented at some point. If you have made a suggestion via our discussion board, it will probably end up here! These ideas and features are in no particular order and we'll be adding and removing them as time goes on, but we'll post the most current list with our patch notes. - Room editor mode for users (workshop compatible) - Save state in case you have to bail in the middle of a room - A library of puzzles to use interchangeably in the rooms to support some of our other features - Procedurally generated Rooms - Multiple endings based on room solve rate/time - Reset button for the room (for those of you who like to tear stuff apart) - Custom controller movement when picking up objects and interacting for more precision (animated hand models) - User Options: 1. Movement style - trackpad walk or teleport 2. Button Assignments for both VR and KB/M 3. Pick your voiceover - Male, Female, other? 4. Floor Adjustment - VR floor adjustment as we all know not all rooms calibrate the same
Greetings Gamers! We added a glitch in addition to our previous fixes in 0.8b. The exit door in room 1 was not correctly functioning when the key was used. This patch fixes this issue.
Greetings Gamers! Thank you all for your feedback thus far. We've made some tweaks/fixes to some of the issues that were encountered in the first few comments.
Updates and Fixes in this Release:
- Removed menu tag from controller model (will re-add when it's available to use) - Changed flashlight to hide hand on grab to help with the odd grab points (Thanks Thor Ragnarson) - Added additional logic to 'stain' and other voice over scripts to stop oddball behavior (Thanks VoodooDE) - Changed hand model slightly to be less 'outward' and maybe not as odd looking until we can animate - Fixed interaction point on hands to be middle finger (for ease of use when using the safe and other precision objects until we can get the animations fixed) - Changed Starting/Ending room floor mesh to something more solid (Thanks Handerre) - Added additional information for hint on XO puzzle - Fixed pillow objects in Room1 to handle Pickup by KB/M - Changed apartment front door to handle key collision detection better for KB/M users
Updates and Fixes in this Release:
This is the initial release, and thus, everything is new :)
What you need to know about this release:
For Keyboard and Mouse users, the key mapping options do not currently work. Keyboard binds are as follows: E – Use/Interact: Any object that can open, such as doors, drawers, or lids are openable by targeting them with the crosshairs and pressing this button. Additionally, some objects require another object to work, such as grabbing the keys from the hanger and 'using' them while in contact with the door handle in the apartment. Right Click – Pick Up Object: Any object that can be picked up, target with the crosshairs and hold the right click button to grab it. Alt – Rotate object with mouse: While holding an object, hold ALT and move the mouse to rotate the object in space in front of you in order to inspect it F – Flashlight Toggle: Once you have picked up a flashlight in a room, it will be available to you. You can turn it on/off by pressing this key.
Known Issues:
(KB/M) There is no 'crouch' key. We are working on adding it to help non-VR users access areas of the game easier. (KB/M) Attempting to open locked doors can be... annoying. You need to pick up the key, then, while the key is colliding with the door handle, 'use' the door. This can be problematic due to a very non-rubust system in regards to see if you are 'holding' an object or not as well as the collision domains on the door handle. The worst is the apartment front door. (KB/M) There is no menu system for keyboard/mouse users (or for VR for that matter). To exit the game, ALT+F4 if you are in fullscreen or simply click the X in the upper right corner if you are in windowed mode. (VR) If you are holding an object, there is a chance the teleporter will 'land' on the object you are holding. This can cause you to teleport a very short distance. Current workaround is to use your other hand, or, re-align the object you have picked up. (VR) Objects in drawers may or may not stay in place as the drawer moves. Additionally, objects that were once in a drawer, may move with the drawer on use, even if the object not in contact with the drawer. Steam Achievements appear to not be registering correctly.
Development Roadmap:
These are things we want to see implemented at some point. If you have made a suggestion via our discussion board, it will probably end up here! These ideas and features are in no particular order and we'll be adding and removing them as time goes on, but we'll post the most current list with our patch notes. - Room editor mode for users (workshop compatible) - Save state in case you have to bail in the middle of a room - A library of puzzles to use interchangeably in the rooms to support some of our other features - Procedurally generated Rooms - Multiple endings based on room solve rate/time - Reset button for the room (for those of you who like to tear stuff apart) - Custom controller movement when picking up objects and interacting for more precision - User Options: 1. Movement style - trackpad walk or teleport 2. Button Assignments for both VR and KB/M 3. Pickup Type: hold button vs click button 4. Pick your voiceover - Male, Female, other? 5. Floor Adjustment - VR floor adjustment as we all know not all rooms calibarate the same
Greetings Gamers! We've done it, we've started our journey in Early Access to get you, our players, to help shape where this game goes. This is our first release, and we know there will be bugs, however, we are hoping to keep anything game-breaking from surfacing. Please let us know of any anomolies you find in the game. We'll be periodically updating and posting fixes as well as new content as we go along. Please take some time to post in our discussions about what you liked or didn't like about the game in it's current state. Feedback is what helps create a better game! As a note to all players - this game supports both HTC Vive /w Controllers as well as Keyboard and Mouse. However, it does not currently support a solo gamepad or oculus. We're working out a few bugs with it. We hope to release support for both soon. Also, please read over our release notes for v0.8, our first release, as it can provide good information about what may or may not work as expected in the current version! -The Devs
The Unwelcomed
The Unwelcomed Studios
The Unwelcomed Studios
2018-01-30
Indie Simulation Singleplayer
Game News Posts 46
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed
(32 reviews)
http://www.theunwelcomed.com
https://store.steampowered.com/app/504560 
The Game includes VR Support
Oculus
 1 
SteamVR
 1 
Room width requirement
 2 
Room depth requirement
 1.5 
360-degree sensors required
 1 
Standing
 1 
The Unwelcomed Depot - LINUX [1.38 G]
The Unwelcomed is an escape the room (EtR) type game created for VR and was inspired by such classics as Crimson Room. The Unwelcomed starts by inviting you to come to your late uncle's mansion to claim it as your own. Once you arrive, however, it's going to be hard to leave...
- OS: Ubuntu 14.04.2 64-bit or Steam OS
- Processor: Intel i3-3225 3.3ghzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA 650 (1GB)
- Storage: 3 GB available spaceAdditional Notes: Keyboard and Mouse Only
- OS: Ubuntu 14.04.2 64-bit or Steam OS
- Processor: Intel i7 seriesMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA 960 (2GB)
- Storage: 3 GB available spaceAdditional Notes: Keyboard and Mouse Only
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