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Hotfix Notes 4.3
- Fixed the brightness slider.
On new and old saves, you may need to go to the Options menu and readjust your brightness slider.
- Fixed the color vibrancy issue related to the brightness slider.
Known Issue:
- For the Upper Erebus side quest "Expel the Undead," the Animus may spawn outside of the area indicated on the map.
Hotfix Notes 4.2
* Underworld Ascendant is finally available on Mac and Linux!
* Fixed rare braindead AI issue and improved enemy awareness.
* The map can be freely accessed using the assigned hotkey.
* Includes if the player changed the Map hotkey to a non-default setting.
* Fixed a hitch when selecting water arrows for the first time in a session.
* VSync is now default to ON for new installs.
* Various LOD popping issues fixed.
* The sound effect associated with targeting the Dash skill now ends properly.
* Joystick combo moves should be easier to perform.
* Better-looking spider webs
Feat Fixes:
* You now get credit for Combo Attack feat when you land any attacks where you set up with movement and you have the associated skill.
* Fix for axes and maces counting as swords in stat tracking for feats.
* Fix for the Master Archer and Walking Arsenal (advanced version of Weapons Master) feats not being awarded properly.
* Bark & Bite: Better assignment of credit for fire damage
Known Issues:
* Mac: If playing with a controller, a Mac will not recognize controller inputs as activity and may activate screensaver while youre playing. You may want to disable your screensaver settings while playing on Mac with a controller. This is a Mac OS issue.
* Foamy Shadow Loaves can no longer be made.
Update 4 Hotfix Build Notes
Hi all,
We've just released a 1.5GB hotfix for Update 4 on PC!
Here's what changed:
Update 4 includes more new content, tuning improvements, and fixes.
We hope you enjoy!
Greetings all!
We have a small (~30mb) hotfix that addresses crash bugs that a few players have been experiencing. We are still working to reproduce additional crash reports and will address them as soon as we are able.
If you are still experiencing crashes in an area, quicksave often and let us know the details so we can investigate.
Hi everyone, were happy to release Update 3 for Underworld Ascendant. Weve been listening to your feedback and focused this Update on improving performance, fixing bugs and polishing various aspects of the game. We also added a bunch of fun new things as noted below.
A small update today to address the following items:
Hi everyone! This week, we continue to work on improvements to the game for Update 2, coming early February. Some of these improvements include:
Afternoon, everyone! Here's our quick weekly update while we continue our work on Update 2 while monitoring bug reports that have come in after Update 1 launched. More info to follow on KS rewards, playtest updates, and our plans for Update 2 as we work those out. #ICYMI, we also have a post-Update 1 Survey available here. We'd love to hear from players who have picked up UA again after Update 1, and what else you would like to see improved.
Greetings, Ascendants!
Update 1 is here! It includes the new save system and more.
Greetings, Ascendants!
Today we are sharing our post-launch development roadmap beginning with Update 1, which will plan to go live next week. Our goal is to address the biggest issues brought up by the community and to improve the overall quality of the game.
We have also included our plans for Update 2, which will go live early next year. Further details and timing are outlined below.
Hey guys! It's the weekend after we pushed Hotfix 1.03, and I spent the majority of today combing through community-submitted reports and queueing them up for our QA team, as well as coordinating Kickstarter goods. (We got a new pass at Resherak in the office, but he's a little too big... sneak peek at the 4" figurines anyways, unpainted, for those curious!) Our priority for this week and the next is tackling bugs and larger issues that have been brought up since launch. This includes working on a save system (more details on this next week, since we're still testing a couple of potential systems right now), the inventory stacking bug, gameplay blockers, crashes, and potential redesigns in combat and the quest system. Today was a heavy meeting day as we hashed out how we'd like to tackle some of the riskier updates (save system, quests, and combat) while fending off bugs. As liveops continues, I'd also like to introduce Rich Gallup, our new Executive Producer who's been steering our ship since launch day! He's been an incredible force to work with, and has been a lifesaver for keeping us organized and on track for the last few hotfixes. You may also recognize him from some of the dev videos we've been putting out with each hotfix update! Hoping to have more Kickstarter updates as well, particularly on some of the digital goods that just need a final review. I'll continue to monitor community-submitted bugs throughout the week and keep those KS goods rolling... thank you to everyone who's been tirelessly submitting, particularly with output logs/screenshots/locations! Makes our jobs a lot easier for reproducing bugs and getting to the bottom of certain issues. (Such as some reports of arrows not working on aggro'd skeletons in Underswamp... we thought we fixed the overall arrow issue, but it seems arrows can still be inconsistent under particular circumstances. Looking forward to knocking this bug out, as a Stealth main myself!) That's all for now, and we'll share more as we continue to work on the game.
Click To See Video On YouTube
NOTE: Video has been updated!
Here are the fixes included in the most recent hotfix 1.03.
Hey everyone! A weekly update a little later in the day than usual... So the team has returned from Thanksgiving travels and we spent the majority of today alone just having meetings and brainstorming how and where to go from here. We already have a list of priorities we'd like to work on as quickly (and safely) as possible, and try to maximize our time. We have another hotfix queued up for this week, particularly tackling crashes near the beginning of the game (before even Marcaul!) and common movement bugs, like the player being sluggish in water. We're aiming to have a lot of other fixes in too related to bug reports we've received about AI and combat issues. Additionally, the fullscreen exclusive option and turning subtitles off will be available. Other issues we're working on are upping the consistency of arrows (sometimes they fire, sometimes they disappear, etc), more combat and AI issues (especially to show when they're afraid / low on health and want to flee, etc), performance in areas past the Underswamp, and of course making the save system more accessible while we also work on bugs. (Like putting "swim-crouching" back in!) In the meanwhile, it will be really busy in the office for us as we continue to coordinate with you and our KS backers on your digital and physical rewards. After this week's hotfix, we're also working on an improved save system and improving more performance issues by mid-December. As always, we're open to hearing your feedback and suggestions - and bug reports. Keep them coming!
Hi, everyone!
We have a short video from the Underworld Ascendant dev team to keep you updated on what the team is working on.
Click the image to watch on YouTube
Thanks for playing!
Hey guys! What a weekend, huh? So for anyone new to the forums: welcome! Let's get some of these FAQ out of the way first:
Todays hotfix addresses a number of quick fixes for reported bugs and localization issues. It also adds logging to help us track down crashes. Your 21:9 support is here too!
We will continue to work on the top community issues that will take a bit more time to address (save games, AI, saving option settings, art glitches, crashes, player movement and performance, etc.).
FYI - If you are experiencing crashes, please make sure your drivers are all up to date AND verify your files via steam.
Go to the game in your Library > RIGHT CLICK > Properties > local Files Tab > Verify Integrity of Game Files
You can see the entire list of todays changes below.
Hotfix 1.02
[url=https://youtu.be/AlDCYKQ9ylE]
Click image to view message on YouTube
Going forward we will be looking at the big topics from the community: save games, AI, saving option settings, art glitches, crashes, player movement and performance, etc.
We are currently prioritizing and determining the development needed for the issues that matter most to the community.
Your feedback in the discussion forums is appreciated!
Thank you
- The Underworld Ascendant Development Team
Greetings, Underworld Ascendant players. Welcome to The Stygian Abyss!
Underworld Ascendant is now live. We are so excited to reach this momentous occasion and to share Underworld Ascendant with the world. We look forward to seeing how each of you approaches the many enemies and obstacles that stand in your way.
Heres everything you need to know before heading into the Abyss:
Players who have purchased the game before November 21 @ 9:59am PST can claim your bonus items at any time.
Wow, it's actually launch week! I see there's been a lot of confusion about Backer Beta patch bugs, as well as what's going on with the release timing with Steam vs GoG, etc. I should have addressed most of these on the individual threads, but here's a general Launch Week Masterpost while I'm at it. Kickstarter Backers: Here is a list of all the digital and physical goods that will be available on launch day, which are upon request, and which are post-launch. (Some behind the scenes screenshots and images of goods included, spoilers!) Some rewards, such as the talking skulls, lyrical lute, chalice of cabirus, etc are slated to be updated into the game shortly after launch. Other rewards, such as the Custom Theme Art and Custom Music are still being coordinated with backers, and thus we will continue to send those backers updates on how their rewards are progressing. Note that the redemption instructions are also included in the above link. Launch Issues with the Backer Beta Patch: While the Backer Beta patch allowed players, such as our Mac and Linux backers, to play the backer build, it has also introduced some bugs that we are doing our best to track internally as we prepare for launch. Many submitted bugs are similar or have been fixed already for launch. We apologize if you are unable to play the Backer Beta as a result of a launch bug, but we're trying the best we can to make sure it's at least eliminated from launch. Steam vs DRM-Free Key? As I've mentioned in another thread, we were caught by surprise that GoG could not host Underworld Ascendant at launch. We still need to fulfill our DRM-free promise, but as of right now, we are unclear if UWA will be hosted on GoG after launch as well. To play it safe, we're asking all backers to choose their key assuming that there may not be a GoG launch. Please also note that the Steam key is actually DRM-free. You can play UWA offline and without launching Steam after you download the game. ...So How's Work? Dang it's been busy here. It's been a huge push to the finish line here, and we're about to lock down the final build for our Steam launch this Thursday. I can't believe how far we've come in some areas. Optimization, cleaning up levels, patching holes, fixing some combat interactions, etc, have all really come together. We have major keybinding options, a cleaner UI pass on a lot of icons and inventory slots, and the feel has continued to improve. That being said, remember that no game is perfect. Especially for a game with no scripted events. We'll be on the lookout for huge game-crashing bugs on launch, and we're excited to see how your adventures into the Abyss progress. We'll see you all in a few days!
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