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Version 3.86 (stable) is now released and live. For those who were already playing 3.86 beta version there's a fistful of fixes and additions which will be mentioned below together with the full changelog. And for those who are new to this version we'll revise the most notable new features here:
Version 3.86 has reached the beta stage and is now available as a beta-branch you can opt-into at will. Instructions on how to do it will be explained below in a separate chapter, so read on. Assuming no serious showstoppers are found we're anticipating to come up with stable version within few weeks time. You can find full changelog at the end of this post, and here's brief summary about the most notable additions in this version - let's go!
You know what... there's smell of spring and new UnReal World release in the air. And come March, I'm hopeful we'll see them both taking place. The most fundamental additions in the upcoming version will concern new trees, raw material wood types and their varied impact on crafting. Let's have a sneak peak at these...
Dear adventurers, once again the year is nearing its end and with these season's greetings we wish you all the best with the festivities and holiday season you might have at hand - and happy new year! With the seasonal sale going we'd also like to warmly welcome all the new adventurers into the Far North.
Today, on the verge of Steam Autumn Sale, we're most happy to release version 3.85 stable for both the old adventurers already roaming the UnReal World - and for the newcomers who have only now found their way into the far north.
The time has come for yet another UnReal World version to go live as version 3.85 beta is hereby now released. Being in beta phase it's available as a beta branch you need to opt-into at your Steam Library. This will be explained below. In few weeks time, if no showstoppers are found, we can expect a stable release. With this version we've now accomplished featuring the vast majority of crafting as pausable tasks. Now only a few item categories still remain to be done on our way to comprehensive pausable crafting. The other most notable additions in version 3.85 are also linked to crafting. One to mention is the shingles - a new type of light source with its unique usage mechanics. Secondly, there's now tree species property for big trunks and assorted timber products which affects to what type of wood is needed/preferred for crafting this or that. You can find full changelog at the end of this post, and a closer look at the few mentioned features with screenshots here.
Some of you are aware of this already, and for the rest it's time for a little cross-promotion... Ancient Savo, another game by Enormous Elk was recently on Steam. Created by Erkka Lehmus (UnReal World co-designer) this open-ended survival and resource management game is focused on raising a family. The game takes place in 1200 CE Eastern Finland, in the pristine woodlands of a region called Savo. If you have played UnReal World you may notice some familiar elements there, drawn from the same pool of inspiration, but Ancient Savo is an independent game its own. Maybe you'd better go see yourself, the introductory sale is on until 30th of September: https://store.steampowered.com/app/2872000/Ancient_Savo/ Ancient Savo is being developed independently and aside from the UnReal World, and the route the Enormous Elk's flagship is sailing remains the same - as does the crew. Cheers! urw_sage
Steam Summer sale lasts for a few days more, so we encourage all the new adventurers to take this advantage of entering into UnReal World with a discounted price. Feel warmly welcomed! The summer and nightless nights in real world do continue for good while longer and although it's been less attractive to sweat inside the development chambers we'll hereby bring you a little summary summary about the ongoing development stuff. And hey, let's add a few real world summer photos at the end of this post as well, shall we? So, a brief summery summary from the development chambers goes as follows:
Steam Open World Survival Crafting Fest 2024 is here ...
... and we welcome you into the far north with a discounted price!
In case of UnReal World it's hard to imagine more suitable Steam Fest to participate in.
First released in 1992 the game sports more than 30 years of active development with still no end in sight and has got Guinness World Records Gamer's Edition (2019) recognizition for being the first open-world survival game. Yes, these titles are always debatable but the content and eligibility is not.
UnReal World is a unique low-fantasy roguelike game set in the far north during the late-iron age.
The world of the game is highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.
For newcomers we'll highlight a curiosity that the game is created by devs who tend to practice what they code also in their real life. The ways of their ancestors, primitive and wilderness skills, traditional builds and crafts of many sorts.
From left to right, Erkka (co-designer) and Sami (creator) of UnReal World building something else than a computer game.
Steam Open World Survival Crafting Fest is about games where you start with nothing or very little, and eventually end up with... well, maybe still nothing. If you survive long enough though, you might find yourself with a nicely decorated base. But the threat of all of that coming down around you is ever-present.
UnReal World is completely open-ended and it's up to you how you decide or manage to live off the land. If you wish to, you can pick one of the varying start-up scenarios to send you into the far north with different conditions and rough plot to follow. Here's a brief introduction about what you would start with in these scenarios, and where they may lead you. But in the end, everything is up to you, and in the procedurally generated world not even the start-up equipment is always the same.
The Village
Starting at the village provides a safe way to start playing. You may equip your character carefully before going out to the wilderness and have a safe place to return to if you face setbacks or dangers on your journeys. Villages are also sources of quests which may lead you into looking for water spirits, encountering forest maidens, returning lost village animals from the wild, assisting with village chores, and so on.
Runaway slave
Having been slave to Njerpezit for years you finally take a step to escape from your captors.
You are lightly dressed, carrying only few weapons. If you manage to escape, surviving in the wilderness like this, without supplies, may get very hard. On the other hand fighting against superior enemy may be more foolish - even though they are carrying equipment you too could use.
Unfortunate hunting trip
Your father lies dead on the ground and the beast who killed him is still present.
If you manage to down the beast or even escape from it you are on your own in the middle of the wide, unfamiliar environment. The equipment of your late father may become very useful to you if you manage to pick them up - and that way even though you are alone in the world now, your family will be with you.
Lonely settler
You find yourself alone on a foreign ground with two unfinished cottages.
You may want to finish the cottages on your own and settle here - whatever you do there's much to learn about life and making your livelihood. However, the area where your father brought you feels like home to you now more than the unfamiliar wilderness around.
Hurt, helpless, and afraid
Wounded and left for dead, you struggle to survive in the wilderness.
This is a difficult scenario, as you have suffered rather severe injuries, making you incapable of walking. You also lack anything but your knife and a few pieces of clothing. It is very possible to die from the injuries you have suffered.
Traps and trapping
Your character is equipped with various traps and tools to make traps including wooden stakes for building fences and a shovel. Even if you can't make your livelihood immediately learning to use traps can be very interesting.
I want to be a fisherman
One night you sneaked into the fishing shed and took all the equipment you could carry. "I know
enough to make my living by fishing alone", you mumbled as you left your home for good. The days
after that weren't easy but little by little you began to learn to use you your fishing tackle better - and the further you travelled the more friendly the waters seemed to be.
Abandoned trap-fence
You find an old trap-fence in the wilderness.
This scenario gives you an idea of what kind of trap-fences you should build yourself and encourages you to learn by using this starting trap-fence. It will only need repairing and improvement rather than construction from scratch by yourself.
Abandoned camp
You find an old camp with a shelter, firewood and useful items.
What brought you here and what kind of your past is like is a matter of your imagination. You are at a camp where to ponder about the path to take. You can take items lying around as a hint, or you can make a fire and throw them into it one by one... as always everything is up to you.
Agriculture
You posses some valuable seeds and are ready to try out your agricultural skills.
At the age of sixteen you left your home not only with some clothes, weapons and necessary equipment but also with some valuable seeds. When you find a nice place to settle down you can start growing your own crops.
There be robbers!
You encounter a band of ruffians in the wilderness.
This scenario puts you face to face with possible danger. Will you take the offensive or try to escape with your skin intact? The next step is up to you. Keeping your starting equipment means risking your life and fighting the bandits off.
Not all who wander are lost
You set out into the unforgiving wilderness with a four-legged companion.
Left alone with only the supplies and tools you carry and your four-legged companion you set out into the unforgiving wilderness, just another wanderer looking for their place in the UnReal World.
Congratulations for reading this far!
If this all sounded like a lot to digest now bear in mind that this just scratching the surface.
Feel free to go discover - the fest and discount is on.
Cheers! urw_sage
A small patch has been released to fix a few issues as follows: Version 3.84.2 ** Saved characters from version 3.80-> are compatible with this version. ** - fixed: pausable crafting item duplication In some conditions when you finished crafting an item the work in progress item still remained on the ground. - fixed: using TEXTILECRAFT skill displaying corrupt "Command:" prompt, eg. TEXTILECRAFTNETMAKING - changed: Staff item type and role Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes. There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand. MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves. - updated: STAFF game encyclopedia (F1) entry ------------------------------------------------------------ Cheers! urw_sage
A small patch has been released to fix the following issues, which probably occurred only for a subset of adventurers. Version 3.84.1 ** Saved characters from version 3.80-> are compatible with this version. ** - fixed: continuing pausable crafting with inferior tools caused erroneous production times If inferior tools were used to start and continue pausable crafting tasks the remaining production times were not always set correctly. This glitch occasionally initiated conditions where continued pausable crafting required seemingly endless production times. - fixed: wrong javelin item tile ------------------------------------------------------------ Cheers! urw_sage
Version 3.84 (stable) is now released and live for all the supported operating systems. Version 3.84 continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too. In the midst of big changes in regards to pausable crafting we hope for the bugs to be scarcer than average adventurer's nutrition levels. ;) And whatever is encountered we do our best to maintain a swift update cycle to overcome the issues as early on as possible. Here's the changelog: Version 3.84 (stable) changelog ** Saved characters from version 3.80-> are compatible with this version. ** - added: BOWYER skill The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version. Needless to say, the available craftable bows now call for BOWYER skill in their crafting. - added: craftable Longbow You can craft a longbow from [M]ake menu under "Weapons" category. - added: pausable weapon crafting Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring. To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - changed: crafting times and requirements of certain weapons Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements. The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times. * Stone-axe Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle. * Stone knife It now takes 5 hours on average to make and also requires a stone for final sharpening. * Javelin It now takes 2 hour on average to make. * Shortbow It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days. * Longbow It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer. * Bowstring It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots. - added: BOWSTRING game encyclopedia (F1) entry - updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries - added: pausable haft crafting Crafting of the spear, axe and shovel hafts are now pausable tasks. - added: pausable item trap crafting and loop snare batch production Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows; * Paw-board Crafting time has been increased to three hours. * Loop snare Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one. - added: pausable lumber items crafting Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows; * Wood slat Crafting time for a batch of 20 slats has been increased to 200 minutes. * Wooden stake Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk. * Staff When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff. - added: pausable utility article crafting for some items in the category Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows; * Wooden shovel It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours. - added: springs Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles. Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers. From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter. MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version. - added: "behind your back" reference to asking for NPC whereabouts When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.". - changed: pushing allowed to locations not visible to the player character You can now
ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions. - fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them - fixed: possibility to remove hafts from sickles This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics. - fixed: skin item duplication if tanning got cancelled at the requirements dialog - fixed: villagers occasionally wandering impractically far from the village area - fixed: low quality hafts not degrading the finished hafted weapon quality correctly You pretty much always got fine hafted weapons even with the inferior hafts. - fixed: "Of wolf and woman" quest related NPCs selection mess There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly. - fixed: paused craft remaining time checks There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process. - fixed: title song playback interruptions and cracks upon the game starting The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files. - fixed: occasional white screen flash when player character goes to sleep - fixed: attempt to haft an invalid target item made the item to disappear - fixed: sickles weighted too much Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended. Cheers! urw_sage
A new version is at hand and for starters the Windows build goes live - now. Linux and OS X builds will be released later this week if the workflow goes as expected. Version 3.84 continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too. Here's the changelog: Version 3.84 (stable) changelog ** Saved characters from version 3.80-> are compatible with this version. ** - added: BOWYER skill The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version. Needless to say, the available craftable bows now call for BOWYER skill in their crafting. - added: craftable Longbow You can craft a longbow from [M]ake menu under "Weapons" category. - added: pausable weapon crafting Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring. To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - changed: crafting times and requirements of certain weapons Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements. The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times. * Stone-axe Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle. * Stone knife It now takes 5 hours on average to make and also requires a stone for final sharpening. * Javelin It now takes 2 hour on average to make. * Shortbow It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days. * Longbow It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer. * Bowstring It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots. - added: BOWSTRING game encyclopedia (F1) entry - updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries - added: pausable haft crafting Crafting of the spear, axe and shovel hafts are now pausable tasks. - added: pausable item trap crafting and loop snare batch production Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows; * Paw-board Crafting time has been increased to three hours. * Loop snare Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one. - added: pausable lumber items crafting Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows; * Wood slat Crafting time for a batch of 20 slats has been increased to 200 minutes. * Wooden stake Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk. * Staff When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff. - added: pausable utility article crafting for some items in the category Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows; * Wooden shovel It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours. - added: springs Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles. Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers. From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter. MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version. - added: "behind your back" reference to asking for NPC whereabouts When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.". - changed: pushing allowed to locations not visible to the player character You can now
ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions. - fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them - fixed: possibility to remove hafts from sickles This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics. - fixed: skin item duplication if tanning got cancelled at the requirements dialog - fixed: villagers occasionally wandering impractically far from the village area - fixed: low quality hafts not degrading the finished hafted weapon quality correctly You pretty much always got fine hafted weapons even with the inferior hafts. - fixed: "Of wolf and woman" quest related NPCs selection mess There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly. - fixed: paused craft remaining time checks There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process. - fixed: title song playback interruptions and cracks upon the game starting The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files. - fixed: occasional white screen flash when player character goes to sleep - fixed: attempt to haft an invalid target item made the item to disappear - fixed: sickles weighted too much Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended. Cheers! urw_sage
Springtime is busy time - both out in the nature and inside the development chambers. See, we're preparing for a new version release still this month, so let's have a sneak peek at upcoming features.
A quick hotfix update to remedy occasional lag on zoomed-in maps has been released. This issue was met with version 3.83 most notably on Windows 11 systems. No other changes. Cheers, and happy adventures! urw_sage
Version 3.83 is now released and live!
Bugs found during the beta period were very scarce, so for those who were playing the beta version already the changelog doesn't bring any additions. The most notable features in version 3.83 are weapon/tool hafting and the haft wear out mechanics, and pausable arrowmaking and tanning.
This version has also undergone upgrade of SDL and SDL_mixer libraries, which will hopefully prove stable and clear few rarely encountered audio oddities with some system setups and sound cards/drivers.
.....aaaand here's the changelog:
Version 3.83 (stable) changelog
** Saved characters from version 3.80-> are compatible with this version. **
- added: hafting spears, axes and shovels - and their separate heads and hafts
Axe and spear items now consist of two parts; the heads and hafts. Shovel item now also consists of two parts; the iron blade and haft. Wooden shovel is an exception as it's made out of single piece of wood.
Haft refers to the wooden handle or shaft, which can break over time or upon damage. When the haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head, or shovel blade to a new haft, making it a complete working weapon or tool.
For hafting, there are now new craftable "axe haft", "spear haft" and "shovel haft" items. In reality the haft shape and proportions do vary depending on the axe or spear type, but in order not to make things overly complex the two generic spear and axes hafts work for all the different types of spears and axes.
The different axe and spear heads now also exist as separate items. For the axes there are handaxe head, carving axe head, broad axe head, woodsman's axe head and so on. And for the spears there are kaumolais spear head, northern spear head, and so on. Blacksmiths still sell these weapons readily hafted so the heads aren't commonly found on their own.
When the haft breaks the head and broken haft do drop on the ground, along with pause prompted game message. You can then carve a new haft and haft the head to assemble a working weapon or shovel again. The broken hafts are of no use and are best utilized as firewood.
Crafting hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The following self-explanatory options are available there:
* Axe haft
* Spear haft
* Shovel haft
* Haft a weapon or tool
* Remove the haft
The first three options are used to craft a new haft, followed by the actual hafting option to assemble a working weapon or shovel. You may also remove the haft at will for example to replace worn out haft early on. However, removing the haft may damage it a little bit so it's not recommended to do unless necessary.
Both crafting the haft and hafting task itself require CARPENTRY skills. The haft quality and success in hafting has significant impact on the finished weapon or tool usability. Poor hafting may result in lowering the item quality even below the head quality itself. Thus the finished axe, spear or shovel quality now refers to overall usability with the used haft, and the success in hafting. On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.
There are new game encyclopedia (F1) entries for the relevant topics: AXE HEAD, AHE HAFT, SPEAR HEAD, SPEAR HAFT, SHOVEL BLADE and SHOVEL HAFT
- added: hafts wearing out in use
Hafts of the axes, spears and shovels now wear out in use, and will eventually break.
Axe hafts wear out in all the regular woodworking and timbercraft tasks where they are used. Shovel hafts and wooden shovels wear out in digging pits and preparing the soil. Spear hafts mostly wear out in combat.
In all the cases the wear is relative to the task the weapon or tool is used for. Thrusting a spear into a large moving animal such as elk or bear may put the haft under serious strain. Likewise, felling big timber is more strenuous for the axe haft than doing casual carving.
The haft wear out level can be noticed in character's inventory with the progressing wear bar.
Hafts are in the risk of breaking apart when they've worn to about 80% of the original condition. Accumulating haft damage can also lead to decrease in the axe or spear overall quality.
- modding add: new crafting requirement entries
{Hammering tool}
This defines requirement for a tool that is used to hammer things in place. It's used in hafting an axe.
The butt of an axe is commonly used as a hammering tool, but clubs, pieces of firewood or stones can be also used as a substitute.
{Axe or carving knife}
This defines requirement for a tool used in rough woodworking and carving. It's used in crafting hafts to carve out their rough shape from a slender tree trunk.
Axe is the preferred tool here and always the best option, but usage of knives is allowed as a substitute - even though they make the task significantly slower.
The common woodworking axes such as handaxe, carving axe, and woodman's axe are the most suitable ones. If a knife is used the sturdy ones such as skramasaksi, northern knife, kaumolais knife or hunting knife work the best.
Both of these entries can be utilized in diy_*.txt and biy_*.txt modding at will.
- modding add: [nowear] and [wearpct:num] tags to specify haft wear out accumulation rate
Axe, spear and shovel hafts wear out also when they are used as tools in crafting or building tasks.
There are these two new tags to customize the wear accumulation rate as the intensity of tool usage varies depending on the task.
[nowear] tag means that the used tool doesn't wear out at all.
[wearpct:num] specifies custom wear out percentage rate (1-100) in relation to the highest rate (100) where tool is used intensely during the whole task.
Examples:
{Axe}
Number of slender tree trunks required is also modified so that you can craft three blunt arrows out of one slender tree trunk.
Blunt arrows are now also prone to outcome quality modifiers, so your tools and expertise determines if the finished blunt arrows will be curved or superior or something in between.
- modding add: [yield:num] tag
[yield:num] tag is used to specify for how many produced items the single raw material entry is enough for. Ie. how many finished items it can yield. The tag is used in diy_glossary.txt for making blunt arrows as follows:
{Slender trunk} [yield:3]
This means one slender tree trunk can yield three produced items ie. blunt arrows. So, for example to craft six blunt arrows you would need 2 trunks. Crafting 7-9 blunt arrows you would need 3 trunks, and so on.
- enhanced: rendering of the terrain type images
Terrain type images on zoomed-in map are now rendered directly to the screen using the available resolution. This makes the images appear more crisp and clear.
- fixed: being able to fish facing away from the water
- fixed: companions performing some tasks too fast
Due to miscalculations in companion time counters they managed to complete some tasks, eg. felling trees, all too fast. The issue was mostly noticed in woodworking tasks, but you may find some other companion performed tasks also to appear in slower more reasonable pace now.
- fixed: villagers not reacting if you attacked a hired companion of their own group in their own village
- fixed: villagers accepting too many items if they were offered in one go during the first trade
- fixed: terrain type image not updating when climbing across terrain boundary
This happened only when using the climbing skill.
- fixed: the fish splashing and spawning despite of the ice
Occasionally you might find fish splashing in the water even at locations with ice cover. This happened if the water froze again after the spawning had already started in the open water.
- fixed: Bewitched Wolf quest not generating correctly
This quest might have been missing for few versions, so enjoy if it now comes your way.
- fixed: triggered item traps remaining in set status
This might rarely happen with loop snares and paw-boards. The graphics also show the traps being set and ready, despite of the fact that they were actually triggered already.
- fixed: placing any items to a pine tree with bear skull produced the bear skull placement message
Cheers! urw_sage
The work with new version, 3.83, is soon finished and we hereby ease the anticipation with an early beta release for Windows. Thus, version 3.83 beta for Windows is now available as a beta branch you need to opt-into at your Steam Library. This will be explained below. Once the Windows version stability is confirmed, wrapping things up for all the supported operating systems will follow and we aim to have have 3.83 stable version released this month. The most notable additions in version 3.83 are weapon/tool hafting and the haft wear out mechanics, and pausable arrowmaking and tanning. Find full changelog at the end of this post, but first let's have a closer look at the hafting and haft wear out mechanics.
The year is nearing its end - so let us send you our winter season's greetings with this post.
Firstly, we wish you all the best with the festivities and holiday season you might have at hand,
and happy new year!
Then, as a season's speciality let us entertain you with little something recreational from the real world at present-day Savo.
The winter has come, and for devs like us it means the balance between coding and cross-country skiing must carefully maintained. So, a week ago Erkka (co-designer) came over for a visit - and we went exploring the real world on skis.
Sami (UnReal World creator) with the red hat, Erkka (UnReal World co-designer) with the green hat.
Over the years, we've found ourselves doing many kind of media works more or less related to the game world or inspired by the iron-age culture. And now, quite spontaneously, we ended up doing small stop-motion animation - and then thought of publishing it as 2023 season's greetings at Enormous Elk YouTube channel.
There's more, and surely more sophisticated content to explore, if the channel wasn't familiar to you already. We call it Tanssivat tontut in finnish, which would translate as Dancing goblins or Dancing household spirits in english.
https://youtu.be/du2pkQUN9Fg?si=aOPZkYand2qcKmFW
And lastly, for myself the last weeks have been more busy with horseback riding and archery than coding. In early December I did three horseback archery demonstrations at different stables which required quite a bit of both time and energy. But hey, sometimes one has to ride a horse to endure extended still sitting periods in front of the computer. And maybe it's good for one to try out the bow for real if he intends to simulate archery in the game. So, this also falls into category of in the real world at present-day Savo. Let the bow skill speculations start.
https://youtu.be/oPaZKJluLDQ?si=vAzUS2KX986sx7ux
Let's see you in 2024, with all sort of new achievements, features and adventures to follow in the real and unreal world.
Cheers!
Steam Autumn sale has begun and we welcome new adventurers into the far north with a generous discount until 28th of November.
And with the Autumn Sale also the Steam Awards 2023 nominations have started.
In case of UnReal World, we really can't help but to pick "Labor of Love" as our nomination category.
Outside the development chambers it's hardly autumn anymore.
The days grow shorter and shorter, and soon after the noon you can already start to prepare for the dusk.
It's 31 years of UnReal World development behind - and still no end in sight.
It's some four more months of snow and freezing temperatures ahead - and it's all good.
That's all folks. You are welcomed to enter and invited to nominate.
:urw_sage: :urw_fire: :urw_elk:
Greetings to those who roam, or are about to roam the unreal world! We're happy to announce a new version release: Version 3.82 is now live and released for Windows, Linux and OS X. This version brings you a whole new fishing method, bunch of fish life improvements and a basket of crucial bugfixes. Find the changelog below.
Here we go with a brief development news about what's bubbling under at the moment.
Well, a good bunch fishing related additions, we can tell you.
There will be improvements to some old fishing methods and a completely new form of fishing to be featured. And to have it all done with our desired ambition we'll also feature spawning periods and habitats for the different species of fish. And these can be then taken advantage of with the old and new fishing forms.
It's quite a sidetracking, snowballing bunch of additions, but slowly coming together so nicely that we can briefly highlight it already.
Now pikes, breams, salmons, trouts and lavarets (at least) will be given their spawning periods and habitats. Gathering of the spawning fish can be then taken advantage of with suitable fishing means.
For example pikes will come to spawn in early spring at shallow shoreline waters with rich vegetation.
During that time the spearfishing from the shore can be quite succesful.
As we know, spearfishing is already an existing fishing method in the game, but now it will become a bit more detailed for example with information given related to ongoing spawning periods and the chosen location.
Ingir proceeds with spearfishing and the game notifies about the chosen location being good considering the ongoing pike spawning period.
Lippo is a certain kind of dip net with a very long handle, and it was used in special kind of fishing at rivers and rapids. It is a new fishing tool in the game that
can be crafted by the player character, and it will be used in this newly featured form of fishing.
Ingir has arrived at the rapids with an intention to craft herself a lippo.
Lippo fishing was practised especially when the certain fish, salmons or lavarets for example, gathered at the rivers to spawn. But lippo can be also used to catch roaming river fish outside their spawning period too. In this fishing method the lippo is casted into the water, down at the bottom of the river, and then moved carefully in order to scoop the fish into its net. The roaming fish in the rivers and rapids will occasionally rest beside the rocks and skerries and these are the locations where lippo needs to be used.
Ingir needed to row with a punt to reach a skerry in the rapids. Maybe there are fish resting behind the neighbouring rocks, she thinks and reaches out to pick up the lippo.
Just a quick briefing.
There more to this.
Stay tuned.
Version 3.81 is now built, released and live for all the supported operating systems. This version is now the default branch and if you have automatic updates on your game will update automatically. This version is mostly about craftable and repairable fishing nets, preliminary introduction of pausable crafting and some bugfixes. Find full changelog at the end of this post, and now let's highlight the most exciting addition...
In the midst of summer schedule challenges we're hereby releasing version 3.81 first for Windows and follow with Linux and OS X builds in early august. Version 3.81 for Windows is available as a beta branch you need to opt-into at your Steam Library. This will be explained below. This version is mostly about craftable and repairable fishing nets, preliminary introduction of pausable crafting and some bugfixes. Find full changelog at the end of this post, and now let's highlight the most exciting addition...
Steam Summer Sale 2023 is on ...
...and we warmly welcome new adventurers into the Far North with a decent discount.
Simple as that. You know what to do.
It has already become our tradition also to post a summery set of photos from around the development chambers, so here we go again and into the summer we shall take you...
A quiet village road by the midnight leading past Sami's (UnReal World creator) development chambers. It's midsummer, nightless night and the sun barely sets at all.
Vasta hanging at sauna entry, waiting for the sweaty dev. Vasta is a kind of broom to beat and treat oneself with during sauna bath. Attention new adventurers; you can try that out in the game too.
It's calm on the surface, but despite of the summer there's some new code bubbling under. Stay tuned.
Midnight, midsummer. Attention new adventurers; the seasonal day and night cycle may blow your mind in the game too. The midwinter nights are far away, somewhere in the distant horizon, but you should be prepared.
urw_fox
The current version 3.80 is now few weeks fresh and working smoothly. And we've been working on a new update for this summer. So how about just a little update about the little something upcoming? Very well. And let's do it with a sneak preview screenshots. So, what is to be highlighted now and to be featured in the next release is ...
You know, there is Enormous Elk - an indie production team founded by Sami Maaranen (UnReal World creator) and Erkka Lehmus (UnReal World co-designer). Then, there is UnReal World - by Enormous Elk. And now there is also Ancient Savo by Enormous Elk, as Erkka's side-project game has reached its public beta release.
Version 3.80 has reached stable stage and is now released and live for every adventurer out there.
Those who were playing the beta version will discover new features with the improved arrowmaking and spotting blacksmith orders on the map of known areas (F6).
For those who only now enter the version 3.80 it should be noted that the most fundamental addition in this version is featuring the NPC blacksmiths and the process of ordering metalworks from them.
Let's take a look at the changelogs - starting with a few screenshots to highlight the latest additions since the beta.
We're happy and excited to announce a beta release of UnReal World version 3.80.
Being a beta release some of the new features are still slightly under construction and there might be higher bug potential, but the essential new additions are completely playable and we haven't ran into stability issues either.
To play this beta version you need to opt-into it at your Steam Library. This will be explained below.
The most fundamental addition in 3.80 (beta) is featuring the NPC blacksmiths and the process of ordering metalworks from them. For those who haven't followed the earlier news about it we'll toss a selection of screenshots here, and you can find the full changelog later in this post.
As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
Our hopes to have it all completed this month has proven slightly too optimistic, so the release will take place in April.
The good news is there's far more done, than still to be done. That is, if we manage to avoid time consuming sidetracking and spin-offing, as this is indeed an addition that can easily grow and expand with to-dos and ideas popping up here and there.
Let's continue with some dones and to-dos after a screenshot of a new NPC in town:
By now there's a solid groundwork done for the blacksmith NPCs;
Dear adventurers, it's time for a sneak peek into the few upcoming features. We are hopeful and excited to have a new version released this very month, and these are the two major additions to expect.
Composed and performed by the devs themselves, wished for by the adventurers, the primeval musical journey into the far north is now available! Enhanced UnReal World Soundtrack brings you the game musics plus three selected spin-off hit songs along the way in both .mp3 and lossless audio formats. It's quite well known that Sami (creator) has been developing the game for ages, but he's been also been creating and performing variety of music for ages. And ever since the early days of UnReal World together with Erkka (co-designer) they've enjoyed and pursued creating primitive and traditional music together. And along that long way we've been constantly wished for more musical works, or even a compilation album. So, here you go: https://store.steampowered.com/app/2295510/UnReal_World_Enhanced_Soundtrack/ Well, that's enough reading for now - let's get into listening instead. Enjoy!
The second bugfix patch for stable version 3.72 has been released to address the following issues: ------------------------------------------------------------------------------------------------------------ Version: 3.72.2 - fixed: tool selection automation when crafting a bone fishhook Knife (for initial shaping) and rock (for sharpening the hook) weren't selected automatically from character's inventory. Moreover, if more than one rock was available you needed to erroneously specify how many of them to use in the process. - fixed: character portait disappearing after scrolling the message log - fixed: NPC archers sometimes shooting rocks or tree trunks This happened when they ran out of arrows. This bug was most often revealed when fighting the Njerpez. - fixed: random items sometimes appearing in character's inventory after rod fishing This was caused by unintended inventory re-ordering when the bait was all used up. Even though this bug was noticed in relation to rod fishing the faulty mechanics may have caused some other rare item appearance oddities as well. We are quite hopeful that the fix will address these issues too. - fixed: building a cellar at the location of an already existing cellar This was erroneously possible. - fixed: digging a pit at the location of an existing cellar This was erroneously possible, and also made the existing cellar disappear. - fixed [windows]: entering a message log custom entry accepted only a very short message This was SDL related, and to our knowledge appeared only on Windows. ------------------------------------------------------------------------------------------------------------ With release of this patch the current version is hopefully freed from the most troublesome oddities, and our focus can turn from the bug hunting towards the future features. Stay tuned! Oh, and stay tuned for the shortly upcoming soundtrack as well: https://store.steampowered.com/app/2295510/UnReal_World_Enhanced_Soundtrack/ That's all folks! Cheers! urw_sage
Onto a musical journey into the Far north we shall take you ...
...as UnReal World Enhanced Soundtrack will be released in February 2023.
The soundtrack will contain the game musics plus three selected spin-off hit songs in regular (.mp3) album format and downloadable lossless audio. One of the extra tracks is a musical piece currently in progress to be premiered on this very soundtrack.
UnReal World game musics are performed and created by the devs themselves, and most of the musics we hear in the game are selected sections of longer tracks. Some of these songs have been released along the way independently, and are now re-mastered and collected together on this enhanced soundtrack.
For a foretaste, Enormous Elk YouTube channel features these two upcoming tracks:
https://youtu.be/jdSW9Z46DhE
https://youtu.be/7KAFk657dvw
If you weren't aware, the channel also contains a good bunch of UnReal World related spin-off stuff, and the recreational endeavours of two-man team called Enormous Elk.
We'll see and hear more in February!
Some OS X systems had troubles with map screen rendering, caused by SDL2 and Metal combination. Now this quickfix for OSX hints SDL to always use OpenGL instead which should clear the issue: - [OS X] fixed: lower part of the map not drawn correctly urw_sage
Hotfix patch for Linux and OS X has been released. You can find the changelog below. On OS X there were some weird random oddities namely with map rendering and menus. We certainly hope this hotfix clears 'em all. Because nature of OS X issues seemed to be system related don't hesitate contact if you're still bothered with some weirdness. Version 3.72 (patch #1) for Linux and OS X ------------------------------------------------------------------------------------ - [os x] fixed: walking through walls - [os x] fixed: fistful of random oddities with map view and menus - fixed: character portrait being shown in message log screen - fixed: character portrait not showing up after using encyclopedia in skills menu - fixed: arrows picked from villages not tagged as unpaid ------------------------------------------------------------------------------------ Should you encounter any more showstoppers let us know and we'll continue the bug hunting. In the meantime there's previous stable version available which you can opt-into. To play the previous version 3.71 check the betas using code urwversion371 and opt-into the 3.71 "beta branch" that appears. And hey, we also wouldn't mind hearing the good news if this patch now cleared the issues on your end, dear OS X adventurers! Cheers!
Hotfix patch for Windows has been released to address the following issues: Version 3.72 (patch #1) ------------------------------------------------------------------------------------ - fixed: audio issues On some systems audio got played wrong, and the audio loading failures also made the game crash prone. The issues were linked to SDL_mixer version in use we've now reverted back to using SDL_mixer 2.0.4. - fixed: character portrait being shown in message log screen - fixed: character portrait not showing up after using encyclopedia in skills menu - fixed: arrows picked from villages not tagged as unpaid ------------------------------------------------------------------------------------ If you had trouble running with 3.72 due to audio problems we dearly hope this patch fixes them for you and for all - and for good. Should the problems persist for you we'll continue the bug hunting, and in the meantime there's previous stable version available which you can opt-into. To play the previous version 3.71 check the betas using code urwversion371 and opt-into the 3.71 "beta branch" that appears. And hey, if this patch brings you from the unfortunate muffled and crash prone audio league back into proper stable UnReal World again let us know! Cheers!
Greetings! Let us mention a few important things in the midst of the midwinter....
In January this year Sami (UnReal World creator) announced taking a year-off from the development chambers to celebrate the 30th Jubileum of UnReal World. It was winter then.
Now it is winter again, and among the snow and pleasantly freezing weather we are happy to stop by to announce that stable version 3.72 will be released next week.
The upcoming version has been available as beta branch for a good while already, but with a few last additional tweaks and features it then becomes default and live for all of you, dear adventurers.
And as the year turns to its' end the fourth decade of UnReal World development is about to start.
Sami (UnReal World creator) slowly heading back to development chambers.
Version 3.72 beta is now available for all the supported platforms - Windows, Linux and OS X.
OS X build was the last in line and considering the stability of Windows and Linux betas released earlier there's really no need to hesitate to opt-into this release - regardless of your operating system.
There is dozen of new features, fistful of fixes, and still more features pending to be added on our way towards the stable release which should be out still this year.
You'll find the full changelog and instructions how to Opt into the beta later in this post, but let's highlight some new features first.
Random character names
Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.
Harvest and pick agriculture option
The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.
Watercraft marker icons on zoomed-out wilderness map
When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.
We're happy to announce that 3.72 beta has been now finished and built also for Linux.
This beta has been available for Windows for a good while already, and has proven pretty stable already. Let's hope the Linux beta continues on the same good path.
More features are pending to be added, and OS X beta is still pending to be finished.
You'll find the full changelog and instructions how to Opt into the beta later in this post, but let's highlight some new features first.
Random character names
Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.
Harvest and pick agriculture option
The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.
Watercraft marker icons on zoomed-out wilderness map
When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.
The spooky times are at hand, and once again we are taking part in the ongoing festivities with a sale and haunting imagery. So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...
Surprise, surprise!
The autumn has come, there's hint of winter in the air. The nights have gotten darker and longer, and there's been rainy days too. Perfect weather for coding, one might say. And you know what, that's what's been happening in the silence of the coding chambers lately.
So here we are, flexing our coding and release muscles with a new, seemingly unexpected release packed with a dozen of new features and a fistful of fixes.
This version 3.72 comes out as a beta release you need to Opt into, and for starters it's only for Windows. More features are pending to be added, and OS X and Linux versions will follow in time.
Not to worry, the story continues.
You'll find the full changelog and instructions how to Opt into the beta later in this post, but let's highlight some new features first.
Random character names
Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.
Harvest and pick agriculture option
The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.
Watercraft marker icons on zoomed-out wilderness map
When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.
You see a canoe here.
The paddle wielded as a primary weapon.
You pust the canoe into water and jump aboard.
And there, in the real world, 120 kilometer long Kokemenjoki ("Kokemki River") awaits...
So, a little while ago Sami (UnReal World creator) went for a 130 kilometer river canoeing trip, and here comes a little photo greetings from that magical journey.
We travelled with an indian canoe through the whole Kokemki River in southwestern Finland, all the way to the Gulf of Bothnia, and on top of that some 10 kilometers out to the Reposaari island at Bothnian Sea.
[hr][/hr]It took six amazing days of adventuring, and there are a lot more sceneries to show and stories to tell. For those who are keen to see more I will go through the whole journey in day-by-day series of posts at my buymeacoffee page.
Take a peek, all the content is available for everyone.
https://www.buymeacoffee.com/SamiMaaranen/posts
But should you then feel like buying a coffee for a weary paddler one of the upsides is that every supporter gets e-mail notifications when future posts are up.
[hr][/hr]
Let's keep adventuring. urw_fox
Steam Survival Fest is on and we welcome you to join to this sale of the fittest.
Just follow your survival instinct into the far north where UnReal World awaits.
We're all about survival.
GWR Gamer's Edition has labeled UnReal World "The first open-world survival videogame",
and the devs are famous studying and trying traditional skills and techniques in real life to come up with credible game mechanics and atmosphere.
The game itself has survived for 30 years, and continues to thrive as a unique low-fantasy roguelike set in the far north during the late Iron-Age. The world of the game is highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.
Sami (UnReal World creator) roaming the real world, developing the unreal.
Steam Summer Sale is on!
So lay back, wipe the sweat off your forehead, and feel free to enter into the far north for discounted price. It's easier there in the summer - you'll see.
It's been enjoyable adventuring in the real world too, so let's share a some selected content about how life has been around the development chambers of both Sami (creator) and Erkka (co-designer).
Firstly, here's a new primitive music piece by the said fellows. The recording took place in the spring around Erkka's chambers:
https://youtu.be/jdSW9Z46DhE
And secondly, few images from around Sami's neighborhood:
Cheers and happy summertime!
Greetings everyone!
As you may know I'm spending sort of a year off from coding and concentrating more on the real world stuff. But the absence from the development chambers doesn't mean a radio silence. I'm happy to post a little news and photo feeds occasionally to stay in touch with You adventurers out there, and that's what people have wished for too. So here we go ...
I recently had a minor accident with my right hand and now need to keep a cast for a month, but that's not stopping the roaming in the woods. Hehe, you know this from the game too - the many activities might be slower, but doable.
So here's a photo greetings from one beautiful May day in the grove forest. These woods are half an hour walk away from UnReal World development chambers. This is a very special place since there are lot's of conifer forests to see here in Finland - as you may have noticed in the game too - but this kind of grove like leaf tree habitats are more rare.
And by the way, if peeks into these 2022 real world endeavours is your cup of coffee I'm building up a habit of more regular posts at my buymeacoffee page:
https://www.buymeacoffee.com/SamiMaaranen
It's kind of like an alternate media channel to see and support not the game development, but the game developer's lifestyle. Or whatever.
Take care everyone,
-Sami (UnReal World creator, gap year adventurer)
Going Rogue: A Festival of Persistence has started here on Steam and oh yes, that's a sort of celebration that suits us so very well!
From the player's point of view it often requires persistence to roam the harsh wilderness pursuing your way to survive in the far North. From developer's point of view it also has required quite a bit of persistence to keep developing the game for the past 30 years.
UnReal World has its' roots very deep in the roguelike genre. Sami (UnReal Word creator) was an avid player of the pioneer roguelikes such as Hack/Nethack, Moria and Omega back in the day. And it was those games that inspired him to get on the roguelike path and start creating UnReal World.
Taking a look at the screenshots from 1992 and 2022, it appears we've stayed somewhat true to our roots ...
1992 - UnReal World 1.00b
2022 - UnReal World 3.71
...but well, on the inside it's been a journey of 140,000 lines of code so far.
Should you wish to experience all that Going Rogue sale is one chance to enter into the far North with a discounted price.
Cheers! Long live the roguelikes!
urw_sage
On Thursday 24 February, president Putin launched a devastating attack on a sovereign country of Ukraine and ever since the Russian forces are continuing to pound Ukrainian cities, including residential areas, with missile strikes and artillery fire. There is no excuse for this war. The civilians, including children, are suffering to the extent where Europe's largest refugee crisis since World War II has emerged.
We support Ukraine and have made contributions to relief efforts.
We support Russians that stand against the senseless actions of the Russian government.
We have players from all over the world, from Ukraine and Russia too.
The majority of common people are not to blame for the madness and destruction, but the common people are to suffer from Putin's war. It needs to stop. We ask you to raise awareness, and work for the peace.
Do not stand aside, do not tolerate this, and help if you can.
In nearly every country you can find organizations such as Red Cross and Unicef who accept donations for Ukraine. For news, if you haven't been following, for example The Guardian has summary article of Russias war in Ukraine with pictures, maps, and videos:
https://www.theguardian.com/world/2022/mar/07/russia-war-ukraine-complete-guide-maps-video-and-pictures
You are online, you can find more news sources too. If in your country the world events are being filtered by the propaganda, censorship, restriction of information or freedom of speech try to reach beyond that. It takes some effort, but we support your efforts.
And once more; raise awareness of what is happening, work for the peace, do not stand aside and help those in need.
This year, in 2022, we are celebrating the 30th Jubileum of UnReal World.
The game was first released in the summer of 1992, so the 30-year milestone will be reached this summer.
Now what will this special year of celebration bring upon us, and the game?
When it comes to coding and development, I will be taking it real easy. It is likely that we'll see some updates to the game, but mostly I'll be devoting my time for variety of other things. So I'll kind of celebrate the 30 years of development by taking a year off from the usual coding flurry. This also allows me to better contemplate on the future of the game as there some challenging overhauls in our sight. One is moving to higher resolution and modern aspect ratio. The year is early, and these thoughts are scattered, so more news on this front will follow later on. But yes, it is truly so that I will take a year off from the usual, practical, hands-on development. Planning, brainstorming and a little something easy paced remains, though.
Nevertheless, during this year of celebration we will be bringing you some recreational content from the North, out and away from the development chambers. What it will be exactly remains to be seen, but I'm sure this year off will bring along many occasions, incidents, experiments or artistic projects to share or publish. There are some ideas bubbling under already.
On this thursday, 27th of January, it will be my 47th birthday. I started working on UnReal World at the age of 15 and two years later, at the age of 17, the first version was released to the public. Now the 30th Jubileum, or 47th birthday, may feel like an occasion to offer me a drink or something, and for that purpose I quickly created "buy me a coffee" page.
https://www.buymeacoffee.com/SamiMaaranen
It's a simple support channel I've been asked to allow even earlier. Now it's up and will remain so at least for this year. I'll reserve the right to decide the drink to buy with your support :) , but big cheers anyway!
So these are the news to start this year with. Feel free to comment or ask if something comes to your mind.
Yours,
Sami (UnReal World creator)
The developer is currently out the office ...
He's skiing in the woods following two elks...
He will be back occasionally and eventually.
The midwinter and holiday season is at hand, and Steam Winter sale is also about to start soon.
It is time to send you our warmest Season's Greetings with a few moody photos from this very day.
Thank you for 2021 to those who already roam the UnReal World, and welcome into the Far North, all you new adventurers.
We have just passed the Winter Solstice on northern hemisphere, and the amount of daylight now slowly starts increasing. Otherwise the winter in Eastern Finland continues in decent -20 degrees celsius temperatures with delightful amount of snow. Sami (UnReal World creator) heads towards the real world in horizon.
Merry Christmas, Tree. This mighty spruce grows beside the village road, not very far from the development chambers.
Now let's survive the midwinter, and see you again in 2022!
Nominations for Steam Awards 2021 has started together with Autumn Sale, so get involved now.
A small bugfix patch has been released to address the following issues: - fixed: some faulty animal snow penalty calculations On few occasions the fatigue rate of animals moving in the deep snow wasn't calculated right. This could result either in animals tiring too easily, or too little. - fixed: distributing offered traded items among foreign traders wasn't always working You might still end up in "can't carry" trade situation, even though the trading party would have capacity to carry the offered goods. Hopefully this is fixed for good now. - fixed: Crash/shutdown related character data loss on Windows systems On Windows system crash or computer power loss might result in character corruption which at its worst erased character data to the extent of making them unrecoverable. This issue has been now addressed with extra safety measures and internal backups which hopefully prevent the worst case data losses for good. Should you experience Windows crash the game now tries to recover character data automatically from internal backup files upon loading the character again. You may still loose some moments or few map loads in the character's life but the game hopefully goes on more reliably. - fixed: UrW mobile controller not working on some systems That's all folks! Happy adventures! urw_sage urw_fire
Once again we are taking part in the ongoing [strike]Halloween[/strike] Kekri Sale with the pleasing numbers and haunting imagery. So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...
UnReal World version 3.70 has reached the stable stage and is now released and live. Your game will auto-update and characters from the previous version are compatible with the new version. If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. You'll find changelogs later in this post, but first a little look at the key features with a few screenshots.
First a little reminder, then a little peek into the future features -- and into nearby woods as well where the creator can be spotted crafting UnReal World gear for real.
3.70 beta-3 for Windows, Linux and OS X has been released to fix a few bugs. Those who have opted-into 3.70 beta release will have their game automatically updated - if enabled. On Windows version the listed bugs have been remedied already, but now all the supported platforms are in sync. With this patch there should be no critical beta bugs anymore, and polishing the lesser annoyances continues. Version: 3.70 (beta 3) ** Saved characters from version 3.50-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - fixed: weather for migrated characters getting corrupted Migrated characters now experience reset of the weather upon loading them in 3.70 beta3. So the weather of migrated characters isn't exactly same as when they were saved, but as the reset is based on time of the year the change is most often quite unnoticeable. - fixed: laggy movement on some map areas This was related to how seeing through saplings was handled, and on some occasions data checks endedup in slow loop. - fixed: domestic animals triggering your traps - fixed: small weight units (g, oz) shown in carried load statistics together with false basic unit (kg, lb) Now carried load is shown in basic units - either kg or lbs. - fixed: character creation modes "easy" and "too easy" unexpectedly quit due to option points miscalculations - typo: "kgs" abbreviation used in metric system units. It's now always singular "kg", as it should be. -------------------------------------------------------------------------------------------------------------- Take a look at original 3.70 beta release post for more information about what this beta-version is about, and how to opt-into: https://store.steampowered.com/news/app/351700/view/2980802142084765582
3.70 beta-2 hotfix for Windows has been released to fix a few bugs. Those who have opted-into 3.70 beta release will have their game automatically updated - if enabled. Patches for other platforms will follow later on. Changelog for 3.70 beta-2 for Windows: --------------------------------------------------------------------------------------------------------------- - fixed: domestic animals triggering your traps - fixed: small weight units (g, oz) shown in carried load statistics together with false basic unit (kg, lb) Now carried load is shown in basic units - either kg or lbs. - fixed: character creation modes "easy" and "too easy" unexpectedly quit due to option points miscalculations - typo: "kgs" abbreviation used in metric system units. It's now always singular "kg", as it should be. --------------------------------------------------------------------------------------------------------------- Take a look at original 3.70 beta release post for more information about what this beta-version is about, and how to opt-into: https://store.steampowered.com/news/app/351700/view/2980802142084765582
Version 3.70 beta has been launched. Things are fairly stable already, but as it's beta release the bug potential is higher than usual. Also, some features are still pending to be polished to their final stage in patches to follow.
The Steam Open World Sale has begun and we wholeheartedly cherish this special event and celebration of infinite exploration. It's very much our genre, since early 90s, and acknowledged with (debatable) merits such as ...
But we don't really want to ramble about the game. See, the store page shows and tells all you need to know. Now feel free to lose yourself in the most intricate, detailed and enchanting iron-age game world for discounted price.
Then, let's move on to additional content to celebrate the special open world event for real...
Code is pouring and bubbling in development chambers as we head towards yet another version update. And now it's a little sneak preview time with our textilecraft test character Kuitu Kaumolainen ... The biggest single addition to the upcoming version is featuring mechanics to extract fibres from certain plants and process them into yarn. For this, a new TEXTILECRAFT skill was created, and lots of spin-off features regarding fibre processing and cordage also followed. Fibres can be extracted from nettle, hemp and flax - which has been added as a new cultivated plant. Let's start from there ...
The last weekend some quite exciting weather engine achievements and accompanying real life adventures were made as Sami (creator) and Erkka (co-designer) spent some creative time together. Now there are two new essential weather features on the table - both still somewhat under construction, but most likely to be seen in the next version. And the features are...
The midwinter and holiday season is at hand, and Steam Winter sale has begun.
Now let us send you our very best and most delicious Season's Greetings,
as it's time to celebrate the period with Iron-Age feastings.
You may be aware that over the years we have practiced and experimented with many different survival, bushcraft and traditional skills and techniques to gain firsthand knowledge of the ways of the ancients, and to add a special touch of realism to the game mechanics. Practise what you code, so to speak.
This midwinter we tried out quite ambitious Iron-Age cooking as well. These are the kind of dishes you can prepare in UnReal World too, but they surely taste good in our time too.
Roasting turnips on embers.
Flatbreads and cooked turnips.
Tasty bits of broadbean-turnip-mushroom stew.
Let the Iron-Age feasting start.
This is not our first go with traditional food for traditional devs, but the first time it's been carried out and documented this precisely. The reason for this delicious study is an exciting upcoming exhibition.
In 2021 Suomen Pelimuseo (The Finnish Museum of Games) is arranging an exhibition about the food in videogames. In addition to insight about the subject in various videogames there shall be a publication presenting different menus from different games with recipies you can try out yourself. UnReal World is one of the titles included. We'll let you know when the exhibition starts.
But now let's survive the midwinter, feast as everyone prefers, and see you again in 2021.
Cheers!
Once again we are taking part in the ongoing [strike]Halloween[/strike] Kekri Sale with the pleasing numbers and haunting imagery. So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...
For a short period of time a pathway has opened to get into the realms of certain traditional roguelikes for discounted price. Steam offers Awesome Traditional Roguelikes bundle - with UnReal World naturally included - until 13th of August. We, and all the games included, also offer individual Daily Deals so you can decide whether you wish to pick a good fistful roguelikes, or just a selected one. https://store.steampowered.com/bundle/15790/The_Traditional_Roguelikes_Bundle/
So, there's still summer left and there are no showstoppers discovered in the latest version -- that equals getting off to holidays now.
We can call this latter summer holiday, and I have feeling I'll spend quite a long one. It's likely autumn, or early winter, before we get back to development chambers again. You can still reach me by e-mail, but expect delays with replies. And on rainy days I may rarely pop up at the community hub too. You'll surely hear from me every now and then even during this holiday period, but I'll be far more absent than present. Take care, help each others out, stay safe and have some good times and adventures!
Off to holidays then...
rofile screen
This info is displayed at top of the screen saying eg. "You are 16 winters old, and have lived 7 days of adventuring life." - removed: character [L]og screen It's been considered useless for a long-time, and it's no longer in use at all. - fixed: fresh bloodscapes sometimes disappearing instantly upon map load - fixed: throwing water on the sauna stove not increasing the temperature This had gotten broken somewhere along the way when adjusting temperature checks. Now its fixed and you will again notice the character getting warmer upon throwing water on the sauna stove. - fixed: no message or results of arrow breakage when it happened upon hitting a creature Now if an arrow breaks upon hitting a creature the breakage message is displayed and broken arrow will remain at the location. - fixed: companions that were commanded to stay put did still engage into fights - fixed: continuing early interrupted fence building requires the raw materials again - fixed: character not falling into the water if thin ice at the location is broken by dropped items - fixed: planted crop graphics appearing at picked mushroom location - fixed: when dropping items selecting the only item in filtered inventory category drops it immediately ignoring the other selections -------------------------------------------------------------- Cheers! urw_sageSummer Sale has started allowing you to get UnReal World and enter the far North in discounted price.
Simple as that.
And before the sale is over, there will be a new patch released.
Look forward to that.
Having hard time learning UnReal World keyboard commands?
Interested in modding keyboard macros for repeated tasks?
Or just wishing to use a touch screen to play the game on your desktop computer instead of the physical keyboard?
We have some good news for you!
There is UnReal World Mobile Controller app now available for Android devices and it does exactly those things.
Tap a "BUILD FIRE" button on touch screen and your character starts to build a fire. Tap "EAT" button and it will open a list of your food items, and you can use the Mobile Controller buttons to choose the item to eat. Edit a XML-file to customize the Mobile Controller virtual buttons, so that you can have buttons so arranged it best fits your personal playstyle.
The app comes in two versions; A free version with Google ads and with the standard virtual button layouts. And a paid full version which doesn't have ads and also allows you to use custom layouts.
Find the UnReal World Mobile Controller at Google Play.
Mobile Controller Full version
Mobile Controller Free version
The app idea was suggested by a fellow indie inventor Ilmari Tamminen from Vaakalintu Ltd.
He did a whole lot of the design work, while Erkka (UnReal World co-designer) did the coding.
This thing has been cooking for quite some time and now it's officially released.
Mobile Controller works with UnReal World version 3.62 onwards.
It's time for the first release of 2020. Version 3.62 now released consists of some half a dozen additions and dozen of fixes as follows:
Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day... In early 2020 we received an interesting e-mail from a player (Cheers, Travis!) sending congratulations on a milestone: UnReal World had lasted 10,000 days in the real world. This was calculated from the date stamp in executable file of version 1.00b distribution archive. We don't even remember the exact release date, but it was summer of 1992. So the continuing lifespan of the game is at least 10,000 days - and well, it's quite something. Needless to say, The Kalevala and UnReal World go well together. It is not so much about direct influence as a book, but the game draws inspiration from the same pool of oral tradition, folklore and mythology of our ancestors. Of this content some is rooted in ancient unrecorded history dating back thousands of years, and some is closer to Iron Age - where the game takes place. So let this day be a celebration of The Kalevala, but also 10,000 days of digital Finnish Culture in the form of UnReal World.
It's evident that you have noticed it already...
Last update of the year 2019 is live now. In addition to fistful of bugfixes there's also a small bag of new features of which some are long-awaited and suggested improvements. Enjoy!
Windows players have been able to explore version 3.60 beta branch for few weeks already, and now we have built and synced in also Linux and MacOS versions. There's been few hotfix patches already, and all the supported platforms are up-to-date with them. Things have been stable and playable, and hopefully the trend will continue with Linux and MacOS builds. Our to-do list is still not completed so polishing and expanding many features continue as we stride towards the stable tag. If you have already opted into 3.60 beta branch, the following is no news for you, but for the convenience we'll repeat the instructions and changelog here.
Firstly, this first beta is available only for Windows at this point. Other platforms will follow in-time. We're sorry for the prolonged waiting time, but couldn't help it, and really needed to start 3.60 betas rolling. And they get rolling from now on. Things are fairly stable already, but our to-do list is still not completed. So bear in mind that many of the features now available will be polished even further in patches to follow as we stride towards the stable tag.
It's september. It's release month. We're making final touches, tests and preparations to allow first beta of upcoming version 3.60 to go live in few weeks. It is also likely that the first beta will be released for Windows only, and other platforms will follow later on. This is because our OSX and Linux maintainer is super busy this month, and aiming for synchronized release would delay things far onto October. When the rumble starts we'll be seeing several beta versions on our way towards stable tag as there's still stuff on 3.60 to-do list. As you may know, the main focus of upcoming version is laid on NPCs and companions. Several new NPC/companion features have been mentioned in previous posts, and we'll hereby highlight one more big addition:
Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World. But what it will be about, and when to expect a release? That would be more like news. And that's what this post is about. Summer is always a busy season. There's so much happening that it's hard to even summarize what's happening. Many of the warm days and nightless nights get spent on recreational activities, but working hours in the development chambers have been also been busy and sweaty. Now lets take a look at what has happened, and to where all this is taking us. Some of this stuff may have been announced already, but it doesn't hurt to drool once again. The main focus of upcoming version is laid on NPCs. This applies to both companions you can hire for yourself, and wandering woodsmen you may meet in the wild. But that's not all. I'll cover some of the upcoming new features in the chunks of text below. I won't add screenshots this time, but a few selected historical image sources from Finnish museums and archives. Some of these may not be era-accurate, but mood and theme suitable nevertheless.
Photographer: Sirelius U.T. 1898
National Board of Antiquities / Suomalais-ugrilainen kuvakokoelma / SUK36:263
License: CC BY 4.0
The National Museum of Finland / Yleisetnografiset kokoelmat / VK5354:11
License: CC BY 4.0
The National Museum of Finland / Suomalais-ugrilaiset kokoelmat / SU4724:35
License: CC BY 4.0
Let this be enough for summery summary about what to expect. Now then there's that other question...
When we're done with those "few more things" still pending to be added it is time to start wrapping things up for a beta release. I'm quite reluctant to set or mention any deadlines as they usually don't keep, but if we think it out loud then...
It shouldn't take more than few weeks to finish the most urgent pending to-do's. Then a week of extensive testing and adjusting the latest additions, and then if everything goes fine it's time to start final packaging.
So...
...we could be seeing first beta of the brave new version in early september. And from there on, what has been laid in there will still be evolving and growing, stabilizing and multiplying.
How's that? Sounds like a plan to me. urw_sageI'm a bit late to announce this but it is live now:
Things have been cooking and development has evolved up to an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about. The core content of the next release will focus on NPCs. The most important additions will concern the wandering woodsmen you may meet in the wild and the companions you can hire for yourself. They'll be given a bit more wits, tasks, and meaning for their existence in the game world as follows.
Once again it is time for new video greetings to thank you, dear UnReal World Steam players. For more than half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight the supporters. These video works have been brought on Steam as a free DLC for UnReal World Steam players.
For the sake of inspiration and related interest how would you like a little picture story from the real world adventures of unreal world developer?
The time has come for me to start reaching back into the development chambers after the sick leave. My fractured shoulder is still far from fully healed, but computer work seems doable, so here we come development year 2019. Slowly but steadily that is, as the priority remains in exercising the injured arm a lot to increase mobility - rather than to get it stiff from the office work.
Oh boy, little did I know how slowly fractured shoulders heal. Somebody made a remark that this might be my hardcore first hand research on injuries and recovery. :) Well, yes, going through this actually got me thinking of going through game's recovery rules in case of fractured joints. I've been of the arm sling for five weeks now but it will still take months before I can shoot a bow again, and raising the injured arm above the shoulder level is a feat I have been doing reliably only for a week or two. And there's no way I can do it with carrying load of more than few pounds, so any hard work that requires both arms is out of the question. It also takes time to learn to move the arm 'normally' again, as the early pain didn't allow all the proper muscles to be used with some arm trajectories. It is easy to understand how easily deformed body postures are born.
But here I am, dedicated to work on the arm and the game as much as possible during the 2019.
I've gone through the swamp of e-mails lately and hopefully answered to everything urgent - but if you miss a reply, please do re-send your e-mail.
Getting back on the track with the forums will take a bit longer, but soon enough you can expect replies to pop up here and there.
Luckily my physiotherapist has also given me permission to ski, just guaranteed that I do not fall on the injured arm in any circumstances.
2019, here we come.
There went the winter solstice here in the Northern Hemisphere, and we're heading towards the increasing daylight. I've also got my fractured shoulder off the sling by now, but the recovery continues. All the movements are painful, and I'm increasing the range of motion bit by bit. The official sick leave has been extended until January 2019, and my absence from the forums continues.
But you'll be fine, and I'll be back eventually. Thanks for all the warm words and understanding and wishes.
Winter Sale is going on here on Steam so once again it's good time to grab UnReal World for yourself, or gift a friend into the Far North.
And lastly, huge big seasons greetings to each and everyone of you, from the tiny dev and the winter tree. Merry whatever, fellow adventurers!
You know what... During the past two decades it hasn't been too many times that I have been on a sick leave, or unable to work on the game due to medical condition, wounds or injuries. But now a week ago I fractured my shoulder when falling of the horse during horseback archery training. Doctors orders are to wear arm sling for the next two weeks. After that a new xray will reveal how the recovery goes. Luckily no operation was needed. I just have to rest and wait, and so do you. So, I'll enter on a sick leave now and report back after two weeks.
I am mostly unable to answer to emails or at forums, but we'll try to handle the urgent cases somehow. Not to worry, I will survive. Game development and archery endeavours to be continued when the doc says so.
My current wounds and injuries screen looks like this :)
Time for a small but essential patch update. Additions in the now released version 3.52 are foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured. Find the full changelog below. Cheers! -------------------------------------------------------------------------------------------------------
The summer is passing, the holidays are mostly over, and the time has come for me to return to the development chambers and slowly start getting back on track with the coding chores. When leaving on holidays somebody said to expect to see at least one fishing holiday picture. Well, unfortunately I managed to be so very absent from the forums that I basically didn't post a thing, but as a substitute for the past silence here's half a dozen random summer pictures for you.
Now it's whole lotta e-mails and post to go through to get an idea of how the community and unreal world has survived the summer of 2018.
And then, some fresh lines of code... One at a time...
Midsummer and the nightless nights... that's priceless.
UnReal World... it's on summer sale until 5th of July.
Just recently released version 3.51 is trucking alright, so we are good to hit the holidays now. Finnish summer will surely bring us some rainy days too so some tweaking, fixing and even patching may take place during the summertime. But officially I'm mostly absent from development chambers until early august.
Best wishes,
enjoy the seasonal goodies and I'll be sure to do the same...
Midsummer midnight 2018, just outside the UnReal World development chambers.
Here comes a minor but significant new patch before I'll start settling for summer holidays. The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down. Find the full changelog below. I wish you all great adventures in both real and unreal worlds - and nice and cosy summertime, if that happens to be your local season. Cheers! -------------------------------------------------------------------------------------------------------
For more than half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. About a year ago we started bringing the video works on Steam as a free DLC for UnReal World Steam players.
The Year of The Dog has begun, and UnReal World is participating in the ongoing Steam Lunar New Year Sale. So feel free to help yourself or your fellow adventurer with the reduced price purchase. Our last news also concerned sales and seasonal event, and even though the newest UnReal World (opt-into) version 3.50 beta is still in beta phase, it's proven very so very playable that you shouldn't hesitate to update. Here's how to opt-into 3.50beta:
Winter Sale is going on, so once again it's good time to grab UnReal World for yourself, or gift a friend into the Far North. As the sale brings in many new adventurers I'll first hereby take moment to say welcome all you new adventurers. And then, the important things at this very time of the year:
3.50 beta 2 hotfix for Windows was released a few days ago, and now also OSX and Linux beta builds are up to date with the fixes. Those who are playing beta will get auto-updated. 3.50beta2 fixes, now applicable on all platforms, are: --------------------------------------------------------------------- - fixed: spells screen background music not stopping upon exiting the screen by selecting manually performed spell - fixed: crashes upon talking to villagers (in villages with lots of animals) - fixed: kota villages not recognized as proper villages, and not stocked with goods either - fixed: animals who ate carcasses dropped their own bones on the spot instead of the bones of the actual eaten species ---------------------------------------------------------------------
3.50 beta hotfix for Windows was just put live, and those who are playing beta will get auto-updated. Other operating systems will have to wait a little longer. The following were fixed (in Windows version) -- and naturally still persist in OS X and Linux 3.50 betas. 3.50beta2 for Windows - changelog: ------------------------------------------------ - fixed: spells screen background music not stopping upon exiting the screen by selecting manually performed spell - fixed: crashes upon talking to villagers (in villages with lots of animals) - fixed: kota villages not recognized as proper villages, and not stocked with goods either - fixed: animals who ate carcasses dropped their own bones on the spot instead of the bones of the actual eaten species ------------------------------------------------
The special sale and celebration continues now gets supplemented with the release of the first beta of UnReal World version 3.50. It's available as beta-branch you can opt into manually at will. There's possibility of minor bugs, and the work with new goodies and features continues, but things are mostly nicely stable and good to go already.
A special sale for a bunch of finnish games on Steam has started. This is to celebrate the centenary of Finland's independence and will last until 8th of December. This 100th year of Finland's independence culminates on 6th of December, for that is our official independence day. During the centenary sales period we are also celebrating the extraordinary Indie-dependence days for it's been 25 years of playable UnReal World releases. In other words, the game has been out there for 1/4 of its development nation's official existence. We celebrate with the sales, new video greetings and finally the release of 3.50 beta version on 6th.
Very exciting times are at hand... We've reached beta stage with the upcoming version 3.50. Test builds have been compiled and proven playable and we are shortly ready to move onto releasing the first 3.50 beta version. This will be opt-into release, for the beta usually means some bugs as well. By the way, did you know that this year is 100th anniversary of Finland's independence? Doesn't matter if you didn't, but it's a big year for the country and it all culminates on 6th of December - for that is our official independence day. On that very day we are celebrating the extraordinary Indie-dependence day for it's been 25 years of playable UnReal World releases. In other words, the game has been out there for 1/4 of its development nation's official existence. It's either an old game, or a young nation. We try to aim beta release to take place on 6th - but depending on our schedules it might come either a bit earlier or later. Because of the special anniversary a portion of finnish games on Steam are also taking part in special sale period arranged for us. Before the sale is going on we can't exactly say when it starts or ends, but you should know that UnReal World celeberates with the sale, and it's around the corner. We'll be also releasing a little indiedependence day video within the video greetings DLC to celebrate the occasion. It's three nights, at the most.
For more than half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. About a year ago we started bringing the video works on Steam as a free DLC for UnReal World Steam players.
Six Cards for the adventurers under the northern sky, Five Backgrounds for the settlers in their cabins of wood, Nine emoticons for the community bound to cheer and sigh, One badge, six levels, for the players struggling to survive for good in the ancient north where you are free to roam or to settle. Umm... you get the picture, right? So...
You dream of a summer release.
You aim your fingers at the keyboard and code.
You fail to deliver a summer release.
You know, that's what has happened to me.
Like mentioned in earlier posts I dreamed of a summer release, and a proper long holiday afterwards. But...we're behind the schedule with several planned goals and just can't make it.
Deadlines and summer - I should have known they don't go together.
So, hopes to come up with a new patch is thus postponed after the summer.
I'll be entering summer vacation shortly, for the whole august.
This means I'll be more absent in regards to game related forums and e-mail activity.
Coding is to be continued in the autumn then, but some additional content is still to be expected sooner...
You aim your bow at a target from the horseback and shoot.
You are doing horseback archery.
You know, and speaking of dreaming, that has also happened to me.
For as long as I've been doing primitive and traditional archer I've dreamed of one day going for horseback archery. Until this summer it's been horseback riding and archery separately, but this very year I've picked up and entered this form of archery and horsemanship I've always craved for. This is going to be a dedicated horseback archery year for me, and whether I'm on a vacation or not, we just might see the next video greetings consisting of horseback archery footage.
Meanwhile, I'll leave you with these few still shots. First from the horseback, then by the tranquil summer lakes around my neighborhood.
Summer it is, and we've been steadily trucking towards yet another version. Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;) What's cooking then -- and when the soup is ready? I wouldn't want to speak of schedules but I put my hope in July. We'll have some fresh stuff out then...at the latest...I suppose. And this summer we don't release only yeat another new version of the game, but also our first Steam feature... ta-daa... Trading Cards!
The spring is in the air.
Here's a squirrel in a big pine tree at my backyard. It said to me that today we should release a new patch.
So we did, and here's the changelog. With this last fistful of crucial fixes and a few additions we'll tag version 3.40 stable.
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For half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. Six months ago we started bringing the video works on Steam as a free DLC for UnReal World Steam players.
Last Wednesday, 4th of January 2017, it was opening of The Finnish Museum of Games in Vapriikki museum centre at Tampere. And there we went. It was a pleasure to attend, to see the history being made with the museum opening, and of course to see UnReal World being part of the exhibition. The Finnish Museum of Games tells the story of how digital gaming in Finland started, how it developed over the years and how it made it to where it is now. All the information there is available also in enlish. Many kind of great and crazy games to see and try, with video interviews and unique game related item collections to widen the experience. There are also theme rooms from different decades since 70's with not only the authentic gaming gear and games, but the authentic interior design as well. Want to enter a room of finnish youngster in 80's and play a little something with commodore 64? Or would you like to take a look of some handwritten game design notes from creators of say UnReal World? Well, you better visit the Finnish Museum of Games then.
Version 3.40 is now set as our default release branch. Though it's still tagged beta 3 we're proud and happy to set it live as official midwinter 2016 release for everyone. Those of you who aren't familiar with 3.40 already can take a look at beta release post about most important 3.40 additions - or view news.txt in your Steam UnReal World folder. (For those who for some reason need to play previous stable version 3.32 instead you can use prevstable332 password to unlock branch to opt-into playing version 3.32.) And yeah, Steam Winter sale is also going on. If you're celebrating a festivity where giving presents is a custom maybe you'd like to take advantage of the sale and give your friend a gift to bring them into the Far North.
The third beta of version 3.40 is now live and released. It's mostly a bugfix patch, but one might find a few delighting additions in there as well. The patch update is automatic for those who have opted into 3.40 beta-branch. And those who haven't may want to take a look at Version 3.40 beta release post and opt into manually at will. This update is also our 3.40 release candidate patch. Things have been good and steady with the new version and if no showstoppers are found we'll be soon ending the beta period and tag this one stable. I'd like to see that happen before 24th.
The second beta of version 3.40 is now live and released. It's a bugfix patch and an automatic update for those who have opted into 3.40 beta-branch. And those who haven't may want to take a look at Version 3.40 beta release post and opt into manually at will. Work with all the new goodies and features still continues.
The time has come to release the first beta of UnReal World version 3.40. It's available as beta-branch you can opt into manually at will. And you should. Work with the new goodies and features continues, but things are nicely stable and good to go already. The meat of version 3.40 are the quests and new kind of spells, but variety of tasty lesser cuts are to be found as well. For example treasure caches, meeting and seeing the spirits for real, and overhauled glossary of valuables. Some crucial bugfixes are in there as well, of course. Find the full changelog at the bottom of this post, but first... Here's how to get your hands on 3.40 beta:
Oh yes, we're aiming for a new version release in October with the meat of it being the quests and the new kind of spells. I'll be still wrestling with the final additions until the end of this month, but no longer. Then it's time to wrap things up for You to unfold on some pretty unpredictable October day. Been writing down the list of new features too and hereby you'll get to read a sneak preview about the big two to expect. Let's have a few screenshot in there too for easier digest. Some of this has been hinted about earlier, but putting it all together is in place now. And there's still September left to write a few more chapters - both the code and the news ;) This is a list of future features to be released in October:
GWR Gamer’s Edition 2017 was published today and what do we find there?
UnReal World gets a world record with “Longest update support for a game” title. Basically, that means that since the first version release there has been a constant stream of updates, for a record-setting 24 years in a row.
It’s some record for us and the game, but it’s also a record for you dear players, fans and followers. It is your support and feedback which has made it possible to keep up the journey this long.
I take this as a great acknowledgement both for UrW and for the whole roguelike genre in general. The genre is famous of long running labour of love projects. There are also other games started back in 90’s with a long development history. What did put us in the book is probably the extra-ordinary continuity till this day, the work being carried on by the very same original developer(s), with no hiatus or pauses during this nearly quarter of a century.
Special greetings to the players who have been playing the game for all these 24 years.
Very special greetings to the players who asked back in 1992 if there are going to be any future updates. :)
Cheers and thanks to all of you for making history with us.
For half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. And now we'll start bringing the video works on Steam as a free DLC for UnReal World Steam players. Feel free to add Video Greetings to your cart if you like. We'll launch the DLC with one video to start with, and more will follow in time. As the Video Greetings package grows we'll find ways to keep the file sizes decent, but the launch (and the latest work) is full HD work around 175 MB. If you grab the Video Greetings DLC you'll find the videos within your local UnReal World files in BonusMaterial/ folder. And the game main menu also shows BONUS MATERIAL option which guides you to the right folder. If you're curious about what the video greetings may be about you can browse the older stuff at Enormous Elk YouTube channel. Cheers! PS. Might take a while before the DLC appears on Store page, but not too long.
We recently went to Tampere City for a special occasion. To meet staff of the upcoming Finnish Museum of Games for talks and interviews about a certain game.
Yeah, that’s right, there’s going to be Museum of Games opening in Finland in 2017, and UnReal World is one of the titles selected to the exhibition. The visit included also an interview to be archived for the future, for the future researchers - and generations. So I guess we are officially preserved now :)
The Finnish Museum of Games tells the story of how digital gaming in Finland started, how it developed over the years and how it made it to where it is now. You better take a look at Suomen Pelimuseo / The Finnish Museum of Games website (brief english info also available) and go see the exhibition for yourself in 2017.
Here's rare exhibit of me and Erkka (co-designer) in urban environment -- which is actually not that uncommon, but just rarely documented. The Finnish Museum of Games will open in the Vapriikki Museum Centre at Tampere in January 2017.
No more felling trees with the fish or other deadly funny glitches have been found so we're happy and good to go live with version 3.32. There are no changes compared to few days ago released 3.32 beta-branch, but many additions, tweaks and bugfixes compared to the previous official live version 3.30(p1).
The most notable features in this update concern the changes and additions regarding companion's item ownership and net fishing. Find the full changelog after a preview screenshot.
3.32 preview. Companion is about to leave tomorrow, stating that he needs to be paid.
You can opt-into UnReal World version 3.32 from properties -> betas, and select 3.32. We already went live with this version, but soon bumped into tree felling bug, fixed it and now thought it's probably better to have 3.32 first out as beta-branch. If no criticals are found, we'll go live with it in few days. ------------------------ The most notable features in this update concern the changes and additions regarding companion's item ownership and net fishing. In addition there's fistful of lesser tweaks and bowl of bugfixes. Take care, and find the changelog below:
I recently had a pleasure to participate at Roguelike Radio, and the show is up now for you to listen. This is episode 121 of Roguelike Radio, where Mark Johnson, Darren Grey, Tarn Adams and Sami Maaranen discuss Simulation in Roguelikes: Episode 121: Simulation
Scarcity is a basic need of a man, and updates are a basic element of development. Hence a small patch update to fix few glitches and oddities is released. Find changelog below -- and adventures ahead. 3.30 patch 1 changelog: - fixed [rare condition]: items/materials being worked on not always removed properly eg. trunk not removed when carved into log, or berry shrub not emptied despite of being picked - fixed [rare condition]: difficulty to produce colon symbol (:) on some keyboards - fixed: disappearing animal leashes - fixed: some NumLock related hassle when playing with NumLock ON * double numbers getting produced in text input fields when using numpad to type numbers with NumLock ON * number binded commands (eg. attack commands) occasionally getting triggered when moving around * jumpy target selection by keyboard if NumLock was ON - fixed: some knives mentioned belonging to (old) group of daggers when examining them in inventory In action dagger classified weapons still use the knife skill, so this was mostly a mere description hassle. - fixed [rare condition]: consuming clothes instead of food Happened when switching windows while [e]at menu was open. - fixed [OS X]: map refresh problems in target selection with FAST_TARGET_CURSOR mode on - tweaked: NIGHT BRIGHTNESS setup option maximum value increased to 60 (was 30)
UnReal World released on Steam The button has been pushed and UnReal World is now released and live. Welcome into the Far North on Steam! I'll be checking out things and posting answers at Community Hub discussions for some time, and then release myself into well-earned sauna. There are also experienced players at the Hub so hopefully answers to most urgent gameplay questions will flow just fine. Write a review, respect the elements and help out your fellow hunters! The release version number is 3.30 - changelog available here. Cheers!
Happy and proud to let you all know that UnReal World Store Page and Community Hub on Steam is now open.
It's right there where the stone knife points, and maybe you see the same yourself, but a modern way to find your way there goes as:
UnReal World Steam Store Page
You can help us with the Steam launch. Write a review and spread the word, post a story and help your fellow hunters!
And we've also got a brand new UnReal World trailer to watch and share:
UnReal World Trailer 2016 on YouTube
Price of UnReal World Steam Release will be 10.99 USD, and we'll launch with a week long discount period.
Let's meet you all in the Far North on Steam real soon!
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