In this update2
Full notes
Full Unbroken: The Awakening update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Store
- Events
- UI and audio
Unbroken: The Awakening changes
Greetings, fellow Unbroken,
The wait is over: the second major update for Unbroken: The Awakening has just gone live. And it's just as big, if not bigger than the last one. Possibly the largest one before leaving Early Access. The primary focus is on the 3rd moon, featuring new mechanics, variations of madness, expanded lore, huge new related areas, endgame content, and more. And on top of that, it's got a lot of further polish, refinement, and details added to the main game, with new quests, levels, opportunities, enemies, tunes, and way more.
Once again, I'd like to give a heart-filled shout-out to the awesome community who left tons of feedback, which immensely helped improve the game: Seb, Cris Rolan, congo!, Screamin_cloud, Myusername, Rene Moini, PMarutinesu, Dawid C. You are the best!
And to mark the occasion of the 3rd moon update, a new, cool action level, a variation of the highly destructive Oudekerk, will be available for the next 2 weeks! No unlocking required. Interact with the Betrothed's locket in the safehouse on the table. The leaderboard is included, so rack up that full combo and go for the number one spot.
Now that the 2nd major update is covered, let's update on what's next. The Russian translation should be ready soon and hopefully will be added within 1-2 months. After that, a major update will be released, focusing on micro details, further refinement, and polish, as well as smaller action set pieces.
Now moving on to the main new features of 0.9.3.A:
Huge new area. Those who have traversed the realm most likely have heard of the obscure dark passage. Well, it's gotten even bigger now. And it is still hard to find. But discovering it will be worth it. It will open up not only new endgame routes but also expand the lore and provide insight into some lingering questions. New enemies, new huge map, new dedicated trippy events, and a whole lot more are waiting down this dark road.
The madness mechanic. This is making a comeback from Neckbreak but ramping it up even more with the semi-open world of UtA. The thin line between fact and fiction will be even thinner this time. With multiple ways the madness will start manifesting on the 3rd moon, you will need a strong mind to overcome the Feast. Be it by befriending/bedding someone, taking a swig of Welsons Dew, finding a safe haven, or possibly something even better... But beware, these will only reset your mind, but the accumulation of damage to your sanity will still take its toll. The 3rd moon Feast is no laughing matter and will change the gameplay dynamic once it starts.
New bosses with dedicated levels, with a new soundtrack by Rene Moini and Thomas Haustein
New levels. Besides new related levels to certain endgame routes, some new levels have been added that improve interconnection between maps, such as the Krankenstieg, which connects Mistveil with Volkenhof. Finding this one ought to be relatively easy. You will be awarded with a moody nighttime winding ascent packed with armed and hostile locals.
Hochgarten Fire Station: Take on the overenthusiastic firemen in this close-quarter combat extravaganza
Railview Terrace: High destruction exterior map in midtown with good room for a stylish full combo
New achievements
New weapons. Proximity mines: check, Grenade launcher (aka the Lobster): check
New enemies: a large, diverse crew just joined the game. Be it some more sinister entities, or gang members fighting for power in Steinburg like the Swans and Slags, lunatics and crazies, and more
New NPCs: even more critical interactable NPCs joined the cast, like Gilroy, local craftsman of Steinburg Market, Brimley, the valuables salesman in Walltown North, or Stanson, who oversees the Royal Quarter market section. And more!
- Magnificent view up ahead! Meaninga much improved photo mode. Default toggle with (N). Photo mode will now fully disable player weapon view and GUI. So no middle-ground any more. Perfect for taking scenic snapshots.
--- Full Changelog:
2 new achievements endgame f and g
3rd moon sanity further logic updates for achievements and intervals between tiers
3rd moon skybox tier vars update
Achievement Cursed Grounds added
Abbot quest added results and chats
Added 3rd moon alt skybox logic for mid3rd and 4th moon
Added 3rd moon feast has begun cutscene with according logic
Added aggro npc hallucination logic: 1st go in Gorlitz
Added all missing arcade level start screen action loop logic
Added anim aura volume to gravetown
Added asylum key display to pause (thanks: Seb)
Added brimley npc with cart and shop and chat to walltown north
Added broken and enlightened achievement unlock ingame logic
Added checking event westpeak and connecting map logic
Added consort locket global pickups added
Added crawling mad consort enemy with animations
Added details railview, added alley to library, added low view to central station, improved exit details
Added dynamic track by Rene and Thomas and added dynamic events for dreamcatcher encounter
Added exit to to and from firestation
Added fly prefabs for 3rd moon and grimy game areas
Added food hp next to Brimley and details to balcony
Added foodcart to vonderpark
Added gilroy npc steinburg with chat
Added hero hallucination added with logic
Added key logic pickup to asylum lower level
Added Lars dedicated anims
Added letter warning and tip of 3rd moon madness
Added lesley npc lunatic
Added lunatic asylum enemy 3 variations
Added madness chatter logic
Added main map location circle to grachtenstadt map/district (thnk: Seb)
Added mid masterkey pickup info to pause stats
Added mine loadout pickups and logic to start weapon rack
Added missing translations to purchase booths (WRW, flowers, updown ticket, roy quart view)
Added new icon pickup
Added new NPC and chat Abbot
Added notification Ostekerk liberation and audio event
Added parish ascent level
Added player gravity stat and upgrade logic
Added popup notification token steinburg low
Added post boss fight endgame event
Added prox mine weapon with pickup and associated logic
Added quest swans Faustin quest complete with reward
Added reverb zone fo final drop area to darkpass2
Added roaming npc variations to vonderpark avenue
Added sanity avatar icons and broken icon
Added scripts and logic for explosives/proximity and timed as well as projectile movement
Added shop craft station toggle schematic to craft
Added shop item charred resin and unlock weapon rack logic
Added stanston npc with shop and details to royal quart and chat
Added swan gang enemies and Lars with quest and logic
Added toilet and drop grate section to firestation
Added weapon icon lobster and proxie
Added welsons liquor with flyer and logic added to corner store
Added wilford troll enemy with logic for village darkwoods
Adjusted ambient asylum lower
Alley updated anna logic home bedding sanity
Alpha decal asylum material fixed
Anim heromad updated idle dedicated var
Applied dedicated 3rd moon tier skyboxes to multiple outdoor scenes with according logic
Betrothed endgame events updated
Blade player animation var new and update old left idle hand during attack
Bloody version mutilated corrupt hillstribe
Bloodflow material low section
Bloodgroundflow material tweaks
Boxer enemy cleanup gfx and lighting tweaks
Brok point added 3rd moon enviro elements
Brokers crossing details interior tower (thanks: Seb)
Brokers crossing further interior tower updates with polish surrounding area
Brokers point details and 1st time visit events for wraiths mood aura (thanks: Sinth)
Casino secret room added
Caves start details start bridge update
Cc build locket logic added
Central station details vondergracht rw station
Central station fixed fireman status npc
Charred resin unlock fix purchase
Cliffisde boss updated healthbar and applied name display
Cliffside exit go fix removed legacy placeholder (thanks: Seb)
Clifintro added missing pl translation removedebris with resinkick
Clifintro improved texture interior colton and transition to saferoom
Cobweb dungeon material updated alpha depth
Colton trip gorehole tweaks
Colton trip var with wound and chats added to nelsons and brokers and other maps
Connection dark pass2 to main map with secret
Connection improved to darkpass2 from alt exits
Consort locket global pickups added
Consorts bodies and letters in mistwoods and obsidian
Crestfall blade attack animation variations added
Crowds added midtown
Dark pass 2 betrothed end event details and anim with transition logic added
Dark pass2 added checkpoint shrine
Dark pass2 fixed crit bug zenject on scene
Dark passage 2 updated final room madness tweaks and added makeshift shrine by consort and dedicated material for letter
Dark passage alternate added WIP
Dark passage connections improved with details
Dark passage further tweaks (scream pulse, post sewer sections, aura variations etc)
Dark passage shrine audio idle distance updated to cover larger area
Darkpass 2 madness opened door event and 3rd moon dependency
Darkpass consort letter
Darkpass destroy wall brick event and detail roots first corridor
Darkpass details alt start point added, secret room added
Darkpass fixed collider on large gap drop
Darkpass fix destroy shortcut
Darkpass1 shrine and map details
Dedicated midtown bandit posh added to railview terrace level
Demo list update
Demscene list udpate
Details added (grass and more destructibles) to railview along with extended macro details (surrounding buildings and drop to central)
Downtown fixed dieoncollide explosive player death bug
Dpass2 ambient tweak vars for improved visibility retaining vibe of scene
Dpass2 tweaks and polish, fleshpulse anim and sound with events added
Dunville fixed multiple holes and out of bounds (thnks: Seb)
Elken straat added resin crate on start
Endgame logic details and scene and logic for endgame g added
Enemy bmfg pickup fix sprite
Enviro tweaks gravetown (thnks: Seb)
Eva door logic when home updated
Exported new text to lockit
Exported snack interact to lockit
Explosions splatter enemy collision update
Faustin NPC and quest added with logic
Fireman added dedicated anims
Fireman grunt added
Fireman variation yellow added
Fireman walk adjustemt anim speed
Firemen added to central station, mid post casino and museumplein
Firestation base level added
Firestation second room encounter with grinder added
Fixed ammo count drop burgval
Fixed belson goods display on pause
Fixed brimley missing chat
Fixed candlestick material
Fixed carriage no collider osteburt (Thanks: Seb)
Fixed carriage swamp collider stairs (thnks: Seb)
Fixed collision exit to wharf from thieves landing
Fixed collision Nelsons village rampart walls (thanks: Seb)
Fixed connection volkenhof to ruins back connection logic (Thnks: Seb)
Fixed destruct table desk cluster palace (thnk:Seb)
Fixed display info master key pause status
Fixed font display difficulty for PL locket interaction GUI
Fixed hole by exit mistveil in Volkhof (thnks:Seb)
Fixed hole wall ground floor anna (thanks: Seb)
Fixed hud display sanity stat
Fixed interaction shortcut door display to coltons from caves entrance (thnks: Seb)
Fixed lighting amb aura in fort dungeoun (thanks: Seb)
Fixed location map for himmelstein palace maps (thnks: Seb)
Fixed missing collider canals grate shop
Fixed missing lives on exit from safehouse to obsidian caves (thanks:Screaming_Cloud)
Fixed oudeker window collision
Fixed outro activity to ignore madness overlay and arcade mode
Fixed outro arcade mouse obstruction for buttons (thanks: Seb)
Fixed polished resing deduct gulden amount
Fixed reward colton pickup
Fixed slags grunt incorrect drops carried over from faustin
Fixed tree clipping vonmain (thnks: Seb)
Fixed typo in PL translation of Memoria Survive
Fixed wind ambient mixer uptown (thnks:Seb)
Fly insect mad screen display and logic added
Foodcart material update
Full event with logic between madness tiers and according intervals
Gardens small logic connect to parish ascent
Gardens south added fealty optional pre boss with chapelain chat event (thanks: Seba)
Gardens south and ascent connection and details improved
Gardens south fixed token gate (thanks: Seb)
Gilroy craft event added
Gilroys shops sign added
Grach alley updated gorrdons poster and minor tweaks
Gracht alley tweaked behind rocks pre canals
Grav bonus tweaks
Gravetown details platform/terrace backsection
Gravity valuemap tweaks
Guestbook polish interact translation fixed
Guzzler enemy shoot sprite updated
Hard fix for combo score popup when not in arcade mode
Hellknight details and boss var update
Herovision logic update to depend on sanity constant logic
Herovision tier versions added
Highbridge update fixed start blockoff (thnks: Seb)
Hood mad var for 3rd moon added
Hospital aura lighting update
Hospital details connect visual from previous asylum drop
Idle animations for stanston and Brimley
Improved connection between firestation and railview
Improved ambient lighting ruins (thnks: Seb)
Improved connection between firestation and railview
Improved logical visual connection between parish-volkhof-gardens
Int health upgrade logic added
Julian trip var added to woods and vongracht
Kiosk shop interaction for whole canvas (thanks: Seb)
Lobster anim fixes and tweaks
Lobster animaton and bounce effect logic
Lobster and proxie pickup details updated
Lobster weapon added
Lockit update letters consorts
Mad boss dreamcathcer update
Mad constant logic added to world
Mad pulse anim details, stronger pulse
Mad pulse anim tweaked to be more visible and manifest higher madness better
Mad soda wlesons fixed deduct gulden amoun and midtown sanity restore logic
Mad var bandit town with logic 3rd moon tiers
Madness 3rd moon nelsons crossing
Madness encounter scene added with tune and transition
Madness endgame route added
Main map location circle added to grachtenstadt map/district (thnk: Seb)
Malevolant fast mad var 3rdmoon tiers
Mansion fixed main stair back hole (thnks:Seb)
Marble dissolve update material
Market added consort with letter and tip
Market fixed gilroy scroll select craft item in menu popup
Market stein added destruct stalls
Market stein added dyn light interior lamps to lod medium to high (thnks: Seb)
Market stein added variation thugs house gangs encounters
Maze reward pickup
Memoria survive added start musket and gold resin for replay arcade
Mid3rd moon and 4th moon alt skybox logic applied
Midtown dedicated 3rd moon skybox tiers
Midtown details and cafe added
Midtown details and tweaks to waterstone entrance
Midtown fixed black ToD variation (thanks: Seb)
Midtown npc crowd material update
Missing weapons translations added PL
Mistwoods added dead consort by redpoint gold pickup
Museumplain pre library fixed hole in stairs/mesh displacement
Museumplein firestation added
Neuron overlay tier logic madness display added
New achievements enlightened, new endgame h, and broken
New blade strikes left hand variations anims added
New chats for hero vision
New endgame gfx for lay to rest
New fat heavy enemy walk anim
New level id updates unlock condition and added to leaderboards and locket
New strings exported to loc-kit (only eng: endgame and 3rd moon letter)
Obsidian fixed exit to doom ridge token (thanks: Seb)
Optimised chapelain repent chat warn
Orwells stand new details,lighting added to carts to better focus interaction point and market tent
Oudekerk var added
Palace small ambient tweaks and stair hole fixed(thanks: Seb)
Parish ascent added mood lighting and enemies and further polish
Parish ascent added to leader boards
Parish ascent var volumes
Player controller fixed carry over special resin
Prox mine tweaks to fix collision on throw
Proxie idle and thrown anims
Proxie out of ammo anim update
Proxie pickup added to gorlitz
Proxie throw values and drop logic updated
Pulse animation darkpass details and synch updated
Railveiw added new destructibles and details and 3d sound mood and dynamic music tweak
Railveiw terrace added to build export and intro level details added
Railview terrace level added
Reactivated arcade mode set3 for demo
Redcape base mad var with 3rdmoon logic tiers
Removed unused /legacy level files in project
Restore sanity safe haven cooldown logic added
Royal quarter fixed main map location (thnks: Seb)
Ruins fixed lighting too heavy volume (Thanks: Seb)
Ruins updated ambient lighting (thanks: Seb)
Sanity reset logic, counter and events for shrines and checkins
Sanity reset tweaks and update
Sanity restore fix for welsons reset purchase logic
Sanity safe haven cooldown logic added
Scene essentials 3rd moon events sanity logic implemented.
Shrine interact intaraction translation fixed
Shrine pl translation fix (thanks: Seb)
Shop avenue brightness area and details added vonderpark
Shrine interact interaction translation fixed
Shrine pl translation fix (thanks: Seb)
Skeleton tradecart material update
Smoke puff resing player added
Snowtown fixed navmesh for redeemer and updated building start interiors (thnks: Seb)
Statue park polish start section and platform terraces details and bg and baked OC
Start screen julian room chat added knocking sound on chat start
Start screen ngplus improved clarity and added sound on toggle switch for audio feedback
Startscreen room checking westpeak and related logic added
Stein market details to market small and hedges added
Steinburg details and polish to walltown entrance, details and small market destructible section added
Steinburg fixed gate open burgval if completed
Steinburg height fixed secret exit and updated polished details to surroundings
Suburban terrace upper lighting fixed
Subway station central fixed multiple mesh, hole and mesh size issues (thnks:Seb)
Sunken passage details to start section
Superkick phys object tweaks
Swamp added const light to special exit if active
Swamp secret exit condition fixed
Swamp secret tweaks and conditions
Swamp shortcut trapdoor updated
Tent material update
Time trigger script updated with custom intervals
Town tut fixed tmpro english font
Updated 3rd moon madness audio events and sounds (including new foosteps 3d variations)
Updated according script logic targetbyname to accomodate the new changes
Updated carry over eevents and logic for ng plus for new stats
Updated connection logic for arcade set demo to limit levels
Updated 3rd moon mandess audio events and sounds (including new foosteps 3d variations)
Updated according script logic targetbyname to accommodate the new changes
Updated carry over events and logic for ng plus for new stats
Updated connection logic for arcade set demo to limit levels
Updated demo based on feedback(removed arcade, added full intro moodbuilding and nelsons to knight)
Updated endgame F gfx
Updated endgame gfx for betrothed outcomes
Updated font menu and settings size and shadow red bg distance main settings
Updated heart destroy ending and events
Updated hood mad spritemesh
Updated initial area of volfhof market
Updated interior cubemap midtown and gold ivy material
Updated lobster projectile logic and visual, added fuse visuals
Updated logic for gang meeting and times at locales in steinburg market
Updated maret for Fausting room with unlock and lighting event
Updated missing pl translation (ng plus, interactions etc)
Updated missing pl translation for new quest strings
Updated photomode to disable player weapon view
Updated pl translation
Updated repent logic. repent now set shrine use to below threshold instead of deducting 5 points
Updated scenes with enviro dynamic clouds with alt 3rd moon skybox to ont clonflict with dynamic system
Updated shrine visual logic in maingame (candles will be off with no light if no faith)
Updated visual logic for liberated shrine ostekerk
Uptown ascent fixed hedge maze and surface step sounds
Uptown hole fixes and details to start area, additional curbs (thnks: Seb)
Uptown updated store and building material (cubemap interior) as well as refracted see through glass for cafe and repton
Vonderpark details to bushes and fences around PD and apartment area
Vonderpark fixed collider interaction and disabled static windows vond main avenue
Vonderpark updown wall polish
Von main added trigger for new water renderer toggle to avoid it showing up when on start stairs from gorlitz)
Von main minor mesh and material tweaks vonderstraat
Vonmain bushes and details around vonderstraat
Volkhof chained exit door and key unlock break events for more clear indication that key is required for these (thnks: Seb)
Weaponrack basic added to nelsons village (thanks:PMarutinesu)
Weight update branches ivy to cursed grounds
Welsons liquor with flyer and logic added to corner store
West maps added missing main map location circle (thanks: Seb)
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So that's it for this one. Thanks for tuning in!
~Mike
Source
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