Full notes
Full Uncursed update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Server
- Events
- Maps
- Gameplay
| [<] Previous: #0 | Next: #0.3 [>] |
Before diving deeper into the evolution of the game, let's outline a few core principles we intend to uphold throughout development. Understanding these will clarify why certain features exist — or indeed, why some don't. Some design choices can be easily modified or expanded later, while others must remain firmly in mind from beginning to end to ensure a functional game and avoid costly dead ends. We'll avoid technical details in this entry, but future devlogs will explore some topics listed below in more depth.
Top-Down Camera View:
We've experimented with top-down perspectives in several previous projects. Some were mentioned in the last retrospective, but there were other side projects where we also tested similar camera angles and positions.
(Image: Project G.A.C)
This viewpoint might seem unusual to some, but deciding early on what and how we want to present to players is crucial. We also wanted to avoid comparisons with other pirate-themed games that utilize first- or third-person views. Many complex systems — like controls, optimization strategies, level design, and decoration — rely on this decision, making it essentially "set in stone." Plus, we genuinely enjoy games like this.
Using Physics:
Early on, we realized relying on physics for throwing items or moving other objects (such as player characters or boats) could lead to numerous bugs and glitches, especially in an online multiplayer game. Synchronizing physics-based data online is far more challenging than dealing with local, single-player physics calculations.
(GIF: Uncursed - One of the earliest versions)
Sometimes it's tough to accurately display or predict object positions and rotations due to network latency. You'll notice that some games (like Lethal Company or Sea of Thieves) avoid using physics-based object throws entirely — and likely for good reason. Still, we decided to use Unity’s built-in physics system (nothing extraordinary) and implement some custom synchronization because it makes gameplay significantly more fun.
Simple Combat System:
To ensure easy learning and intuitive controls, simpler combat systems (like Sea of Thieves, again) are our reference points. We don't want combat to distract from the joy of exploration, aiming instead for easy-to-understand and quick-to-master mechanics. Making this engaging and fluid is a substantial challenge. To counterbalance simplicity, we'll create numerous items, each serving distinct gameplay purposes.
(GIF: Sea of Thieves)
Not (Completely) Open World:
The bigger the game world, the harder and more time-consuming it becomes to fill it with meaningful content. Often, huge, freely explorable maps offer little to discover besides empty, interaction-free areas. We aim to avoid this pitfall while maintaining the pirate lifestyle’s essential sense of freedom and endless exploration.
(Image: Uncursed - Travel concept)
This approach significantly affects gameplay experience and technical design, making it one of the most debated decisions throughout development. Future devlogs will elaborate more on these solutions.
Online Co-op:
Getting lost in the dungeon is exponentially more fun when shared with a crew. When Lethal Company provided the final push to begin development, we knew online co-op gameplay is essential for our game. Besides allowing players to gather items, rescue souls, and drink the revenue together, we must consider real cooperative elements. Although the game will be playable solo, some puzzles and challenges will naturally be easier — or only possible — to solve as a team. After some research, we've also found co-op adventures have significantly greater marketing appeal.
(GIF: Uncursed - Cooperative bowel function)
Currently, there's no plan for local couch co-op in Uncursed, though we'd love to develop such a game sometime. It requires completely different planning from the online version. Nevertheless, we haven't ruled out Uncursed eventually getting couch co-op mode in the future.
PvE Only, No PvP:
Several arguments convinced us not to include PvP gameplay. One major factor is combating cheating. Even AAA games spend considerable resources on this, yet determined players always find ways to cheat. Once shared publicly, it's just a matter of time before such "pirates" spoil the experience for everyone. Without PvP, any cheating would at most simplify the cheater’s own gameplay, causing minimal harm for others. Though, interestingly, some games explicitly embrace this.
(GIF: Cheaters Cheetah)
Final Thoughts
These decisions represent just a few pillars of Uncursed's development. Sticking to these principles is crucial to overcoming future challenges, but we're always open to community feedback, ideas, and suggestions—something you can actively participate in via the idea box forum on our Discord server. In upcoming logs, we'll show how these principles shaped the project.
Until next time, fair winds, pirates! 🌊🏴☠️
To be continued…
| [<] Previous: #0 | Next: #0.3 [>] |
Source
Changelog.gg summarizes and formats this update. How we read updates.
