What changed
0 fixes1 addition0 changes0 removals
addedQuestsThose who haven't been following the game for too long may not be aware that one of the next big things to expect in the future are the quests. We'll likely see quite a few updates with lesser features prior to launching quests, but it's something that deserves an early highlight -- so let's do that. The quest system has been on the table and steadily crafted in the background for more than a year already - our ambitions there are the kind that don't allow things to be rushed. We're not taking the easiest path to add quests, but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion. Quests will fill in the game world to great extent, but even so UnReal Will remain open-ended and non-linear experience as it stands now. Quests can vary from mundade problems to intricate events inspired by mythology and folktales. More versatile interaction with NPCs and more concrete presence of folklore creatures are both to be expected when we've got it all done. If the spirits are favourable we may see at least some portion of quests in action this summer. Meanwhile, here's a bunch of preview screenshots about what to expect from UnReal World quest system. It's a big thing to pinpoint. The screenshots merely scratch the surface. Quests can be obtained from NPCs. Sometimes they'll come to talk to you. Sometimes you get a hint you may want to follow. Quest dialogue is often verbose, and you're still completely free to decide if you want to get involved. Quest journal. This character is involved in three different quests. Quest briefing would be to be seen by clicking the desired quest. Into the Far North we shall take you... Enjoy your stay. ...and stay tuned for future updates.
UnReal World changes
addedThose who haven't been following the game for too long may not be aware that one of the next big things to expect in the future are the quests. We'll likely see quite a few updates with lesser features prior to launching quests, but it's something that deserves an early highlight -- so let's do that. The quest system has been on the table and steadily crafted in the background for more than a year already - our ambitions there are the kind that don't allow things to be rushed. We're not taking the easiest path to add quests, but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion. Quests will fill in the game world to great extent, but even so UnReal Will remain open-ended and non-linear experience as it stands now. Quests can vary from mundade problems to intricate events inspired by mythology and folktales. More versatile interaction with NPCs and more concrete presence of folklore creatures are both to be expected when we've got it all done. If the spirits are favourable we may see at least some portion of quests in action this summer. Meanwhile, here's a bunch of preview screenshots about what to expect from UnReal World quest system. It's a big thing to pinpoint. The screenshots merely scratch the surface. Quests can be obtained from NPCs. Sometimes they'll come to talk to you. Sometimes you get a hint you may want to follow. Quest dialogue is often verbose, and you're still completely free to decide if you want to get involved. Quest journal. This character is involved in three different quests. Quest briefing would be to be seen by clicking the desired quest. Into the Far North we shall take you... Enjoy your stay. ...and stay tuned for future updates.
Thank you
Firstly, I'm here to say big thanks to all of you buyers, gifters, supporters and players for these first seven weeks of adventures in the far north on Steam. It's been a pleasure and let us continue the journey. There's no end in sight. Me and these age-old hay barn wall logs say Thank You! We've also had a trademark habit of providing recreational video greetings every now and then. That habit is to be continued and we'll be seeking a nice way to start distributing those video greetings for UnReal World Steam buyers. (Maybe a semi-regularly updating DLC package, downloadable at will. We'll see.)
Quests
Those who haven't been following the game for too long may not be aware that one of the next big things to expect in the future are the quests. We'll likely see quite a few updates with lesser features prior to launching quests, but it's something that deserves an early highlight -- so let's do that. The quest system has been on the table and steadily crafted in the background for more than a year already - our ambitions there are the kind that don't allow things to be rushed. We're not taking the easiest path to add quests, but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion. Quests will fill in the game world to great extent, but even so UnReal Will remain open-ended and non-linear experience as it stands now. Quests can vary from mundade problems to intricate events inspired by mythology and folktales. More versatile interaction with NPCs and more concrete presence of folklore creatures are both to be expected when we've got it all done. If the spirits are favourable we may see at least some portion of quests in action this summer. Meanwhile, here's a bunch of preview screenshots about what to expect from UnReal World quest system. It's a big thing to pinpoint. The screenshots merely scratch the surface. Quests can be obtained from NPCs. Sometimes they'll come to talk to you. Sometimes you get a hint you may want to follow. Quest dialogue is often verbose, and you're still completely free to decide if you want to get involved. Quest journal. This character is involved in three different quests. Quest briefing would be to be seen by clicking the desired quest. Into the Far North we shall take you... Enjoy your stay. ...and stay tuned for future updates.