Full notes
Full Unworthy update
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What changed
- UI and audio
Hello again all, Hope everyone is doing well, and a Happy Lunar New Year (to those that celebrate). I've had a few questions about Unworthy's release date coming my way, and it's been a little bit over a month since the last update, and I feel like I'm a bit to overdue, and so here's a quick synopsis of what I've been doing (phew). First of all, I'd like to address the fact that I keep prolonging the release of Unworthy. I know a lot of you area eager to jump into the game, and trust me when I say I'm just as eager to have you jump into it, but I really want to make sure I am 100% satisfied with what I'm giving to you before I hand it over. Being the sole developer means that there is a lot of work cut out for me, but at the same time it means I have 100% control over the quality of the game, and am not really forced to push out a product before it's actually "finished" due to external deadlines or the like. I am still really aiming to get the game out in Q1 2018 (potentially early Q2 2018) but I just want to make sure I haven't cut any corners when doing so. For those of you that follow me on Twitter and some other social media, you probably heard that I recently finished up the entire world system layout (yes that means all of the levels are done). The map in Unworthy is pretty substantial and this was no small feet, so I'm quite pleased that this milestone has finally been hit. I'm still working towards adding some of the final enemies into the game, and I am really pushing myself to make them very unique, dynamic, and memorable. (See gif above for some of the wicked cool acrobatic enemies I've been working on). After all of the enemies are finished up (hopefully in the next week or so) I'll be moving onto finalizing the questlines and connecting lore dialogue (making it sound cool and all that fun stuff). Once all of that is done, I will likely need a week or two to integrate the game with Steam and do the QA to make sure as few problems are experienced on your ends when you actually decide to pick the game up (gotta squash as many bugs as I possibly can). Anyways, I thank you all for being patient with the development cycle and I hope to have a quality piece of work in your hands sometime in the near future. As always, thanks for following along! Cheers!
Source
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