in the Until the end You are the intruder, not a hero trying to save the day. You cannot level up, change classes, or find a magical sword. Survival is all about you. How you make it home, the opportunities you create, and the challenges you face depend on your decisions. These choices (over a hundred of them) will affect the items you receive, the supplies you collect, the fight against and ultimately the home you return to.
When To Started in December, you could survive many encounters without bloodshed. The new ‘Passive Run’ update, available now, allows you to get home without fighting or killing anything. That doesn’t mean it’s easy. It’s also not an option setting that allows you to turn off fights. Rather, it’s a different type of challenge, defined by the choices you make every step of the way.
Observation, not reflexes
Fighting is about reading and reacting. Coming home without struggling requires patience and observation.
When you meet, you enter a large room. Four glasses stand behind a stone table, which is covered with a white cloth. Three of the jars are filled with the supplies you gathered along the way: bones, leather and sticks. One of the glasses is empty. When a creature reaches the center of the room, it hits its staff on the floor and points to the cloth-covered table. Keep going inside and a second creature will roar at you, pointing back at the same table.
The creatures want to trade supplies, they’re not sure who you are but they are traders, maybe you have something they want. You can blindly swap bones for sticks, sticks for leather, and so on. Or you can see the empty jar, find the creatures are lacking herbs, and offer them some. If you do this, you will receive a special item that is sacred to them, but they see it as a fair exchange for medicinal herbs.
Reading the description of the item will tell you who the creatures are and what they are using the item for. This fills in some lore and gives you a clue as to how you can face future encounters without struggling. Every encounter in To allows this kind of flexibility. Fight if you want, but there are always alternatives.
Gameplay rather than settings
To has a single difficulty level, combat speed. You can set it to 100%, 75% or 50%. This slows down the fight for you and your opponents. It doesn’t make the fight easier, you still have to read and react, but it does give you more time for both – which makes the experience less with timing and reflexes.
Beyond the speed of the battle, the challenge is focused on the gameplay. The creatures’ gestures, the establishment of encounters, the environments near and beside the creatures will help you identify ways to avoid combat. We want players to control the experience from within the experience and not through a settings menu.
When designing the encounters for ToWe imagined we were walking through a forest and came across a mother bear and her cubs. What would we do How would the bear react? How would we communicate?
Every creature in Until the end is territorial and many are driven by honor, but none of them are evil. Most of them have never seen a human. When you walk into your house with your sword drawn and ready to fight, say, “I am a threat!”
Attitude and actions are important in To. Whenever you trade in creatures, you will be asked to put your sword down. If you run away while a trade is in progress, they will see it as disrespectful and offensive. If you fall into their cave while you are eating, they will think you are there to steal their food. You enter your life unannounced, how you behave determines your reaction.
For us, games are about immersing ourselves in a world and feeling the kind of things that the main character is feeling. in the Until the end, That means less guidance and holding hands, but it’s also what we think makes games unique: the ability to experience things firsthand.
Until the end
Big sugar games
Unto The End is a handcrafted film platform about a desperate journey home. Master fight through improvisation and observation in intense sword fights. Find ways to use artifacts and trade supplies. An adventure told through your actions. How will you make it home Features: Read-React Combat: Unique combat system that focuses on skill and mastery and was designed and built from the ground up specifically for 2D. Fight intelligently and strike tactically with your sword and ranged weapons in fierce individual and group battles. Handcrafted Nuanced Encounters: The adventure unfolds through carefully crafted encounters, each with intelligent, worthy opponents, each with their own motivations and their own place in the world. Focused Player Skills: A challenging single player experience with minimal manipulation. All of the father’s skills are available from the start, and mastering these skills, as well as closely observing your surroundings, are the keys to survival and success. Implacable Terrain: From cavernous underground ruins to rugged mountain peaks, overcome environmental problems and deadly traps as you travel through a world of carefully crafted landscapes