Unto The End is a challenging combat adventure game, in the style of a cinematic platformer game. The gameplay involves mastering our read-reaction combat system in intense sword battles, spotting opportunities to trade and use items, and ultimately experience an adventure told through your actions when you return home. at home with your family.
An adventure
More than anything else, we want Unto The End to feel like an adventure. We designed a lot of Unto while traveling through countries where we didn’t speak the language and didn’t know anyone else.
Take in Iceland
We explored a lot on these trips, often going off the beaten track and getting lost in nature. This feeling of being alone and uncertain, of making difficult decisions and overcoming challenges, that’s what adventure is for us.
Side view
We love when an experience makes the most of their form or presentation format. So despite hundreds (thousands !?) of side games, we felt there was still more to do with it.
After many iterations, we focused on three things that we found particularly effective: (1) judging up or down (2) judging left-to-right distance (3) seeing behind you. Interestingly, these are also things that the “over the shoulder” or “top to bottom” views don’t handle as well.
First home training concept with your wife
We have integrated these three qualities into a global principle of reading and reaction and built everything around it. Each fight, puzzle and environmental challenge tests the player on this basis. The idea is that every aspect of the gameplay trains you, not just the fighting. We want you to end the game as a great fighter, feeling a sense of mastery and accomplishment earned entirely through your efforts.
Sword fight
Our goal was to capture the feel of melee combat without being a sword fighting simulator. Sweaty palms, “oh no!” moments, and the back and forth of a great fight, without elaborate combos or complex entries. You can drop your sword, bleed to death from your wounds, and win or lose every fight in two or three hits. Success is all about staying calm and making the most of your opportunities.
Father facing mountain wasp hunter
The father has a rich set of movements, but there is nothing fancy or stimulating about performing them. Each action corresponds to a button and we have avoided overloading the entries. You press a button and a specific action occurs.
Behind the Scenes Prototype of Dagger, Terrain and Movement
It was very important that every creature you encountered was as intelligent and capable as the player – there for a reason, never just an “evil enemy”. Each opponent you face is unique, each with their own unique fighting style – we don’t have single enemies, then bosses.
A first concept of friendly fire and group combat
This means that every fight is a challenge and all opponents follow the same rules as the player. High and low attacks, blocks, counters, retorts, counterfeits, and imbalance apply to everyone. The same goes for health and damage, navigation, and friendly fire. There are no massive health reserves or super attacks, and enemies can chase you through various terrains if you run away, jump chasms, and climb ledges.
Difficult, not difficult
The gameplay is challenging and demanding but never difficult for the sake of difficulty. Three things were really important to us.
The father stalks the master of the wasp hunt
First of all, each encounter should have multiple ways of overcoming it and be very easy to overcome once you master it.
Second, the difficulty settings need to be built into the gameplay. Being careful and careful, exploring the nooks and crannies of the world, should give you more tools to work, open up alternatives to combat.
Third, the challenge of combat shouldn’t be about reflexes, but rather reading and skillfully reacting to your opponents and the environment. We have a “Combat Speed” setting that allows players to slow down the action just during moments of combat. This gives them more time to read and react while providing them with a challenge.
Come home
Unto The End has a simple story: come home with your family.
You are a decent warrior with a sword, not a trained knight or legendary hero. We wanted the gameplay to be focused on the player, their observations and their actions.
Father, mother, daughter
The world is foreign to the father, full of creatures with whom he shares no language, history and events already in motion. On your way home, you’ll stumble upon the aftermath of battles, stumble into creature dens, or wander into the lair of an angry troll. We throw the player into these situations so that they can experience the world firsthand and without warning. The goal was to create a world bigger than the father, a world that feels alive, with creatures that have their own plans and aspirations – a world in which the father is moving.
First concept for Lost Temple
Take a risk
We worked really hard to create something different. Unique combat, no HUD, sword fighting action with cinematic beat and story telling in a way only games can. Every day for the past four years we’ve worked to deliver an experience unlike anything else and we really hope you enjoy Unto The End when it launches on December 9th.
If you have any questions, drop them below. We will do our best to answer them without spoiling anything. And if you haven’t already, take a look at the trailer at the top of the page. Sara and I talk a bit more about our design thinking a bit more and show a bunch of new gameplay.
Table of Contents
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