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Tags: Joe Fielder; OtherSide Entertainment; Underworld Ascendant
These no-show Underworld Ascendant monthly updates are getting frustrating, but this latest one is kind of interesting in my opinion. In addition to promising a release date for the vertical slice next month (for reals this time guys), the update goes into some detail about what the team has been up to for the past several weeks. It's clear that they want this to be a polished product.
The update also includes what I think is our first real description of Ascendant's moment-to-moment gameplay, which features Thief-style elemental arrows among other things.
In addition to the vertical slice announcement, OtherSide are also promising to release the developer blog and developer roundtable backer rewards next month. Maybe things really are finally coming together now.
These no-show Underworld Ascendant monthly updates are getting frustrating, but this latest one is kind of interesting in my opinion. In addition to promising a release date for the vertical slice next month (for reals this time guys), the update goes into some detail about what the team has been up to for the past several weeks. It's clear that they want this to be a polished product.
The last few months have been very productive and it’s clear we’re onto something. There’s much left to do, but we’re making steady progress, and tapping into player-authored gameplay in exciting new ways.
That all feels particularly salient right now, since last month marked the twenty-fifth anniversary of Ultima Underworld’s release — an event which, by some accounts, is regarded as the birth of the “immersive sim.”
Our goal is to create a logical, deeply interactive world where the player is inspired to tap into their creativity and enjoy the magic of experimentation.
Last month, we started out testing the latest build of The Challenge of Ishtass with our System Shock 3 and VR teams. As often happens with initial rounds of testing, it was immediately clear that while we knew how you could have fun in the game, it wasn’t readily apparent to the uninitiated player. Since our goal has been for the player to be able to dive right in and quickly start experimenting and have fun, that was vital for us to nail. That meant readability and player feedback for picking up objects, the nuances of melee and ranged combat, and more.
From there, we did five more rounds of testing (from casual players to the Boston Indie Games Group, from devs at The Molasses Flood to Warren Spector), each time getting a little closer. The team was super focused and made solid progress each day, so we’d iterate, test, review, and repeat.
Over time, it became apparent that spells were where people were having the most fun, but they still weren’t clear exactly on how they worked so they couldn’t get to the more improvisational possibilities using combinations.
We put solving that problem squarely on lead designer Tim (Thief, System Shock) Stellmach’s plate. It was a tough challenge, but within a few days he had the featured spells working clearly and reliably, so players could really start tapping into their creativity.
It was a pretty intense few weeks, but, whew!, it was fun. It’s great working with a team of folks who have such a wealth of experience and can sort difficult issues in short order. There are still many hurdles left for us with Underworld Ascendant, but we came out of our recent milestone with a lot of confidence that the team can tackle any problem that comes our way.
When do you get to play? Next month we’ll be announcing plans for rolling out the build to backers, after we complete another round adding more interactable objects and improvisational elements to the world.
We can’t wait to hear what you think and see what unique, creative solutions you come up with. In the meantime, expect new shots and video soon…
That all feels particularly salient right now, since last month marked the twenty-fifth anniversary of Ultima Underworld’s release — an event which, by some accounts, is regarded as the birth of the “immersive sim.”
Our goal is to create a logical, deeply interactive world where the player is inspired to tap into their creativity and enjoy the magic of experimentation.
Last month, we started out testing the latest build of The Challenge of Ishtass with our System Shock 3 and VR teams. As often happens with initial rounds of testing, it was immediately clear that while we knew how you could have fun in the game, it wasn’t readily apparent to the uninitiated player. Since our goal has been for the player to be able to dive right in and quickly start experimenting and have fun, that was vital for us to nail. That meant readability and player feedback for picking up objects, the nuances of melee and ranged combat, and more.
From there, we did five more rounds of testing (from casual players to the Boston Indie Games Group, from devs at The Molasses Flood to Warren Spector), each time getting a little closer. The team was super focused and made solid progress each day, so we’d iterate, test, review, and repeat.
Over time, it became apparent that spells were where people were having the most fun, but they still weren’t clear exactly on how they worked so they couldn’t get to the more improvisational possibilities using combinations.
We put solving that problem squarely on lead designer Tim (Thief, System Shock) Stellmach’s plate. It was a tough challenge, but within a few days he had the featured spells working clearly and reliably, so players could really start tapping into their creativity.
It was a pretty intense few weeks, but, whew!, it was fun. It’s great working with a team of folks who have such a wealth of experience and can sort difficult issues in short order. There are still many hurdles left for us with Underworld Ascendant, but we came out of our recent milestone with a lot of confidence that the team can tackle any problem that comes our way.
When do you get to play? Next month we’ll be announcing plans for rolling out the build to backers, after we complete another round adding more interactable objects and improvisational elements to the world.
We can’t wait to hear what you think and see what unique, creative solutions you come up with. In the meantime, expect new shots and video soon…
The update also includes what I think is our first real description of Ascendant's moment-to-moment gameplay, which features Thief-style elemental arrows among other things.
We don’t want to spoil the fun of discovery in The Challenge of Ishtass, but we can tell you that you’ll be presented with a bevy of options for combat, stealth, and magic.
Here are a few:
Here are a few:
- The player can use a LONG SWORD to perform a light quick chop, a slow heavy swing that can damage multiple opponents, and parry to deflect oncoming attacks. All are useful, because while the LIZARD MEN have clear tells for their attacks, they’re tough and engage in group combat.
- Using a LONG BOW, the player can launch FLINT ARROWS to attack or distract enemies or WATER ARROWS to put out torches. The Lizard Men use STUN ARROWS to momentarily stop the player in his or her tracks, which can be particularly troubling while you’re attempting to engage in swordplay or escape… the MIND CRIPPLER
- Some of the available skills include HEAVE to pick up and throw heavy objects (which can provide cover for projectiles, interrupt attacks, and damage foes), STEALTH STEP when crouched, STEALTH SIGHT to gauge visibility based off light levels, or MAGIC SIGHT to view magic-recharging streams of mana.
- One of the more fun featured spells is GRAVITATE, which allows the player to raise objects and assemble them into useful shapes, like a bridge to cross a chasm. (We’ve also seen players manage to weaponize it in a number of interesting ways…)
In addition to the vertical slice announcement, OtherSide are also promising to release the developer blog and developer roundtable backer rewards next month. Maybe things really are finally coming together now.