- Game Update | 02-10-2019 - 2 October 2019
Hello, here is 1st bigger patch for Unlucky Seven. Changelog: Removed soft locks on chapters, Improved character movement, Proofread of all English translations, Bugfix with input lost, Improved main menu, Added possibility to exit to the main menu during the game, Added possibility to select Chapters, Fixed achievements, Fixed issues with changing the game resolution, Added possibility to stop cutscenes, Fixed game saves. Kind Regards, Rafał - COO in Ultimate Games S.A.
- Unlucky Seven released in Early Access - 30 August 2019
Dear Players, my name is Rafal and I am Project Manager in Ultimate Games S.A. (Publisher Team). Today we released long-awaited Unlucky Seven in Early Access. You probably have a lot of questions and the main one is "Why in Early Access?". Few days before release, we talk internally about gameplay and players expectations. The game was abandoned by the developer, and then another one began to develop it - and as you know, it is difficult to continue someone's work. We decided to take more feedback from players, to know what you expect from the game and how many of your request/ideas can be implemented in the game. We try to provide players game what they expect, but to do this we need to know your opinions and feelings from it. That is why we decided to release the game in Early Access and provide it with further support. Besides this main problem, we also need to proofread all ENGLISH…
- Release date - 24 July 2019
Hello everyone, I would like to inform that the release date was pushed to 30 August. We decided to give us a bit more time to polish the final version of the game and add final dubbing. 30 August is a final release date. Kind Regards, Rafał - Project Manager in Ultimate Games S.A.
- Unlucky Seven - Release date - 18 June 2019
Dear Fans of furries, we are happy to finally announce the release date of Unlucky Seven. The game will have its worldwide premiere on: 26 July 2019 https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33265723%2F41752204ba1c1cbec9901538bfd386b904926072.jpg Kind Regards, Rafał - Project Manager in Ultimate Games S.A.
- Unlucky 7 | BETA is out - 25 February 2019
Dear Players, we just sent the steam keys to the beta version of Unlucky Seven. Please check your inbox and SPAM folders! Messages from mailing systems very often are marked as "spam". Be sure to check it twice. Feedback We created a few subforums if you will encounter any problems or will want to share your opinion - just do it :) We will be grateful for every opinion - no matter if it is positive or negative. Every single voice counts for us. Kind Regards, Rafał - Project Manager in Ultimate Games S.A. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33265723%2F1dad36bfb394346d535eef1f2642c57e2fda4d38.png
- Unlucky 7 | BETA Start Date - 20 February 2019
Hello everyone, beta signups ended over 2 weeks ago and you are probably curious what's next :) Without prolonging, let's get to the details! When will beta start? We plan to start beta tests on Monday, 25/02/2019. It will run on steam. How many people were selected for testing? We decided that everyone who signed up via the form will take part in the tests. When will we send the codes? Monday, 25/02/2019 about 15:00 CEST Now let's take a look at the game :) https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33265723%2Fdecff3efcdbb5612ae04577c3289f6c03c5a1d61.png https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33265723%2Ff2f0270f2d39cc3c896410b65631edf0b05f9aeb.png Kind Regards, Rafał - Project Manager
- We are alive! Sign-up for beta tests today! - 28 December 2018
Dear Users, in the beginning, I would like to wish everyone (earlier) - Happy New Year! Today I have some information for you. Developer Team I am happy to inform you that the development team is alive and working hard to finish the game. The whole team is focused on creating a good game, which was in a way the reason for the long production cycle. The game is already at the final stage of production, so we will be able to spend more time communicating with players and informing everyone on a regular basis about how the work is going to finish the game. Release date During the year, many times we said that the game will be released at the end of 2018 - however, we were not able to complete all aspects of the game on time - for which we sincerely apologize. The final release date of the game was set to mid/end Q1 of 2019. As a publisher - Ultimate Game S.A. wants to provide the best prod…
- New Teaser - 15 September 2017
We have uploaded a new teaser (and new screenshots). Feel free to love it! ;)
- New Teaser - 15 September 2017
We have uploaded a new teaser (and new screenshots). Feel free to love it! ;)
- Unlucky Seven - Update #4 - The Inspirations - 29 March 2017
Today Yod (our screenwriter) will talk about our inspirations which influenced the final shape of the project. One of you (greetings to the Kekistani Preacher) asked what is inspiring us while creating Unlucky. So it happens that it is my turn to write an article. I decided to divide my inspirations into the three categories and gave them very generalizing names, but the descriptions should brighten them up. The categories are: 1. Involuntary inspirations. 2. Genre inspirations. 3. Stylistic inspirations. Involuntary inspirations have the deepest roots - their inclusion is fully automatic. The author has to stain their work with what they are soaked with. While writing dialogues, I often catch myself on making the characters sound similar to the ones of the Polish TV series The World According to the Kiepski Family, or on creating a scene which looks like it was based on Cow and Chicken…
- Unlucky Seven - Update #4 - The Inspirations - 29 March 2017
Today Yod (our screenwriter) will talk about our inspirations which influenced the final shape of the project. One of you (greetings to the Kekistani Preacher) asked what is inspiring us while creating Unlucky. So it happens that it is my turn to write an article. I decided to divide my inspirations into the three categories and gave them very generalizing names, but the descriptions should brighten them up. The categories are: 1. Involuntary inspirations. 2. Genre inspirations. 3. Stylistic inspirations. Involuntary inspirations have the deepest roots - their inclusion is fully automatic. The author has to stain their work with what they are soaked with. While writing dialogues, I often catch myself on making the characters sound similar to the ones of the Polish TV series The World According to the Kiepski Family, or on creating a scene which looks like it was based on Cow and Chicken…
- Unlucky Seven - Update #3 - Unity pixelart workflow - 15 March 2017
Today Blaze (our programmer) will let you know how to make your pixelart models and textures look great in Unity game engine. When you create a 3d pixelart game in Unity (or any other game engine) you will encounter first problems as soon as you place your model with pixelart texture in the scene. Default settings - filtering and mipmaps are on. There is a nasty blur on our pixelart texture, yuck! The first thing you want to do is to turn off the mipmaps for all of your textures. This will prevent the engine from blurring your pixelart when the camera gets far away from the object. However, this is not enough to keep your art nice and crispy. It still gets blurred because of texture filtering (bilinear/trilinear/anisotropic). The easiest solution is to simply disable this effect by switching to point / nearest neighbor filtering. In many cases this is sufficient, but it does have a seri…
- Unlucky Seven - Update #3 - Unity pixelart workflow - 15 March 2017
Today Blaze (our programmer) will let you know how to make your pixelart models and textures look great in Unity game engine. When you create a 3d pixelart game in Unity (or any other game engine) you will encounter first problems as soon as you place your model with pixelart texture in the scene. Default settings - filtering and mipmaps are on. There is a nasty blur on our pixelart texture, yuck! The first thing you want to do is to turn off the mipmaps for all of your textures. This will prevent the engine from blurring your pixelart when the camera gets far away from the object. However, this is not enough to keep your art nice and crispy. It still gets blurred because of texture filtering (bilinear/trilinear/anisotropic). The easiest solution is to simply disable this effect by switching to point / nearest neighbor filtering. In many cases this is sufficient, but it does have a seri…
- Unlucky Seven - Update #2 - More pixelart - 2 March 2017
Today Dawid (our junior artist) will share his workflow with you! I do my work in Maya. When I make props for Unlucky Seven the first step is to model the object keeping the proper polycount. This game style allows textures to handle many details, though I prefer to maintain a slightly higher number of triangles, which together with a pixel art texture will provide a better effect. The second step is the proper unwrap. Pixels distribution should be straight. I work on modeling and unwrap at the same time (unlike regular approach of "model first, then unwrap"), because pixel count and distribution should be matched to the shape of a model. For example, when I have a cube I would like to see the defined, straight, even lines of pixels on each face. Texture resolution allows me to do a big padding. This manipulation makes a model or a texture modification much easier because of larger avai…
- Unlucky Seven - Update #2 - More pixelart - 2 March 2017
Today Dawid (our junior artist) will share his workflow with you! I do my work in Maya. When I make props for Unlucky Seven the first step is to model the object keeping the proper polycount. This game style allows textures to handle many details, though I prefer to maintain a slightly higher number of triangles, which together with a pixel art texture will provide a better effect. The second step is the proper unwrap. Pixels distribution should be straight. I work on modeling and unwrap at the same time (unlike regular approach of "model first, then unwrap"), because pixel count and distribution should be matched to the shape of a model. For example, when I have a cube I would like to see the defined, straight, even lines of pixels on each face. Texture resolution allows me to do a big padding. This manipulation makes a model or a texture modification much easier because of larger avai…
- Unlucky Seven - Update #1 - Pixelart in 3D world - 16 February 2017
Now you can check out our new art style in full 3D (and even in VR) on Sketchfab! http://www.puzzlingdream.com/wp-content/uploads/2017/02/miniature.png Add Unlucky Seven to your wishlist! It shows us your support and helps us out quite a bit! Be sure to follow us on Twitter and Facebook for the latest news! Let’s be honest, our team got infected with the pixelartosis. Yes, we got lost in the beauty of Hotline Miami and Papers, Please, which reminded us how much we missed Another Worlds and Jazz Jackrabbits. Like dozens of other developers we had decided to add our own drop to the wave of nostalgia, which resulted in making of The Way. https://68.media.tumblr.com/1521c7bac086519a7790a0e79b085462/tumblr_inline_olgq5cFD7O1u3jd9k_540.jpg The Way - our first game It might seem that two years of work should effectively satisfy the need for expressing ourselves with pixels, but we simply fell…
- Unlucky Seven - Update #1 - Pixelart in 3D world - 16 February 2017
Now you can check out our new art style in full 3D (and even in VR) on Sketchfab! http://www.puzzlingdream.com/wp-content/uploads/2017/02/miniature.png Add Unlucky Seven to your wishlist! It shows us your support and helps us out quite a bit! Be sure to follow us on Twitter and Facebook for the latest news! Let’s be honest, our team got infected with the pixelartosis. Yes, we got lost in the beauty of Hotline Miami and Papers, Please, which reminded us how much we missed Another Worlds and Jazz Jackrabbits. Like dozens of other developers we had decided to add our own drop to the wave of nostalgia, which resulted in making of The Way. https://68.media.tumblr.com/1521c7bac086519a7790a0e79b085462/tumblr_inline_olgq5cFD7O1u3jd9k_540.jpg The Way - our first game It might seem that two years of work should effectively satisfy the need for expressing ourselves with pixels, but we simply fell…