- FIXED: Unresponsive Oculus Quest & Oculus Quest 2 Controllers - 8 February 2021
So great news for all Quest & Quest 2 players who've been trying to stream the game to their HMDs from PC using different streaming software like Virtual Desktop. Several players raised the issue of controls becoming unresponsive while streaming the game to their HMDs, as discussed in more detail the following Steam thread: https://steamcommunity.com/app/726250/tradingforum/2996543178717768439/ After quite a lot of work I was able to find the root cause which, without going into too much details, was rooted in one of the game's core plugins which was also using the OpenVR library. The plugin was simply unable to recognize the HMD type when the player connected through streaming software. I've overlooked this issue because all testing on Quest was performed using only the Oculus Link cable. In any case, I'm looking forward to feedback from our Oculus Quest (2) users and have high hopes t…
- HUGE CONTENT UPDATE --- New Village Missions, Story, Objectives and More ! - 27 October 2020
Wow ! This is a incredibly exciting day for Unknightly !! After months of developing and play-testing the game with our exclusive alpha-players we're finally ready to released to the public the single (by-far) biggest update Unknightly has received since it's inception. Let's dive straight into it ! New Major Features Two Completely New Village Levels have been added providing a unique atmosphere and variety in level design, visuals, space layouts and they just straight out look fantastic! Story and Objectives now accompany every level in the game providing context and depth to game-play. Remastered Versions of Dungeon Levels expand them making them non-linear, changing guard layout and patrols, adding lighting and effects making them feel more vibrant and up to date. New "Player Hub" Area with it's own new "Mission Selection" experience. Reworked Tutorial Experience based on one of the…
- Unknightly "Village Update" to Enter Closed Alpha Phase on Sunday June 7th! - 4 June 2020
Greetings fellow Thiefs and Assassins :) We're finally entering the "Close Alpha" testing phase for Unknightly's much awaited and desired "Village Update". Want to Participate in the "Closed Alpha" Phase? Notice this phase is "Closed" meaning access to the content will be restricted to invites only. If you wish participate and receive an invite please post here, or better yet send me a PM on Steam and we'll take it from there. We're happy to accept any passionate participant who'd like to help us improve the Unknightly experience :) How's the "Closed Alpha" Phase Going to Work? The "Closed Alpha" phase will span a short period over which we will be regularly releasing content updates for our alpha-participants to try out and provide feedback. With every update will will send out a notification to all alpha participants including details on what has been added, changed or fixed. What's N…
- Unknightly's Overarching Story and Objectives - 1 October 2019
Hello everyone! It's been a few weeks of intensive work and I wanted to give you all an update on progress being made. First off - we intended to have the village level playable by today. However as we were building the level we noticed that in order to build a less linear and more open level design we needed strengthen an aspect of Unknightly that has been lacking - we needed an overarching story to help guide players through the levels and give them a sense of purpose. It is for this reason that we have decided to include a story and objective system as part of the 1.0 (full) release. As a result we will be delaying the expected release date by a few weeks. As for the current state of development - the core narrative has been written and the objective system has been mostly development. Effort is currently being invested in baking the story into the existing levels. As a result we hav…
- UNKNIGHTLY - "Major Update" #6 is Now Live ! - 7 August 2019
Hello everyone! I am very happy to finally be able to share some great development progress with you all. As stated recently, work is being done to reach Unknightly's full release (v1.0). the v1.0 road-map has multiple major features defined as goals (for more info check out the previous announcement here). Major Update (#6) represents a significant step in that direction. Major Features Guards to Interact with Doors Guards currently bump into doors causing them to slam open. This didn't look great but since existing Dungeon levels have very few doors it simply wasn't worth the huge development cost of implementing a proper AI interactions system. The Village level has buildings filled with multiple rooms and thus the level has many doors. A new system needed to be put in place to handle AI door open / close interactions. Thanks to this guard door interactions look a lot better but more…
- The Current State of Unknightly - 7 July 2019
Hello everyone, My name is Jake (AKA PortalStudios) and I'm the developer of Unknightly. A few months ago (February) this year I've went through a few very significantly... changes… in my personal life. I don't wish to sound overly dramatic, but suffice to say I had hardly turned on my computer for a few months now (let alone visit Steam). Recently things have been looking up and among a few other things I’ve made the decision to see this project (Unknightly) through to the end and deliver on the commitments I made to my supporters and player base. A few months ago I, together with a few very dear members of the community, had great discussions about future plans and dreams for Unknightly - some of these will have to be postponed for the time being. As for now, I’m aiming for a 1.0 release and exiting early access by September 30th having delivered: Village Chapter level as presented in…
- UNKNIGHTLY - "Minor Update" 22.11.18 - 22 November 2018
Hello everyone! While we are hard at work on getting out the upcoming "Village" update (we know many of you are eager to jump into Significant bug fixes > Multiple "quality of life" improvements > Several minor features requested and discussed on the forums. Special thanks goes to some of our most influential community members Major Troubles, Caldor and Jaknet. as well as members who've opened bug reports and made suggestions addressed in this patch, including Thetrakynia, Sir Positive, Absolute Glad Lad, Galatoni, Korou50, Hoshi82 and others. Alright, I'll do my best to keep it short and to the point: Feature Requests: Added Press-to-Crouch Option aimed at people who have difficulty with physically crouching. This option is disabled by default and can be enabled through the in-game menu. Press to Snap Turn is now supported as an alternative to swiping. Bug Fixes: Game Intro Screen Some…
- Village Chapter - Teaser Trailer - 23 October 2018
Hello everyone! We're very excited to share with you the progress we've been making on the development of the upcoming and long awaited "Village" chapter. We've been telling everyone this chapter has been in the making for a while now and we're finally at the point where we're ready to give you a sneak peek at what it is shaping up to be. Please do keep in mind that this is still a work in progress and we're happy to accept any constructive feedback you offer. We hope you like what you see - Enjoy! https://www.youtube.com/watch?v=7wfAgS78IpQ Thanks you for all your support and care - it is appreciated immensely
- UNKNIGHTLY - "Major Update" #5 is Now Live - 20 July 2018
This update is perhaps our most significant one up until now. The update contains an array of new mechanics that together add multiple layers of depth to the already existing game-play! Hopefully you guys are excited for this one :) So first off - we've updated our game-play trailer to reflect the new content, check it out here: https://youtu.be/CWLDJu0iLh8 Let's quickly some of the significant features included in this update: Major Features : Bow & Arrow We've always been very inspired by the old "Thief" games. Ever since we launched this game we've wanted to add a bow and arrow as a main utility for the player to manipulate the world - and now we've finally done it ! With this update we've made available to the player 3 different arrow types: Lethal Arrow - Assassinate guards from a range. These arrows will not penetrate heavy armor and so as with the dagger player will be required t…
- UNKNIGHTLY - "Major Update" #4 - 21 May 2018
Hello everyone! We know it's been a long wait but we've finally released Unknightly's 4th Major Update! Before we continue we would like to take a moment to apologize to our community for having this update take so long to release. The main reason for the delay was that we've run into some significant technical issues while upgrading our game engine as well as with the implementation of some new plugins (Google Resonance, and more as described below). Technicalities aside, we feel confident to say we can now continue developing and releasing updates at the pace you guys have come to expect and appreciate from us. It is our intention to release a significant major or minor update every few weeks as well as get to the creation of new levels in the very near future. Thank you guys so much for your patience and support, it's not taken for granted. That aside, let's dive into some of the fea…
- UNKNIGHTLY - "Minor Update" 22.02.18 - 21 February 2018
Hello everyone! It's been a little over a week since we've released the last major update (#3), We've enjoyed receiving the overall positive feedback so far! So we've got a pretty exciting minor update for you guys! As always with minor updates I'll do my best to keep it as short and to the point as possible: AI Animations - "Body Language" : We've done some significant work on improving the AI's animations from a practical standpoint, which means it will now be more clear what the AI is thinking based on its body language. A few quick examples: When a guard has seen something suspicious, it will now turn its head to that location to have a look. This might sound minor but it goes a long way in letting the player know that guard is on to something. Another example when a guard has heard some noise he will have a look left and right (even if he's still patrolling) as well as throw in som…
- UNKNIGHTLY - "Minor Update" 22.02.18 - 21 February 2018
Hello everyone! It's been a little over a week since we've released the last major update (#3), We've enjoyed receiving the overall positive feedback so far! So we've got a pretty exciting minor update for you guys! As always with minor updates I'll do my best to keep it as short and to the point as possible: AI Animations - "Body Language" : We've done some significant work on improving the AI's animations from a practical standpoint, which means it will now be more clear what the AI is thinking based on its body language. A few quick examples: When a guard has seen something suspicious, it will now turn its head to that location to have a look. This might sound minor but it goes a long way in letting the player know that guard is on to something. Another example when a guard has heard some noise he will have a look left and right (even if he's still patrolling) as well as throw in som…
- UNKNIGHTLY - "Major Update" #3 - 11 February 2018
Hey everyone! We're super excited to announce our third and long awaited Major Update ! I would like remind everyone that the reason this major update has taken longer than previous ones is due to the fact that we've finally taken on the daunting task of redesigning and rewriting a very large portion of the core game-play in order to evolve the game from "lose-on-detection" to a "chance-to-fight-back" model. Major Features: A Chance to Fight Back! So as we mentioned above, this was our primary goal with this update and has thus set the tone for this update and pushed us to add multiple new systems to the game in order to properly support this new and ambitious game-play model. Players will no longer automatically lose when detected but will instead be given a chance to escape and hide from guards. However! Once detected, guards will start performing perimeter searches and become increas…
- UNKNIGHTLY - "Major Update" #3 - 11 February 2018
Hey everyone! We're super excited to announce our third and long awaited Major Update ! I would like remind everyone that the reason this major update has taken longer than previous ones is due to the fact that we've finally taken on the daunting task of redesigning and rewriting a very large portion of the core game-play in order to evolve the game from "lose-on-detection" to a "chance-to-fight-back" model. Major Features: A Chance to Fight Back! So as we mentioned above, this was our primary goal with this update and has thus set the tone for this update and pushed us to add multiple new systems to the game in order to properly support this new and ambitious game-play model. Players will no longer automatically lose when detected but will instead be given a chance to escape and hide from guards. However! Once detected, guards will start performing perimeter searches and become increas…
- UNKNIGHTLY - "Minor Update" 26.12.17 - 26 December 2017
Hello everyone! We've released a minor but significant update for you guys. I'll keep this one short and to the point: Significant CPU Performance Improvement : Long story short, we've integrated a new plugin which dramatically reduces the CPU cost of rendering a scene ("Draw Calls"). This is significant because not only should this makes the game run noticeably smoother for most players, but it also make the creation of more dense and complex levels possible - as you can expect to see in the "Village" levels we have planned for the near future. Guard Voice Lines Improvements : So most of you probably know we've hired a professional voice actor and are taking guard voice lines much more seriously going forward. We've added over +100 voice lines to guards including some entertaining "idle" voice lines :) This minor patch is a major update in this respect with many more improvements to gu…
- UNKNIGHTLY - "Minor Update" 26.12.17 - 26 December 2017
Hello everyone! We've released a minor but significant update for you guys. I'll keep this one short and to the point: Significant CPU Performance Improvement : Long story short, we've integrated a new plugin which dramatically reduces the CPU cost of rendering a scene ("Draw Calls"). This is significant because not only should this makes the game run noticeably smoother for most players, but it also make the creation of more dense and complex levels possible - as you can expect to see in the "Village" levels we have planned for the near future. Guard Voice Lines Improvements : So most of you probably know we've hired a professional voice actor and are taking guard voice lines much more seriously going forward. We've added over +100 voice lines to guards including some entertaining "idle" voice lines :) This minor patch is a major update in this respect with many more improvements to gu…
- UNKNIGHTLY - "Major Update" #2 - 21 December 2017
Hey everyone! I'm happy to announce our second significant update. This update brings you new content as well as important improvements. I'll keep it short by pointing out the "Top 4" most significant additions: (there's more but these are the most important / significant ones) Dungeons: Chapter II ! In the next chapter you are going to venture deeper towards the dungeon exit in your attempt to escape it (You might discover some dark things are going on down there). This is a full blow chapter which varies quite significantly from previous chapters and is said to be more difficult in nature. It could take players anywhere between 45 and 70+ minutes to complete ( estimates based on real player data) depending on skill and experience. I won't give away much here but I recommend you play it through and find out for yourself :) Improved Climbing Haptic Feedback - Touch Start soft rumble tha…
- UNKNIGHTLY - "Major Update" #2 - 21 December 2017
Hey everyone! I'm happy to announce our second significant update. This update brings you new content as well as important improvements. I'll keep it short by pointing out the "Top 4" most significant additions: (there's more but these are the most important / significant ones) Dungeons: Chapter II ! In the next chapter you are going to venture deeper towards the dungeon exit in your attempt to escape it (You might discover some dark things are going on down there). This is a full blow chapter which varies quite significantly from previous chapters and is said to be more difficult in nature. It could take players anywhere between 45 and 70+ minutes to complete ( estimates based on real player data) depending on skill and experience. I won't give away much here but I recommend you play it through and find out for yourself :) Improved Climbing Haptic Feedback - Touch Start soft rumble tha…
- UNKNIGHTLY - "Major Update" #1 - 6 December 2017
Hello everyone! I'm happy to announce our first significant update, and hopefully after reading the update's highlights you'll be happy as well :) It's worth to quickly mention that this major update has turned out to be very different than we had originally planned (in a positive sense) seeing as we were overwhelmed by the community's responsiveness and feedback. So we went on and changed some of our priorities to fit some of most requests you guys have put forth! Major Features: Trackpad (Onward-Style) Locomotion ! This has been pretty much the #1 request in the forums, and we quickly understood that trackpad locomotion would have to be a thing and that it couldn't wait - and let me tell you it turned out to be amazing! You'll now be able to choose between Arm-Swing and the by-now-standard onward-style trackpad locomotion (with a sprint ability!). Arm-Swing Locomotion Controls Remappi…
- UNKNIGHTLY - "Major Update" #1 - 6 December 2017
Hello everyone! I'm happy to announce our first significant update, and hopefully after reading the update's highlights you'll be happy as well :) It's worth to quickly mention that this major update has turned out to be very different than we had originally planned (in a positive sense) seeing as we were overwhelmed by the community's responsiveness and feedback. So we went on and changed some of our priorities to fit some of most requests you guys have put forth! Major Features: Trackpad (Onward-Style) Locomotion ! This has been pretty much the #1 request in the forums, and we quickly understood that trackpad locomotion would have to be a thing and that it couldn't wait - and let me tell you it turned out to be amazing! You'll now be able to choose between Arm-Swing and the by-now-standard onward-style trackpad locomotion (with a sprint ability!). Arm-Swing Locomotion Controls Remappi…