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Underworld Ascendant - An Evolving Stygian Abyss

Discussion in 'Game/SP News & Comments' started by RPGWatch, Feb 15, 2018.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]An update on the evolving design for Underworld Ascendant.

    [​IMG]

    Hey everyone,

    Kind thanks for all the positive response to the new footage, screens, interviews, and press from PaxSouth! We're deeply appreciative of your support! The game wouldn't be here today without you.

    In this month's newsletter, we're excited to tell you more about three key aspects of the game: the constantly evolving nature of The Stygian Abyss, player progression, and a bit more about narrative aspects.

    An Ever-Evolving Stygian Abyss

    Many of you have asked about our plans for Underworld Ascendant's environments. For example, is it a hub-and-spoke model? Is it a large open sandbox world? Or maybe one-off, discrete levels? In Underworld Ascendant, we're taking a similar route to Ultima Underworld 2. The player will accept missions and bounties, acquire skills, trade for provisions and equipment, and interact with Faction intermediaries in Marcaul, a Lizard Man settlement and hub of trade and intrigue. Once you've readied yourself for your next challenge, you'll navigate The Circle of Portals outside of town to travel to levels.

    The primary reason we're using this design is because it maximizes the amount of time players are in interesting and relevant environments. Second, this design leverages our small team in the most optimal way (currently 14 internally) and allows us to focus on making great interactive and dynamic environments where you can track even small changes as the narrative progresses.

    [​IMG]

    Exploration is an important feature of The Stygian Abyss and there will be plenty of dark tombs and labyrinthine caverns to explore, with the help of The Silver Sapling!

    New quests are offered by the Factions each day in Marcaul, and these range in challenge, reward, consequence, and location. You may even return to a level area two or more times over the course of the game. However, each time you visit a level, you'll encounter new opportunities, challenges, and more. Helpful creatures like Lizard Man allies may be present or a swarm of Lava Bats may now inhabit the area. Useful flora like the glue plants may have been harvested and replaced with Nether Moss, which causes Deep Slugs to leave a sight-blocking smoke trail. Movement options also change, as the Outcast tribe's construction efforts expand or are destroyed.

    [​IMG]

    We'll talk more about the Outcasts and their relationship with the Factions (and you!) at a later time.

    As the game progresses, the world state begins to decay, causing the local ecology to become even more challenging, as fierce creatures crawl up from the lower depths and thermal vents appear.

    These are a few of the ways we're working to ensure that not only are levels different every time you visit them, but that you can play through the game multiple times and have a uniquely different experience each time.

    In future updates, we'll talk about the world state changes in depth, as well as its driver: our main nemesis, Typhon.

    [...]
     
    Last edited by a moderator: Feb 16, 2018
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