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Shores Unknown is a single-player tactical RPG featuring an innovative gridless battle system combined with epic fights against raid bosses and large armies. Shores Unknown takes place in a land ruled by the iron-fisted Crown, and policed by the fearsome Inquisition, from whom it is said there is no escape. To the south lies the Empire and perpetual war, while to the north there is only the Murk—a seething wall of fog from which no ship has ever returned. In the midst of these grand forces, both natural and otherwise, our heroes must find a way to survive and to pursue their dreams of liberty. Play as the newly-made leader of a mercenary company, fresh off an assignment gone awry. Now on the wrong side of the Crown, allies and loyalty are paramount. Forced to venture through the maw of the Murk in a search for truth, players will explore unknown lands, forge new alliances, and wage battle against those who would see to their end.

Post news Report RSS Shores Unknown - June-July 2019 Updates

A new Shores Unknown devlog - visual improvements, ghost ships, weather effects, new creatures, improved battle AI and more

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Greetings mercenaries!

Ilya from Vallynne here with a fresh update!
In this new devlog, we'd like to share a bunch of cool new things that made it into the game over the past month with you.


At the moment, we're simultaneously working on story chapters 2 & 3 (out of 4 planned) of the game while also polishing the gameplay.


Is it a ghost ship? Trust us when we say its ballista bolts feel material enough.


June, in particular, was heavy on visual upgrades, the first one being our water material. Water takes an important place among the game's themes, so we want to make sure it looks as good as possible while still maintaining the stylized low-poly look. We made some before-after interactive comparisons, too - click on each of the screenshots to open them.



As you might have noticed in the first gif at the top, we also added dynamic rain to the game - with a cool wetness layer to it which affects all the objects. Here's a static shot in HQ:



Now, it wasn't all just environment and visual work this time. One of our design goals is make sure even "trash mob" fights are memorable, fun and decently challenging. So we're also putting in quite a bit of work in creature and encounter design, and that includes new enemy types, AI logic patterns and abilities. Here's a little teaser image:


Big birbs and smol birbs.


And that concludes this update! If you like what you're seeing, please consider wishlisting us on Steam.

We also post regular bite-sized updates on our Twitter and Facebook pages. so if one of those is your thing, please feel free to follow us there as well!

And for those of you who have read this far, BONUS ROUND!
We have a question for you, mercenaries.


Does this stern man remind of you anyone? Let us know in the comments!

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