Original Post — Direct link

This post exists to help clarify upon questions, concerns, and awareness of Unturned II.

1. What is Unturned II?

Unturned II has been in development since 2017 as a sequel to SDG's flagship title – Unturned. "Sequel" means that it is a separate game to Unturned, with a separate download and separate Community Hub. It is not an update to the game—it is a successor.

The main menu for the Unturned II Private Beta demo experience.

When Unturned II is fully released, Unturned will still exist. Unturned will also still receive community-driven updates.

Because it is a different game, and not an update, that means your content won't transfer to Unturned II. Saves, maps, mods, plugins, DLCs\Section 3]), skins\Section 4]), etc..

2. How to access Unturned II?

Originally, access was given manually through Steam-Issued Activation Keys. It was then changed to an automated system that let users with the Experienced Beret (obtained at 2,400 hours) enter the game.

Now, it uses an "Invitation" ticket item that appears in your inventory based on your playtime. This started at 2,400 hours, and has since decreased to 1,500 as more features have been added.

The Invitation item, which can be redeemed from the in-game Steam Inventory area.

I've seen people make up rumors that you can get it at 500 hours, that it's never decreased from 2,400, that you still need the Experienced Beret, or that you can get access with the Graduation Cap. I've also seen people saying that people with Gold or Early Access will get access.

All of these rumors are false.

3. Why is access to Unturned II so exclusive?

Simply put – there is no "game" to experience yet. To put it into perspective—most titles wouldn't be announced by this point in development. You wouldn't ask for access to GTA VI or Cyberpunk 2077 the day they're announced announced, even if you've followed the development closely and supported other projects by the developers/publishers.

A common request is to expand access to people with Early Access cosmetics or the Permanent Gold Upgrade (i.e., hundreds of thousands of players). Unfortunately, it doesn't make sense to have such a large testing base, and it doesn't make sense to give anybody access to a game barely a percent into its development lifespan. Hype about the game is also reduced as more people have access as there's less marketing material, and you generate people who don't fully understand that the game is in early development.

Thousands of people currently have access to the game, thanks to Steam for being generous in allowing SDG to distribute so many keys automatically for a game that doesn't even have a Community Hub page yet.

4. What will happen to the Steam Economy?

Because it is a different game entirely, anything you have for Unturned is exclusive to Unturned and cannot be used in Unturned II.

Steam's Community Market feature.

There's a plethora of reasons behind this, and one of the reasons is that it wouldn't be realistically possible. However, the main reason comes down to the limitations imposed by such an idea.

Unturned II may-or-may-not have a Steam Economy—deciding the logistics behind this isn't that relevant to the game's core development right now—but if it does it'll be a heavily-revised Steam Economy that functions differently than Unturned's. This also means that even if skins and cosmetics do return, you might not see the more immersive-breaking designs, or cosmetics might just change textures instead of models, etc..

Again, there's nothing confirmed on this because it isn't relevant to the game's core development right now. There's been rumors that there won't be a Steam Economy at all, which is misleading. It hasn't been decided how to take the Steam Economy.

5. What will happen to my DLCs?

Unturned's DLCs include:

  • Permanent Gold Upgrade (buyable)
  • Crimson Beret (unbuyable)
  • Early Access (unbuyable)
  • Twitch Promo (unbuyable)

Again, Unturned II is a different game. DLCs you have for Unturned are only for Unturned, just like how DLCs for Bioware's Mass Effect 2 are only for Mass Effect 2. Meaning, DLCs won't be cross-compatible.

However, the plan is to reward users who have the Permanent Gold Upgrade DLC in some way in Unturned II. The exact benefits haven't been decided yet, because it isn't currently relevant to the game's core development. The game is quite a ways away from being in a state where benefits are relevant to users.

As for other DLCs, it's possible that other veteran players (Crimson Beret owners and users with the Early Access cosmetics) may also be given special benefits.

6. What DLCs will Unturned II have?

The only DLC under consideration so far has been some form of Official Server Pass, which would grant access into official servers owned by SDG. There’s not that much information to give on this right now.

7. Is Unturned II better than Unturned?

Right now? It depends on what you mean. Right now, there is no "game" to play, which makes any of Unturned's previous iterations (antique, classic, or version 3) better.

Otherwise, sure. Modding support is better, movement is better, gunplay should feel better, and the game should be more optimized for the hardware it was meant for (meaning that it'll run better for the recommended hardware, but if your hardware is already aged and insufficient it'll continue to be so – any game receiving optimizations will only run better for the recommended hardware and will only continue to get worse for insufficient hardware).

8. What is currently in Unturned II?

Very little. Here's a rundown of the more interesting things, gameplay-wise:

  1. A vehicle, using FWD with plans to have other wheel drives (e.g., rear-wheel drive). Parented offset movement lets players stand on vehicles and move with them. Windows can be opened and closed, and car keys are used to lock/unlock car doors.
  2. Movement is improved. Players can sprint from any position (e.g., while prone), but cannot sprint backwards anymore. The player uses IK movement, which snaps the feet to the ground and when prone your body will match the angle you're on. Players can fine-tune their stance height and movement speed, to peek over cover, move slower than normal, or eventually even crawl through vents.
  3. Weapon modding is more expansive. Replace stocks, barrels, or handguards on the new Eaglefire. Attachments require the right type of rail system, and players can add add multiple sights to weapons that can be switched between. Ghillie wraps can be attached to your gun.
  4. Armor plating provides the armor resistance of vests and helmets. Eventually, different ammo calibers and ammo types will interact differently with armor plating and bullet penetration. Healing items can heal over time, or provide buffs, rather than just be an immediate healing.
  5. Enemies technically exist. There's the classic zombies as the first Turned, which can vault through windows and block player movement. There's also "bandits" that spawn on one of the maps, but they're not worth mentioning right now because they're dumber than sentries in Unturned.
  6. Various devtest maps to showcase features and mechanics. Horde Mode will eventually become a staple feature of the game, but survival is still the core game mode.
  7. Revamped inventory and storage systems. Items can spawn inside of containers now, and when players die their items are looted from their corpse. Items can be stored inside of other items (nested storage), which applies to things like ammo containers and first aid kits. Items are typically larger, and weapon attachments will affect the size of your gun. Clothing typically provides less storage than in Unturned, but some clothing can be expanded with stuff like MOLLE vest pouches. There's also more clothing types, such as shoes and gloves.

Which basically comes down to: you can walk, you can shoot, and you can loot. The core gamemode is survival, but in order to develop the core of survival features, other things have to be done first (such as several of the above features). There's other things that aren't mentioned, but gameplay-wise that's the gist of what there is to experience right now.

9. Where can I find official news regarding Unturned II?

It's common to see people say that there's been no official news surrounding Unturned II "for over 2 years". Most of the official news is posted on the SDG Blog. Unturned II Devlogs tend to coincide with game updates, while the Community Blogs will often provide information about content to be expected far down the line.

Here are some other locations you should check for official information:

Generally speaking: you should not use random users as a source of information, unless they're responding with information based on official sources rather than speculation. These rumors are often false and misleading, when official responses can be found through the above sources.

0. Any other questions?

If there’s any other questions regarding what Unturned II is, or what the plans are for it, feel free to post them below for me (u/moltonmontro) or Nelson (u/sdgnelson) to potentially respond to.

External link →
almost 4 years ago - /u/MoltonMontro - Direct link

Originally posted by niconico44

Will this game be on consoles?

The game is currently in early development for PC (Windows, Mac, and Linux) and I would not anticipate any such console releases, especially since the game itself hasn't been developed and released yet.

With that in mind -- thank you for your interest in console versions!

almost 4 years ago - /u/MoltonMontro - Direct link

Originally posted by HelloThereIamAHuman

Will Unturned II have a different Lore/Story from Unturned?

Unturned II is being designed to have its own unique story and lore, rather than be a retelling of Unturned's. It should be a much more coherent story with both Excursions and NPC interactions tying into them!

almost 4 years ago - /u/MoltonMontro - Direct link

Originally posted by Darkwater-2034

" Ideally, server owners shouldn't need a framework such as RocketMod."So will there exist the option to use features resembling more popular plugins if a server owner sees fit or is this a "developer intent" kind of thing?

OP was asking if Rocket was required to run plugins—they didn't necessarily ask about the popular Rocket plugins themselves. Rocket is/was just a framework people preferred to use to make plugins, although it's not needed to make plugins in U3.

The same applies to U4, in which you shouldn't need to use a third-party framework to be able to run plugins on your server (similar to how you don't need a third-party tool to be able to run the game with mods). But it will also be much easier to mod the game, including in ways that would essentially just be various U3 plugins.

As far as your question goes (having features that resemble popular U3 plugins), there's features and tools we want to implement that make server hosting a better experience, but we aren't specifically targeting popular plugins to add them as official features.