Unturned

Unturned Dev Tracker




25 May

Comment

I believe we've said there'd be a playable beta/demo version of the game by 2019 (which has happened), and more-or-less jokingly said that the game would most definitely be publicly available to everyone before 2025.

We've never put out an actual release date, but an actual release date will be available when it makes sense to have one. It doesn't make sense to have one right now.


24 May


22 May

Comment

All boxes that require keys were removed from playtime drops several years ago.

Comment

Doesn't look like a heat press was used, unless maybe it was done straight-on the shirt and is just super faded now. Is this just fabric paint?

👌 regardless.


19 May

Comment

Originally posted by Noobie_Action

There are still plugins there.

There are, which is why I didn't make a comment about plugins.

My prior understanding was that Hykscraft offers pre-compiled versions of a lot of the plugins linked on the official RocketMod subreddit, and provides (will provide?) services to future plugin developers.

I don't have anything to say regarding that, so I didn't. :X

Comment

RocketMod should only be acquired from the patched version included with the game's base installation. Using older versions (i.e., versions from archives / third-party websites) won't work, especially for Linux hosters.

Comment

I'm not exactly sure what you're referring to by "upgraded objects".


18 May

Ready, set, draw! Join the Unturned Official Discord, as they host a contest to showcase some of the most creative artists in our community.

Shiny Art Contest Sweater

And to those who submit artworks of extraordinary ...

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15 May


27 Apr

Post

Continuation of Part I.

There are a lot of different ways to do light shading! The source code for Unity's Universal Render Pipeline was a good reference for the Unity internals. This does per-object forward lighting in a single pass which I think might prove useful to keep the dithering stable.

...
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24 Apr

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4.20.7.0 update introducing the first melee weapon: a fire axe.

These past two weeks were focused on core melee functionality for the fire axe item, fisticuffs, and gun smacking. There is still more work needed for the fists and guns however, so only the fire axe is included in the update.

Melee Part I

Warning: the blood and gore setting is enabled in this video.

Melee damage is dealt entirely from the 3rd-person animation intersections. (Whereas in Unturned the damage is "hitscan" directly toward your crosshair.) This means an attack of the weapon can strike multiple targets as long as the blade itself hits them.

Each weapon defines multiple hit shapes (boxes, capsules) that optionally deal damage. For example, the handle of the axe will interrup...

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20 Apr

Post

On the weekends I like to try out little hobby projects. Usually to learn something new. This weekend I was curious to check out the Unity "Scriptable Render Pipeline" with the goal of "pixel art" style 3D.

Garden path with grass and colored shapes:

...
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10 Apr

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4.20.6.0 update continuing work on saving and loading.

I had actually been planning to work on melee this week. Yet here we are! Lots of nice improvements to share. In case you would like to share your melee suggestions here is the current status: https://trello.com/c/Ns9jDz2r

Newly Saveable

Eventually it would be great to be able to quicksave and then immediately quickload without any noticeable changes. In this direction, many more objects are now integrated with persistence:

Firing Range

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06 Apr


03 Apr

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4.20.5.0 update focused on saving and loading game state.

Persistence Overview

While there are definitely bugs still lurking, the foundations for saving and loading are relatively functional in the beta now:

Save Game Menu

Much more level state is persisted than in the original game. For example items manually placed in the level editor are onl...

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01 Apr


20 Mar

What is Unturned II? Also – featuring community-made tools, mods, and sites.

What is Unturned II?

We put out a lot of information about Unturned II, but it can be hard to find places where we explain exactly what it is.

Unturned II has been in development since 2017 as a sequel, a separate game with a separate download and Community Hub, to Unturned. It is not an update to the game – it is a successor.

The game is in very early development, so access is currently distributed based on playtime as a method of keeping access low until more core features are implemented. The original requirement was 2,400 hours, but it is currently 1,500 hours.

The plan is for the game to be free-to-play. For more information, I suggest reading more on the ...

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13 Mar

Post

4.20.4.0 update focused on splitscreen and gamepad (controller) support.

Sorted from most to least interesting.

I have fond memories of splitscreen multiplayer growing up, so supporting the feature is important to me. Next will probably be savedata and basic administrative / social tools.

Splitscreen Fixup

The majority of development for this update was spent tidying up features for splitscreen. There were a lot of interesting cases like:

  • Outlines on items need to be relevant per-viewer, but that stencil buffer state is per-object.
  • Spectating yourself as a split-screen local player.
  • Screen-space features like scope markers or centering the cursor need to make sure they are using the per-player screen region.
  • Many engine UI features like popup menus did not work properly with multiple players.

Splitscreen Options

If you have a keyboard / m...

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14 Feb


12 Feb