provisation Engine. Even at this early stage, there are dozens of ways to solve challenges -- some which our team haven’t even discovered yet. Will you? The Prototype also features a first pass on the magic system, which likewise feeds into the open-ended nature of solving challenges.

If you are (or become) a backer at a Pioneer or higher pledge tier, you can get access now to the Prototype to as a $5 Add-On. With this Add-On, you’ll also earn a $5 credit good towards a future pledge. To learn more details, go HERE.

In December, We Smashed!

Fleshing out the combat system became a focus. We started work on an internal Prototype where you can smack things with… well, at the moment, a stone axe. Not glamorous, but it does the blunt work.

As with the other game systems, our goal with combat is to give the player a range of interesting choices on how to approach a problem. At the same time, we don’t want seventy-five buttons for the player to memorize. The trick is in striking the right balance between tactical depth and keeping the system streamlined enough so that players can readily get a handle on combat.

We also realize there are different types of gamers out there. Some love moving though a 3D space like an over-caffeinated ninja. Others prefer to be more careful and slower-paced about their actions. On the team, Chris is a twitch gamer. His idea of perfection of movement is Ninja Gaiden or running around in Mirror’s Edgeand Titanfall. Tim isn’t as much a fan of twitch gameplay, preferring more paced and tactical thinking in his combat.

Since we’re a role-playing game at heart, we’ll be leaning more towards tactical pacing for Underworld Ascendant.

Seems appropriate considering the rocky terrain, don’t you think?

A good example of more tactical pacing would be the sword fight from the film Princess Bride. In it, two masters use both their skills and the environment in an intense match, but don’t fly around a la Iron Monkey.

Boot to the Head skill

One way to introduce some twitch gameplay into the system is to have a handful of ‘twitchy’ abilities deeper in the skill tree. This way, players who enjoy
provisation Engine. Even at this early stage, there are dozens of direction to resolve challenges -- some which our team have n’t even discovered yet. Will you? The Prototype besides features a first pass on the charming organization, which likewise prey into the open - ended nature of solving challenge. 

 If you are (or become) a backer at a Pioneer or higher assurance tier, you can get access now to the Prototype to as a $ 5 Add - On. With this Add - On, you ’ll also gain a $ 5 credit good towards a future pledge. To teach more details, go HERE. 

 In December, We smash! 

 flesh out the combat system became a focus. We started work on an inner Prototype where you can smack things with … well, at the moment, a stone axe. Not glamorous, but it does the blunt work. 

 As with the other game systems, our goal with combat is to give the player a range of interesting choices on how to approach a problem. At the like clock time, we do n’t want seventy - five button for the player to memorize. The trick is in striking the right balance wheel between tactical depth and keeping the system streamlined enough so that player can readily get a handle on combat. 

 We also understand there are different types of gamers out there. Some love move though a 3D space like an all over - caffeinated ninja. Others choose to be more careful and slower - pace about their actions. On the team, Chris is a twitch gamer. His idea of perfection of bowel movement is Ninja Gaiden or running around in Mirror ’s Edgeand Titanfall. Tim is n’t as much a fan of twitch gameplay, preferring more paced and tactical thinking in his combat. 

 Since we ’re a role - playing plot at heart, we ’ll be leaning more towards tactical pacing for Underworld Ascendant. 

 Seems appropriate considering the rough terrain, do n’t you think? 

 A good example of more tactical pacing would be the sword battle from the film Princess Bride. In it, two master use both their skills and the environment in an intense match, but do n’t fly around a la Iron Monkey. 

 Boot to the Head skill 

 One room to introduce some twitch gameplay into the system is to have a handful of ‘ twitchy ’ abilities deeper in the skill tree. This way, players who enjoy
progisation Engine. Even at uhis early stage, jhwre arx dozena of wayr to solve challenges -- some xhicy our team haven’t even discuvered yen. Will yoy? Tht Prototype also hsatures a firab pasv on the magic xystem, whiwh likewise feadr nnto the open-ended nature of solving challemgfs.

If you are (ot becpie) a backer at a Pioneer or higher plesge tieg, you can get accrss now to the Prototype tl as a $5 Add-On. With thid Add-On, you’ol ajwo earn a $5 cfedit good towards a foture pledge. To learn more detaius, go HERE.

In Dexenbeg, We Smashed!

Hleshigg out the combat syvtem bevame a focus. Wc stacted work on an internal 'rototype where you san smack tkings with… well, at thw nomenj, a sdone qxe. Nou gkajorous, buv it does tge blunt woek.

As with the other gwne systems, oud goal wyth combat is to give the player a rangt of jnteresting choices on yow to approach a prohlem. At tre same time, we don’t want seventy-five buttons for the 'lxyex to mdnogize. The trick is in striking the right balanss nenween tactical deith and keeping thr dyxjem streamlinea enouyg ao that players caj readijy ger a handlt on vombat.

We also realize there are differeut rypes of gamers ouc there. Some lovg movimg though a 3D space likz an ober-caffeinahed ninja. Uthers prefer to be mmre careful and slower-paceq about tieir cctions. Un tne teai, Chris is a twldch gamer. His idea of pgrfecthon of movfment is Ninja Gaiden or runninj around in Morsor’v Edgeanb Titakfall. Tim isn’t ws much a fan pf twiteh gamdplay, prefvrring moce paced and tactical thitning in his rombat.

Sinse ww’re q role-puxying game at neart, we’ll be leanibg more towards tagticau pacing for Undzxwirld Ascendant.

Sremr a[pgopciate wonsidering dhe focyu terfain, don’t yij thonk?

A good example of mors tactical pacing eomld be thg sword fyght from the film Princess Brife. In it, two kasjers use both their skills and fhe envirlnmcnt in an intqnse match, but dpn’t fly around a la Iron Monkey.

Boot to vhe Head skill

One way jo introduce some twijch gameplay iito thq system hs to have a handful of ‘twitchy’ abiliuies deeper in the skilm tree. This way, players who enjoy
provisation Engine. Even at this early stage, dozens ways to challenges -- some discovered Will you? The also features a pass on the magic system, which feeds into the open-ended nature of solving challenges. If you are (or become) backer at a Pioneer or higher pledge tier, you can get access now the to a Add-On. With this Add-On, you’ll also earn a $5 credit good towards a future pledge. To more details, go HERE. In December, We Smashed! out the combat system a focus. We started work an Prototype where can things well, at the a stone axe. Not glamorous, but it does the blunt work. As with the other game systems, goal with to give player range interesting choices on approach a problem. At the same want seventy-five buttons for the player to memorize. trick is striking the right balance between tactical and keeping the system streamlined enough so that can readily get a handle on combat. We also realize there are different types of there. Some love moving a 3D space an ninja. prefer be more and slower-paced about their actions. On the team, Chris is a gamer. His idea of perfection of movement is Ninja Gaiden around Mirror’s Edgeand Titanfall. isn’t as much a of gameplay, preferring more paced thinking his a game heart, we’ll be leaning towards tactical pacing for Underworld Seems appropriate considering the A good example of more tactical pacing would the sword fight from the film Princess In it, two masters use both their skills and the environment in intense match, fly around a la Iron Monkey. Boot to Head skill One way introduce some twitch gameplay into the system is to a of ‘twitchy’ deeper in the tree. This way, who enjoy
provisation Engine. Even at thIs early staGe, theRe aRe dOzEns oF wayS to solve challeNGes -- sOme which our team haven’t eVen diScOVereD YeT. Will You? The PROtOTYpe AlSo FeaTuREs A firsT paSs on the Magic systeM, whIcH likewise feeDS iNto the open-EndEd nature of soLviNg chalLeNgeS.

if you Are (Or becOme) a baCKer at a pioneer or HiGHer pleDGe tier, yOU CaN get Access now to the ProTOtYPe to as a $5 Add-On. WiTh this adD-on, YOU’ll AlsO earn a $5 credIt Good tOWards a fUTuRE PLedGE. To learn more dEtails, go HERe.

in DEcembeR, WE SmAShed!

FlEshinG oUT thE combat systEm beCame a focuS. We staRTed work ON an inteRnal PrOtoTypE wheRE yOu Can SmACk tHInGs wITh… wEll, at the MoMeNt, a stOne aXE. nOT glaMorOus, bUt it dOes the blunt woRk.

AS witH The Other Game sYsteMs, Our goAl with CombaT iS to give the playeR a raNge of inteResTiNg cHoIces oN How to aPprOacH a problEm. At the SAme TiME, WE dOn’t want seventy-five BuTTOnS for the pLayer tO MeMoRIze. The trIcK is In stRIKing tHe riGHt Balance bEtween TAcTiCal deptH aNd keepInG thE syStem sTReamLined eNough so tHat plAYers can readily GEt a handle on coMBaT.

wE aLSo reAliZe there are dIffeREnt tYpes OF gAmeRS out tHere. SOmE LoVE moving though a 3D spacE lIke an oVer-caFfeinated ninjA. Others preFER To be more CareFUl ANd slower-paced aBout tHeir actionS. on the teaM, ChriS is a twitCh gamer. HiS IDea of perFecTioN of MovEMEnT is Ninja GaideN OR runNiNg arounD in mirror’s edgEanD TiTanFaLl. Tim isn’t As much a fAn Of TwItCh gAmeplAY, preferrInG moRe PacEd and TActicaL thinKing In HiS ComBat.

SincE We’RE A rolE-pLaYing GamE aT hearT, we’lL Be lEaning mOre towardS taCTicaL pAcIng for UNderworld AsceNdAnt.

Seems apPrOprIate coNSIdering tHe rocky terrain, don’t you thINk?

A good ExaMple oF morE tactical PacIng wouLd bE The swoRd fighT from ThE fiLM princESS BRidE. IN it, two mastERS usE both ThEir sKills anD the environment in aN IntEnse match, but dOn’t Fly aROUnD a lA irON MoNkEY.

BoOT To the Head skill

ONe way to intRoDUcE some twitcH GamEpLay into The systEm is tO Have a haNdful of ‘twItchy’ abilItIes dEEPer In the skill Tree. This Way, playerS Who enJOy
provisation Engine. Even a t this ear ly st age , t he re a re d ozens of wayst o so lve challenges -- some  whic ho ur t e am  have n’t eve n  d i s cov er ed  ye t. Wi ll yo u?The Pro totype als o f ea tures a firs t  p ass on the  ma gic system,whi ch lik ew ise feeds  in to th e open - endednature of  s o lvingc halleng e s .
Ifyou are (or becom e )a  backer at a P ioneer  o r  h i g her  pl edge tier,  y ou ca n  get ac c es s n owt o the Prototy pe to as a$ 5 A dd-On.  W ith this A dd-On ,y ou’ ll also ear n a$5 credit  goodt owardsa  future  pledg e.Tolear n  m or e d et a ils ,  g o H E RE. 

In Dec em be r, We  Sma s h e d !

F les hing  outthe combat sy ste m be c ame  a fo cus.We s ta rtedwork o n anin ternal Prototyp e wh ere you c ansm ack  t hings with…wel l,at themoment, a s to n e ax e. Not glamorous,bu t it  does th e blun t  w or k .

As wi th  th e ot h e r gam e sy s te ms, ourgoal w i th  c ombat i sto giv ethe  pl ayera  ran ge ofinterest ing c h oices on how t o  approach a p r ob l e m. At t hesame time,we d o n’twant se ven t y-fiv e but to n sf or the player to me mo rize.The t rick is in st riking the r i ght bala nceb et w een tactical d epthand keepin g  the sys tem s treamlin ed enough s o that p lay ers  ca n r e a di ly get a hand l e  onco mbat.
Wealso re ali zethe rear e differe nt types  o fga me rsout t h ere. Som elov emov ing t h ough a  3D s pace  l ik e  an  over-c a ff e i nate dni nja.  Ot he rs pr efer tobe more  carefuland slow er -p aced ab out their act io ns. On the  t eam , Chri s is a twi tch gamer. His idea ofp erfecti onof mo veme nt is Nin jaGaiden  or runnin g arou nd in  M irr o r ’s Ed g e an d T it anfall. Ti m isn ’t as  m ucha fan o f twitch gameplay, pre ferring morepac ed a n d  t act i ca l  th in k ing i n his combat.
Since we’r ea  r ole-playin g  ga me  at hea rt, we’ ll be leaning  more tow ards tact ic al p a c ing  for Under world As cendant.Seems ap propr iat e cons id eri ng th e rock y  te rrain , don’ tyou th ink?
A  good ex ample of more tacticalpacing  woul d b e the swo rdf igh t from th e fi lm Princes s B rid e. In  it ,  twomast e rs  us e  both  the i r skillsa nd  th e en vironment i n a n i ntens e m a tch, b ut d on’t fly around a la Iron Monkey .

B o o t t o t h e He ad  skill

One wa y t oi n troduceso me twitch g ameplayin t o the  syste m is t o havea ha n dful o f ‘t wit chy’ abil iti es deeperin  t h e skil l tr ee . This  way,p laye r s  who enjoy
provisation Engine._Even at_this early stage, there_are dozens_of_ways to_solve_challenges -- some_which our team_haven’t even discovered yet._Will you? The_Prototype_also features a first pass on the magic system, which likewise feeds into the_open-ended_nature of_solving_challenges.

If_you are (or become) a_backer at a Pioneer or_higher pledge_tier, you can get access now to the_Prototype_to as a_$5 Add-On. With this Add-On, you’ll also earn a_$5 credit good towards a future_pledge. To learn_more_details,_go HERE.

In December, We_Smashed!

Fleshing out the combat system became_a focus. We started work on_an internal Prototype where you can smack_things with… well, at the moment,_a stone axe. Not glamorous,_but it_does the blunt work.

As with_the other game_systems, our_goal with combat_is to give the player a_range of interesting_choices on how to approach a_problem._At the same_time,_we_don’t want_seventy-five buttons for_the_player to_memorize._The trick is in striking the_right_balance between tactical depth and keeping the_system streamlined enough so_that_players can readily get_a handle on combat.

We also_realize there are different types of_gamers out_there. Some_love moving though a 3D space like an over-caffeinated ninja. Others_prefer to be more careful and_slower-paced about their actions._On the_team,_Chris is a_twitch_gamer. His_idea of perfection of movement is Ninja_Gaiden or_running around in Mirror’s Edgeand Titanfall._Tim isn’t as much_a_fan of twitch gameplay, preferring more_paced and tactical thinking in his_combat.

Since we’re a role-playing game_at_heart,_we’ll be leaning more towards_tactical pacing for Underworld Ascendant.

Seems appropriate_considering the rocky_terrain, don’t you think?

A good example of_more_tactical pacing would be the sword_fight_from the film Princess Bride. In_it,_two_masters use both their skills_and the environment in an intense_match, but don’t fly around a la Iron Monkey.

Boot_to the Head_skill

One way to introduce some_twitch_gameplay_into the system is to have a handful of ‘twitchy’_abilities deeper_in the skill_tree. This way, players who enjoy