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Thank you for the passionate message <3
Truth be told, we considered a hard mode at one point after release, but ultimately decided against it for many reasons:
First, doing a simple HP and damage buff to the enemies felt like the cheap way of doing a hard mode. A good mode up to our standards would have been re-adjusting every attack animation and hint animations for every enemy and boss, as well as to re-balance health drops and upgrades, and maybe change some enemy placements. This was of course a lot of work, balancing the game as it is now took months of testing and adjusting, doing it again would take quite a bit as well.
Second, at the time we were busy emigrating the team to another country. We decided it was too much work to port the game to the new engine (which took us months) plus a new hard mode. So we concentrated on bug fixing and porting.
Third, we started developing the console ports after the engine port was completed and we launched Underhero V 4.0.0 here on PC, and we are still not done developing the ports!
Fourth, we are now working on a new project! Along side the console ports of Underhero.
I'm sorry if that is not the answer you were hoping, but hopefully being honest with this helps you understand that it was not a decision we took lightly, it just isn't a priority.
Thank you so much for loving the game, it gives us hope for the future of the studio and our games.
tl;dr Hard mode would have been a lot of work on top of a lot of more important work.
Knowing that it was already taken into consideration is good enough. I agree wholeheartedly that a hard mode that actually changes the game instead of having everything be tankier/hit harder is the better option 100% of the time. I also understand that it isn't simple to just do that. It's a resource dump and I would've elaborated more on what I was looking for (Which is more or less exactly what you described) if the post wasn't already getting too long.
Last time I checked, there are still some minor bugs that people are finding and it's awesome to see you guys still crossing them off the list. Goes without saying, polish is a top priority. I haven't REALLY sat down with Underhero since playing it to death close after it's release and it's a great feeling to be able to assume most of the oddities I experienced at that time are likely already ironed out.
I must've missed the news that you were working on console ports. That's fantastic! There are a handful of people I've recommended Underhero to that don't have a gaming PC but have a PS4, Switch etc. I'd pick it up a 2nd time myself just because, especially if I could get a physical copy.
I don't know what the new project's gonna be...it's obvious what I hope it is but inspiration for a sequel should come naturally. To be fair, kind of on you for leaving us with big loose ends, lol. Seriously though, whatever it is, Underhero's a strong enough opening statement that I'll be picking it up when I catch wind of it. If the time frame/budget allows, please keep the more masochistic thrill seekers of the bunch like myself in the back of your mind.
Lastly, and I want to stress this, thank you for being such an open and accommodating studio in terms of communication. That's not something you often see. Being able to get some closure on a question that isn't a hot topic or in the cards for a project SHOULD be a coveted privilege in the industry. It's a kind of insurance in itself regarding who you're giving your money to and the kind of final products they'll produce.
Again, thanks for the confidence and the words of encouragement! We are happy to respond as much as we can, and we intend to keep it that way as long as we can :)
Cheers!