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MGP Studios
İlk olarak Grimdawn122 tarafından gönderildi:
1. in terms of huge updates with new areas/levels will there be any more added before early access ends?

2.i In terms of the structure of the game can you say a little about that? is it similar to your last game, where the levels are very linear and short and you pick levels from a hub

3. i know the game is a rouge like so how does the save system worked?

One suggestion by the way I know you are planning on releasing the game this year however there are so many games coming out that I personally think it would be best to push it back to maybe January next year.


thank you. Love LOVE the art style by the way

Thanks for the kind words:) Going to your questions:

1. 2 more large updates are planned. Most major areas are already added, so the upcoming large updates will cover mostly microdetails, polishing exisitng content and smaller action levels. The game already is huge content wise: players that have over a 100 hours playtime have still not dicosvered all areas in the game and/or endings

2. It's a bit different than Neckbreak. Proportions of hubs/freeroam and smaller action levels are switched. Here you have a lot more Azur Plaza like hub areas, actually even bigger. The world map is huge and varied and smaller action levels are scattered throughout the game world. UtA is much more non-linear. After the initial war memory tutorial you are pretty much given complete freedom to explore and progress throught the realm to ultimately reach one of the endgames.

3. Save system: game saves crucial decisions/choices on the fly. So ie once you kill a major npc, that's it for that one. As for progression saving, each run you are given 3 blessings by your Betrothed(think of them as lives). Once you lose all of them you will awaken at your last registered point of rest (ie checked in hotel, inn, safhouse etc). Enemies will respawn but the major choices/decisions/shortcuts/unlocks/etc will be persistent.

We will see how the Early Access goes. Going by Neckbreaks release in Dec, late Q4 is indeed not the best time fo a full release, so pushing 1.0 to Q1 2026 is likely.
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