Forgotten but unbroken is a tactical turned based game inspired by Xcom and Silent storm but in its unique way.

Post news Report RSS Big update is coming!

After few months of hard work a big update is coming to Forgotten but Unbroken (under development).

Posted by on

Hi guys!


After few months of hard work the big update is coming to Forgotten but Unbroken. Here is a list of new game features and mechanics. And these are only visible features. In addition to these visible elements, a lot of technical things had to be made that are not visible and are purely technical matters. Hopefully you like these added features. Some of them are the most wanted (according your feedback after the free public playtest). So without further ado, here is it:

Melee Attack Mechanic

As you could see in a #behind-the-scenes channel last week, we've added a melee attack mechanic to the game, allowing players to engage in close combat. Get up close and personal with your enemies.

Panic Mechanic, Fear and Feared Passive Abilities

In order to provide a greater challenge for players, we added some new features for enemy units to improve their abilities during the fight. Characters can get Panic which causes them to make a random move and stun for one turn. Fear will reduce shooting accuracy.

19 New Perks and Perk Tree

Perks provide unique advantages and abilities, which help characters in the battlefield to dominate the enemies. A significant portion of our Perks are now implemented in the Inventory system and ready to be tested. Plan your advancement strategically and unlock them according to your playstyle.

Second Floor and Ladders

Moving vertically is now fully possible. These two were “in progress” for a while but finally we can tick those checkboxes and move them to “done”.

Campaign Mode for Tactical Map

In our quest to deliver the best campaign experience possible, we've remade and updated the main tactical map. This comprehensive overview of the game world provides you with valuable strategic information. Plan your missions, coordinate your team, and stay one step ahead of your enemies as you navigate the ever-changing landscape of the campaign.

Finished Assault Missions

We're excited that the base functionality for attack missions is now complete. In these missions you will infiltrate enemy territory, neutralize targets and complete critical objectives. We’re currently testing them to assure the best gameplay experience possible.

Uniform and Helmet Customization

It is now possible to change Uniforms of characters. By doing so, you can get advantage of three quick slots which will unlock based on the uniform the unit is wearing. Inventory quick slots will let you hold more items at hand, like for example grenades, which need to be equipped in order to be used.

Machine Gun Updates

Our very popular Machine Gun is now able to shoot from the second floor. But what’s more important, Enemies can use them as well. The battle can quickly turn against you when faced with enemies wielding such devastating firepower.

Functional Doors

Doors are no longer mere decorations in our game world. They’re fully functional and ready for testing.

Machine Gun

One of our favorite features got 3rd person animation and a new action camera. Shooting from this static monster is now even more enjoyable than ever.

Landmines

We've also moved a bit into the field of explosives. Enemy minefields are deadly places, threatening the lives of your soldiers. To discover their location, as well as having the ability to place them, you will need the Sapper class. Mines are useful for preparing traps for your enemies to get the upper hand on the battlefield.

Cars and Barrel Explosions

You have got to be careful where you throw your grenades from now on. Explosive barrels and cars will explode immediately upon impact, causing serious damage to nearby units by shrapnel. The same goes for stray bullets when it comes to barrels. Cars will take a bit longer to explode when hit by a bullet.

Mission Objectives

Up until now, the only objective our players could experience was simple: defend a post and eliminate all your enemies. With this new update, we have created a dynamic mission objective system, allowing us to start working on more complex and immersive levels.

New Maps

Concentration Camp and Sawmill are now officially complete and included in all further builds featuring our new Attack Missions. You will begin the game undetected, and your task is to complete their respective mission objectives.

Defensive AI & Sectors (part 1)

The first part of this update includes upgrading all our maps to be divided into sectors to allow for new AI enemy behaviors. The enemy is now capable of understanding what is happening around them much better than before. Thanks to the sectors and their scoring system, the enemy can assess when to stand and fight and when to retreat and regroup.

Base Management (part 1)

Finally, some news about a feature we get asked about a lot: the Base. A home for your soldiers. Here you will prepare, eat, drink, heal, and sleep to get your strength before your next mission. The base includes systems for upgrading and managing your base, as well as detailed management of your men. The base is now playable and ready to be showcased in its basic form (about 40% finished).

Ammo Management

Both you and the enemy will need to start counting your bullets. Running out in the middle of the battle is no fun. Reloading costs AP. One more thing to add to your calculations when you're out on the battlefield.

Upgraded HUD & GUI

And finally, one of those tasks that have been on our to-do list for very long time. The HUD & GUI got a graphical overhaul.

Screenshot 2

Screenshot 9

Our Youtube Channel

Our Discord Server

Our Facebook

Our Twitter

Our Steam Page

Our Patreon

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: