Hey Underworld Dealers and Fans, we’ve got some news. May sound as a bit of a downer at first, but believe it or not — it’s actually great news!
The time has come to retire Underworld to give way for the new version coming. As of today, the game is no longer available in either the AppStore or Google Play. You’ll be able to continue playing until October 15th, 2013. All your profiles will be stored safely with us in order to give you head-start bonuses when the sequel comes out!
Hard to believe it’s been almost 5 years since the very first launch of the game. Some of the old-timers may still recall the game being originally known as Drug Lords and distributed via Cydia, a jailbreak alternative to the AppStore back then. It was quite a ride with countless ups and downs and we’re incredibly thankful to all our fans for staying with us, for your continuous support and enthusiasm along the way!
Now to the best part. Despite a few recent hiccups & delays during the development, we continue working on the sequel, full steam ahead! In fact, we just passed an early Alpha and are totally happy with it. We’re extremely careful announcing exact dates this time, but we’ll keep you posted on everything that happens with the development, when to expect Closed Beta and such. We know, the wait is exhausting, but we’re doing our best to make it worth your while!
If you want to stay in the loop and get a priority to try out Beta when it’s out, consider subscribing to our Facebook page: Underworld 2: Black Market. As usual, we’re extremely happy to hear from you, so whether you’ve got a question about the game, our progress and whatnot or just dropped by to say hello — you’re always welcome!
To our loyal fans still playing Underworld: we have confirmed that the game server has been hacked last week, which is why it’s not working properly at the moment.
Good news is that no harm has been done, all game data is backed up and your personal data is safe. We have taken measures against further attacks and now waiting for our service provider to unblock the troublesome server. Hopefully, the game will get back to normal today.
Sorry it took us so long to figure this our and inform everybody about the problem, we’ll keep you posted on the progress.
Update: a few more changes to the server environment requested by our provider to eliminate potential exploits. Fixes in progress.
Happy to announce we have finally released Clash of the Damned for the whole world to enjoy! We’d like to thank all the players who supported us in the past few months by providing valuable feedback on their experience. We couldn’t do it without you fellas, thank you!
With all the changes we did lately, the game is now better than ever. We really hope you’ll like new stuff:
Total control over the course of the battle, including weapons, projectiles, potions and special attacks.
The influence of a random factor reduced to minimum in the fight.
Ability to upgrade your weaponry.
Stamina introduced as a replacement of the gem-price for your battles.
Tons of other smaller improvements.
As usual, please don’t hesitate to let us know what you think! We’ll be waiting!
Time to put some light on the new game of ours, hitting Google Play and the AppStore this summer. Ladies and gents, please welcome Clash of the Damned, a casual multiplayer RPG, telling a story about two ancient rival races fighting each other to death!
So what is CoD about? You start your journey in the middle of nowhere, with a ruined mansion as your only possession, soon to find yourself in the middle of an epic battle for the survival of your race. You know the drill: if you want something done, you’ve got to do it yourself. Travel around the kingdom, fight for justice and get medieval on your foes’ asses. Buttload of fun ahead!
What’s special about the game?
lead your race to the victory by completing the story mode
fight endless rivals in online arenas and tournaments
pick from tens of different perks to create your unique character
find weapons, potions, armors, pets and tons of other cool stuff
invade your foes’ lands to grab resources
enjoy awesome graphics and lots of content!
We are now only weeks away from the release, balancing, polishing and playtesting the game. We’ll keep you posted on the progress, so stay tuned!
Hey everybody, today is a great day! Not only because it’s summer and life is awesome, but also because it’s time to finally see what features and improvements Underworld 2 will bring to the table. As always, we need your feedback guys, so don’t be shy and spit it out!
Feature #1, the game changer: Orders.
In a nutshell, it’s a way to see real-time Demand around you and sell stuff directly to a dealer or junkie. The first Underworld was built around the concept of Offers: get hold of some cheap stuff, set your asking price for it and wait for somebody to buy. Yes, it’s a great concept and it works. But under certain circumstances it might get a bit static and slow, especially in less populated areas.
So that’s where Orders enter the game. The same way you controlled Offers, you can now control Orders too. Set your bidding price and the number of items you need — now everybody nearby can see your Demand for the commodity and sell it to you even when you’re offline. A local dealer or junkie needs Waffles, so he sets his Order: 5 Waffles, $7k each. Got the stuff and like the bidding price? Don’t wait, just open the Order and make the sale. Cha-ching!
Orders will drastically increase the pace of the game, because they allow you to see current Demand and Supply at the same time and make the dough instantly. It will also make resale chains between dealers longer, improving social aspect of the game. Of course it means we have to re-balance the whole economical shebang from scratch, but that’s exactly why we need the prototype we’re working on right now.
Next stop: Police Exposure. A way to see and control your Police Bust risk. Stay tuned!
Hey folks, how’s everything? Probably noticed a little pause in updates. Yep. Part of our team including myself enjoyed a vacation. Really helps to regroup and gather some fresh ideas before facing next huge milestone. Works awesomely well, highly recommend it!
So what’s happening with UW2 right now? Well it’s going great, actually: we’re totally on track with developing a playable prototype with all the core new features (yet to be revealed!). The prototype should be ready by the end of the month and that’s when we start playtesting it internally with bots and everything.
While we’re writing the code, drawing screenflows and detailing features, here is a nice piece of game artwork to set the mood! See ya next week and as always we’re eager to hear your thoughts and comments.
While we don’t want to get into murky waters of what’s right and what’s wrong about location-based games, a topic worth discussion is which setting / set of commodities would be the best fit for UW2.
It’s interesting that even though the sweets were supposed to be a funny cover for the game’s true theme, SweetDeal has earned itself a lot of loyal fans who loved it because of the candies. And that makes the question of setting for the sequel even more complicated and tricky. What’s your take, folks?
P.S. We know you’re waiting some news on the feature set of UW2 — let me assure you we’re on track with that, please be patient! =)
Hey everybody, long time no hear! As already mentioned in comments to the announcement post, we’re not hiding — we’re working our asses off on UW2. So, what’s been done since the last update?
The most important part is that we’ve finished all the necessary research & planning and dived into the code! That’s right. We have decided to throw out the first game’s code base and start from scratch. It was a tough decision because usually it’s not such a good idea, leading to enormous development timelines and huge risks. In the case with UW2, after looking at the vast amount of features and improvements we want to see in the sequel, it was clear to us that the new game needed a new foundation. The awesome part is that the new code works on both target platforms, allowing for almost simultaneous release on both iOS and Android. Cool, huh?
Now with the code development on track, we’re finalizing the Game Design Document and deciding what exactly goes into the initial release and what will have to wait until the update. As soon as we figure it out, we’ll share the scope of work with everybody. That’s the topic of the next update — stay tuned, folks!