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A member registered Sep 29, 2017 · View creator page →

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Thank you so much for the longest and most well-written review we've had so far.  You've found a lot of new bugs and I see many good suggestions that we can apply to future versions. Some of your suggestions were actually what we're working on so it makes me happy to see it. It makes us feel more confident about the feature and it tells us how much you've played and thought about the gameplay of UW. 

To answer your questions : 

  • Will the shady guy that you can steal from eventually be a combat encounter, or will it always be a dialog fight?
    • Same question but for the wolf encounter.

Many dialogue fights will be a real fight in the later versions(such as sniper attacks or the shady guy fight) but the wolf encounter probably won't be a real fight due to its feasibility.

  • Can the infantry armor and helmet be penetrated by a rifle (or larger) round? 
    • What about by armor piercing ammunition?

Body armor will be pierced by AP ammo and in the future combat overhaul, we're thinking about adding durability to the armors so you can fix it during the camping section.

  • Does the enemy ever carry armor piercing ammunition for use against the player? 
    • If not, then will they ever?

Yes, the AI isn't in there yet, but the AI will pretty much be able to do what player can do eventually.

  • Is the armor piercing ammunition for all classes or is it categorized as an "anti-tank weapon," limiting its use to the Support class?

Hmmmm, this is a touch question since sub-classes are still being worked on, but for now I'm gonna say everyone can use AP ammo. We're trying to make the classes in a way that everyone can use any(if not most) weapons and tools but certain classes have special bonus or ability with them.

  • Does the location of the hit determine the damage? Or does each unit have a single hitbox?

There are 3 hitboxes(head, torso & legs) atm with no incoming damage difference. This will obviously change in the future so there are more hit boxes and headshot is causes more serious damage and etc. If you wear helmet and body armor, head and torso(front angle) gets covered so you sometimes get hit on your legs unless they are covered by obstacles.

  • Are there any plans for back-up combat methods in the event the player runs out of ammunition?

Not at the moment, but that's something to think about, especially if you felt the need.

  • Does a unit's sight stat affect their accuracy?

No, sight only affects their visibility which used to be more relevant when there was Fog of War in UW which was disabled due to some tech needs. The stats will be reworked during the combat overhaul and we'll work to see if we can(and want to) bring the Fog of War back.

  • What is the timeframe of weapon and vehicle technology that will be present in the game? All of the weapons thus far have been WWI and earlier (barring the Fiat L5/30) - do you have a particular year in mind as to the "cut-off"?

Easiest way to think of it is "before WW2". So some tech that's not used widely in WW1 but designed in between WW1 and WW2 can certainly be in UW. It's not a hard limit either. Just to keep the aesthetics consistent and with balancing in mind.

Thank you again and please join our discord server and talk with us directly there!

I realized that you don't use discord(although that'd be great cause we're very active in Discord) so no worries, just keep sharing your fantastic ideas with us here!

Thank you for your feedback and you have nothing to be sorry about. This sort of honest critique is what we need to make the game better! The combat will go through some major overhaul so you have more control over the result of each combat with more things to do and thus more options to turn things around even when you're outnumbered. We did some balancing in the past few patches as a quick fix so please try that out and tell us what you think!

I'm sorry to hear that. We were building Mac versions from windows just hoping it'd work. It was a poor choice as we don't have any way to test the build.

So we'll releasing just Windows and Linux versions for now. 

Mac version will come back asap when we have Mac machines to be able to test our builds.

Thank you!

Hello! I apologize for the late reply. Unfortunately we do not have any MAC to test our builds (despite being able to build MAC ver. from Windows), We plan to be able to test MAC(and Linux) as soon as possible. I'm sorry for the trouble and if you don't mind, please give our next build a try, which will be released in about a month!

Thank you for playing UW!
That sounds like a bug, we'll look into it to fix it. Thanks for the bug report, too!

Thank you for playing UW!

These are some great in-depth feedback that we're reading together as a team to take in to improve the game.

I can almost say that I agree with all your points, except for the bugs and design choices like MC being a relatively gaint(which will be less so once we have other tall characters).

We have new & accurate 2D sprites being worked by our artist and will gradually add more weapons and features to play with.

Thank you again and please try our future demos and share your thoughts!

Would be really great if you come hang out in our discord server : 

Sorry for the late reply and thank you for playing UW(again!)
More camera control is planned, it just has a good amount of complexity that comes together once player gets to look at the world from different angles, but we'll work into brining that feature eventually.
Free movement was something that we felt unnecessary, so we're moving towards more board-game-like worldmap visual & controls.

Camping bugs should be fixed with the new version, but I'm keeping a close eye on the issues with camping mechanic as it's relatively new, including loot balance. Thank you again for your detailed feedbacks! \o/

Sorry for the late reply and thank you for the kind comment!
Camping sounds like a bug that's been patched in the latest build.
It's pretty surprising to hear that it was easy because I've seen many people finding it too hard. Balancing is hard but we'll try to make it challenging enough for everyone to enjoy.

Thank you and sorry for the late reply!
you're absolutely right on accuracy formula being off, it should be easier to hit when they are close, otherwise it looks bizarre like in XCOM missing point-blank shots.

The second part sounds like a bug & I'll consider gameover triggering as soon as the MC dies, it's just that the whole part is gameplay-wise undecided in a way.

Arigathanks for playing!

Thanks for playing and for the good feedbacks.
continue button sounds reasonable. the circle icons represents moral & health and in need of tutorial explaining what it does. 
some of these are good bug reports and I'll take notes to fix the issues.

There are different tiers of enemies so certain low tier enemies will be dumb and won't try to find covers.

Will work on making the worldmap look better(and more useful, too, since there isn't much to do there).

Thank you for the detailed review and your kind words!

nice controls, had fun moving around. interested to see what you'll do with enemies and combat in general.

it's a fun game, I agree with ulala9 that pickup should be somehow easier I ended up spamming f near the items . Cute girls and funny voice overs.

Thank you for your review and I'm sorry for the late reply!

I'll take notes on the bugs you encountered and work on them. I believe the new update has the fixes if they are what I think they are.

If you don't mind, join our discord and hand out!

Thank you again for the detailed comments and kind words. This is what drives me to work harder on UW!

Thanks! :D

It still gave us good feedback on what to improve nonetheless.
If you do try our new demo, tell us how you feel about the progress we've made so far!

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Thank you for playing UW(and for recording & sharing it!)
This seems an older demo(v0.2x) of UW, have you tried our new demo(v0.4.1)?
If not, please do and tell us about it, too!

Thank you so much for playing & reviewing with a video (again!)

I particularly love video reviews with nice comments, this is one of the best source of making UW better, in my opinion.
You found some bugs and pointed out some good ideas again here.

For example, I really agree UW need a proper tutorial than just a "how to play" pop-up window. so we'll try to include that in our next demo!

Thank you for the review and for trying to record your playthru.
We're thinking of having a bit easier story-mode as well as harder free-mode with permadeath so we wider playerbase could enjoy UW, so hopefully you could enjoy our Story-mode in the future

Thank you so much for saying that UW is one of your favorites and we'll do our best to keep it up.

It's not waifu bait for sure, we just like waifus, te he

Also thank you for the bug reports and some good idea suggestions, this is helping us improve!

Thank you for your kind words and valuable criticisms! the more the better.
I notice some of these bugs need to be fixed ASAP and other points are to be considered seriously as well.

For example, we feel the same how covers are inaccurate and might be overhauling the system entirely in order to improve core combat mechanics!
Thanks again!!!

thank you for playing UW!
It seems like the new "Move mode" isn't very clear to many players. so we'll work on making it more intuitive, but you can switch it from "Move at will" to "Hold position" by clicking the UI button next to character faces or by clicking "T" button.
thanks for your feedbacks here and from other messages!

please try our v0.4 build named "32bit" and tell us if it works!

We're working on to release a new demo soon and we'll be doubly sure on that part.
I'm sorry again and please come back to try the new demo in 3 weeks!

I'm sorry to hear you're having trouble playing our demo.  Our build should support both 32bit & 64bit machines.
Would you mind sharing a screenshot of the problem you've encountered?

Thanks for playing UW!
We've been actively working on UW.
In order to focus on some big updates, we decided to skip the previous DemoDay submission.
We plan to have a new demo ready for the next DemoDay(
In the mean time, please follow us in twitter( and Discord( and help us improve!

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I'm sorry to hear about this. While it is true that I'm trying to get as much exposure as possible for feedback, I was making sure that it's not against each Jam's rules. Please let me know which jam it is and if I've missed any specification that I went against by submitting this, I'll remove the submission right away.

Thank you for playing and love your review!
AI is just functional at best atm, but yes, we're working to expand so that every type of unit feels unique.
I like your point on their reaction, how they feel rather robotic than human. Thanks for the good ideas!

Also we're testing & thinking to feature out how to make dialogues more optional, so players can play just for the combat.

Thank you! we'll get on it!

Thank you for playing! While it is a little embarrassing to see the bugs but I'm more happy than anything to see that I can work to make it better. Thanks a bunch for the screenshots and detailed reviews! We'll work to fix the bugs and I especially love the hotkey camera focus idea, I think it'll be very convenient way to move the camera.
Please, continue playing our upcoming demos!

Thanks for playing!
We're planning to expand cover mechanic to half & full and destructible & indestructible and more since it's one of the core combat mechanics.
If you could send me a screenshot with the z-fighting issue that would help us alot fixing the issue.
I'm taking notes of all the good feedbacks and will work hard to improve the game!

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Thank you for playing! We're' planning to have variety of characters gradually, Also thank you for the suggestions. We'll work to add Free-fire button and accuracy UI.

Tank you! Please tell us what you think. Harsh critiques are very welcomed!

Thank you so much for the very first playtesting videos of UW!

It is so great to get a fresh perspective and with such depth. We're watching your videos multiple times to take notes and to pin point the bugs you've encountered!

without players, there no UW!
P.S. New version with improvements based on DD-20 will be uploaded in a few days, please check in next week for the update!

Thank you for your feedback! We'll work on fixing the issue you've  encountered(as well as adding music!)

I'll start by saying it's hella fun playing this demo. Visually it's amazing considering it's very early stage and runs great on my potato computer.

I know you'll be adding key binding and control options which I really would like to have. Planes look great, weapons look great, and the excitement of chasing enemy fighters maneuvering like an ace pilot... you nailed it.

I get freak out when getting attacked from behind then I do a cool slow down + turnaround to get behind them. it all works beautifully.

It's not without flaws, though. I can fly thru water and when I go back to main menu, mouse disappears(or doesn't reappear from hiding in combat).

Great job and keep it up!

Atavism seems to be in a very early stage, but I'm loving the visual direction it has. I'm getting a vibe that it will be somewhat story-heavy, too.

Movement feels smooth and fun to just run around, but the melee combat seems a bit rough to control. So I used the gun until I ran out of ammo completely.

in the hordes of platformer indie games, first person action game is a welcoming addition to me and I'll be following Atavism to see the changes it makes!

This reminds me of valkyria chronicles in some sense. Move one character at a time(turn-based) but the range of movment is free and not tile-based unlike many other games. The game runs very smooth and stable, didn't run in to any bug / crash.

The strongest point atm is characters/animations. sprite animation is in super high quality and I already like the characters without getting to know them in depth.
Noe is the best girl btw.

Oh boy! Thank you so much for your in-depth review!

We're looking to improve UI visuals, that's gotten pushed back again again by other tasks. Not a single point you mentioned here is off. We've rushed for this demo, ending with a short and uneven flow. Until our second demo, we'll focus on things that people liked and fixing what was annoying them!

This is by far the most detail feedback we've ever had and I really appreciate it!