|Developer(s)||Sami Maaranen, Erkka Lehmus|
|Designer(s)||Sami Maaranen, Erkka Lehmus|
|Platform(s)||Microsoft Windows, Mac OS X, Linux|
UnReal World is a roguelike survival freeware (shareware before 2013) video game set in Iron Age Finland.The first version of the game was released in 1992, and receives regular updates to this day. In 26 February 2016, the game was released on Steam.
Roguelike is a subgenre of role-playing video game characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, tile-based graphics, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as Dungeons & Dragons.
Survival games are a subgenre of action video games set in a hostile, intense, open-world environment, where players generally begin with minimal equipment and are required to collect resources, craft tools, weapons, and shelter, and survive as long as possible. Many survival games are based on randomly or procedurally generated persistent environments; more-recently created games are often playable online, allowing multiple players to interact in a single persistent world. Survival games are generally open-ended with no set goals and are often closely related to the survival horror genre, in which the player must survive within a supernatural setting, such as a zombie apocalypse.
Freeware is software, most often proprietary, that is distributed at no monetary cost to the end user. There is no agreed-upon set of rights, license, or EULA that defines freeware unambiguously; every publisher defines its own rules for the freeware it offers. For instance, modification, redistribution by third parties, and reverse engineering without the author's permission are permitted by some publishers but prohibited by others. Unlike with free and open-source software, which are also often distributed free of charge, the source code for freeware is typically not made available. Freeware may be intended to benefit its producer by, for example, encouraging sales of a more capable version, as in the freemium and shareware business models.
The game world features aspects from Finnish mythology and folklore. The player adopts one of ten Finnish cultures with occupations including fisherman, hermit, trapper or tradesman.
Finnish mythology is a commonly applied description of the folklore of Finnish paganism, of which a modern revival is practiced by a small percentage of the Finnish people. It has many features shared with fellow Finnic Estonian mythology and other Uralic mythologies, but also shares some similarities with neighbouring Baltic, Slavic and to a lesser extent, Norse mythologies.
The game has both real time and turn-based elements. The main aspect of the game is on survival. Unexpected events like a snowstorm can lead to a quick death of the player character.UnReal World focus is simulating a harsh environment, where survival is the main challenge for most players. The game simulates a lot of details like frostbite of individual body parts. The world includes different animals, cultures, vegetation and climate. The player can roam freely in the world and manipulate a wide range of aspects like hunting and skinning animals, constructing shelters, etc.
The graphics are simple 2D sprites. The sprites have some animation, and the direction of the individual units is expressed with a small arrow. The game uses a fixed resolution of 800x600 pixels.
Version 1.00 of URW was completed in 1992, and resembled a more traditional roguelike game (like ADOM). The ASCII gameworld was medieval fantasy, with elves, orcs, mages, magic potions, dungeons, etc. Development of the game continued through 1995, along the way seeing a complete rewrite in C. Even in these first few releases, features were established that would become the essence of the modern game. These included varied combat options and aimed attacks, a split UI layout, open-ended game play, random generation of wilderness, villages, and dungeons and their features, wilderness skills (fishing, tracking, foraging, etc.), and the introduction of "early cultures" which replaced the high-fantasy style races and classes.
1996–1998 (v2.9–2.20) saw more developments related to wilderness survival, sound and graphics, and historical setting. A temperature and precipitation system was added, along with the necessary hideworking skill to buy and sell fur clothes and the ability to build shelters. Starvation became possible, and incidentally, many biogeographically accurate animals were also added, including bears, wolves, reindeer, beaver, salmon, foxes, burbot, ermines, and polecats. Animals and items could now persist (and be tracked) across the entire game world, not be drawn conditionally when a player zooms in to an area. The remaining high-fantasy elements were replaced by more realistic ones based on Iron Age fenno-ugrian mythology and culture. Additional NPC (and playable) cultures were added, completing the ten that are still in the current versions. Sound effects and music first appeared, and the graphics fully transitioned from ASCII to a sprite-based display.
The burbot is the only gadiform (cod-like) freshwater fish. It is also known as bubbot, mariah, freshwater ling, the lawyer, coney-fish, lingcod, freshwater cusk, and eelpout. The species is closely related to the marine common ling and the cusk. It is the only member of the genus Lota. For some time of the year, the burbot lives under ice, and they require frigid temperatures to breed.
The stoat, also known as the short-tailed weasel or simply the weasel in Ireland where the least weasel does not live, is a mammal of the genus Mustela of the family Mustelidae native to Eurasia and North America, distinguished from the least weasel by its larger size and longer tail with a prominent black tip. Originally from Eurasia, it crossed into North America some 500,000 years ago, where it naturalized and joined the notably larger, closely related native long-tailed weasel.
The European polecat – also known as the common ferret, black or forest polecat, or fitch – is a species of mustelid native to western Eurasia and north Morocco. It is of a generally dark brown colour, with a pale underbelly and a dark mask across the face. Occasionally, colour mutations, including albinos and erythrists, occur. Compared to minks and other weasels – fellow members of the genus Mustela – the polecat has a shorter, more compact body; a more powerfully built skull and dentition; is less agile; and it is well known for having the characteristic ability to secrete a particularly foul-smelling liquid to mark its territory.
In 1999 the game transitioned from DOS to Windows-based, allowing significantly more memory to be used and eliminating Windows compatibility issues. The resolution was also increased. A version of the game was published on a CD-ROM, renamed "Iron-age Now", and distributed to Finnish libraries as an educational tool.
Many changes were made around 2000–2004 (v2.40–2.80) as Sami felt an "urge to dive deeper and deeper into cultural roots of ancient finns". Music and photos were added which reflected the primitive, iron-age setting and the traditions of the people who lived there. The monetary system was removed, "abundant imported goods" and metal goods were trimmed, new types of animal traps added, agriculture became possible for the player, and hideworking was expanded to allow the player to produce furs and leather. These changes further centered the gameplay on self-sufficiency.
Self-sustainability and self-sufficiency are overlapping states of being in which a person or organization needs little or no help from, or interaction with, others. Self-sufficiency entails the self being enough, and a self-sustaining entity can maintain self-sufficiency indefinitely. These states represent types of personal or collective autonomy. On a national scale, a totally self-sufficient economy that requires little or no trade with the outside world is called an autarky. Absolute purity of personal self-sufficiency or national autarky is a theoretical concept rather than a reality, but relative degrees are observable in real-world examples.
The next technological leap for URW occurred in 2005, when it was ported to native Windows and utilized SDL. This change enabled platform-independent development and better Windows compatibility, but necessitated a re-writing and re-drawing of the majority of the game, including the addition and upgrading of sounds and music. The new platform also enabled true color mode, where previously it was 256 colors (VGA), and mouse support.
The current major version, 3, began in 2007. The next two years of releases (until 3.11) brought more changes to the user interface, graphic style, and soundscape. The game world was made larger and optimized to run faster. Many tiles were redrawn, and there were new terrain types added, as well as new plants, mushrooms, and berries. NPC and animal AI improvements expanded the dialogue options and allowed players to give orders to companions.
In 2009, the terrain system was overhauled, and the AI for NPCs and animals was improved. The game world was expanded to six times as large as it was previously, and new terrain types and per-tile elevation were added. This release was considered by Sami as the "biggest core element overhaul[s] in [the] history of the game".
Throughout the years, UnReal World has been praised for its depth, realism, atmosphere and immersion, and value.The Home of the Underdogs ranks UnReal World a "Top Dog". IndieDB.com voters give URW a 9.7. Rock, Paper, Shotgun listed UnReal World as the 26th best role-playing game on PC.
A dungeon crawl is a type of scenario in fantasy role-playing games in which heroes navigate a labyrinthine environment, battling various monsters, and looting any treasure they may find. Because of its simplicity, a dungeon crawl can be easier for a gamemaster to run than more complex adventures, and the "hack and slash" style of play is appreciated by players who focus on action and combat. However dungeon crawl often lack meaningful plot or logical consistency.
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