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** Some update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to ''VideoGame/FiveNightsAtFreddysSisterLocation''.

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** Some An update added a dingy pizzeria tileset. The developer has openly stated this to be a ShoutOut to ''VideoGame/FiveNightsAtFreddysSisterLocation''.


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** The description for the "Kill Em All" difficulty paraphrases a line from ''Literature/AmericanPsycho'' that was used as part of the ending narration for [[Film/AmericanPsycho the film adaptation]].
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** On KillEmAll difficulty and above, large, grey, much more dangerous versions of enemies known as "The Rotten" may occasionally spawn, some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]

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** On KillEmAll Kill Em All difficulty and above, large, grey, much more dangerous versions of enemies known as "The Rotten" may occasionally spawn, some of which have different abilities. [[OneHitKill Beware the Rotten Witch, in particular.]]



** KillEmAll ("You feel a constant, sharp pain and you want to inflict it on others"): Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still. The Rotten may appear on this difficulty and above.

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** KillEmAll Kill Em All ("You feel a constant, sharp pain and you want to inflict it on others"): Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still. The Rotten may appear on this difficulty and above.
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Up To Eleven is a defunct trope


* ExcusePlot: [[UpToEleven Bordering on]] NoPlotNoProblem. All the story amounts to is a guy named "The Fool" entering a strange realm where he has to fight his way through countless monsters and reactivate the elevator so he can continue down further floors... and that's it. There's no actual dialogue or anything, unless you're using voice chat in co-op.

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* ExcusePlot: [[UpToEleven Bordering on]] on NoPlotNoProblem. All the story amounts to is a guy named "The Fool" entering a strange realm where he has to fight his way through countless monsters and reactivate the elevator so he can continue down further floors... and that's it. There's no actual dialogue or anything, unless you're using voice chat in co-op.
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*** [[Music/TheRollingStones "I look inside myself and see my heart is black."]]

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*** [[Music/TheRollingStones [[Music/TheRollingStonesBand "I look inside myself and see my heart is black."]]
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** Sliver of Mercy: Easy, for levels 1-5. Enemies are weak and ammo/health/armor drops are worth 50% more.
** No Hope: Normal, for levels 5-15. Supplies are worth 25% more but enemies are tougher.
** KillEmAll: Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still. The Rotten may appear on this difficulty and above.
** Time to Die: Harder, for levels 30-50. A single Demon Chest may spawn.
** Beast Mode: Harder still, for levels 50-100. Up to two Demon Chests may spawn and the collectible card pieces have a small chance of giving you another one.
** Unearthly: HarderThanHard, for levels over 100.
** Abyss: Restricted difficulty for levels above 150. Features [[DamageSpongeBoss Abyss Wanderers]]. Kill three of them and you will get an Abyss Chest, if you survive the run.
* InNameOnly: The original ''Doom II'' mod 'Unloved' was a fairly normal but extremely high-quality custom campaign mainly notable for its dedicated and genuinely terrifying horror atmosphere. Aside from a few aesthetic similarities, this [[ProceduralGeneration procedurally-generated]] CoopMultiplayer RogueLike bears little to nothing in common with the original mod aside from the name.

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** Sliver of Mercy: Mercy ("For the weak and inexperienced"): Easy, for levels 1-5. Enemies are weak and ammo/health/armor drops are worth 50% more.
** No Hope: Hope ("If you can't fight them all, [[CoOpMultiplayer better bring someone along]]"): Normal, for levels 5-15. Supplies are still worth 25% more 50% more, but enemies are tougher.
** KillEmAll: KillEmAll ("You feel a constant, sharp pain and you want to inflict it on others"): Hard, for levels 15-30. Drops are fewer and worth their normal amount. Enemies are tougher still. The Rotten may appear on this difficulty and above.
** Time to Die: Die ("Let go of the fear of death"): Harder, for levels 30-50. A single Demon Chest may spawn.
30-50.
** Beast Mode: Mode ("Pure insanity"): Harder still, for levels 50-100. Up to two A single Demon Chests Chest containing a rank 3 trinket or ring may spawn at random, and the collectible card pieces have a small chance of giving you another one.
** Unearthly: Unearthly ("[[Manga/FistOfTheNorthStar You are already dead]]"): HarderThanHard, for levels over 100.
100. Up to two Demon Chests may spawn at random in addition to the possibility of getting one from card pieces, and all enemies gain the Witch's ability to summon more enemies.
** Abyss: Abyss ("The abyss stares into you"): Restricted difficulty for levels above 150. Features [[DamageSpongeBoss Abyss Wanderers]]. Kill three of them and you will get an Abyss Chest, Chest granting a powerful rank 4 trinket, if you survive the run.
* InNameOnly: The original ''Doom II'' mod 'Unloved' was a fairly normal but extremely high-quality custom campaign mainly notable for its dedicated and genuinely terrifying horror atmosphere. Aside from genre and a few aesthetic similarities, this [[ProceduralGeneration procedurally-generated]] CoopMultiplayer RogueLike bears little to nothing in common with the original mod aside from the name.



** The quad damage challenge is widely considered the only way to complete an Abyss difficulty level in single-player without rank 4 equipment (which you can only get by completing an Abyss difficulty level, resulting in a Catch-22 if you don't have rank 4 equipped friends to boost you). Otherwise, the amount of shots it takes to kill enemies is simply too high to handle with rank 3 weapons, while the damage enemies deal to you can be mitigated with heavily armor-focused rank 3 trinkets.

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** The quad damage challenge is widely considered the only way to complete an Abyss difficulty level in single-player without rank 4 equipment (which (which, without friends who already have some to boost you, you can only get [[Catch22Dilemma by completing an Abyss difficulty level, resulting in a Catch-22 if you don't have rank 4 equipped friends to boost you).level]]). Otherwise, the amount of shots it takes to kill enemies is simply too high to handle with rank 3 weapons, while the damage enemies deal to you can be mitigated with heavily armor-focused rank 3 trinkets.
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* FakeUltimateMook: Bloody or Drowned variants of enemies are usually tougher and more dangerous than the regular version. The Drowned Faceless is an exception, as it lacks a ranged attack and instead is limited to melee hits, while still having average/below average speed as well as being unable to FlashStep, just like the regular Faceless. That said, they still pack a wallop with their melee attacks, so you're advised to keep away reegardless.

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* FakeUltimateMook: Bloody or Drowned variants of enemies are usually tougher and more dangerous than the regular version. The Drowned Faceless is an exception, as it lacks a ranged attack and instead is limited to melee hits, while still having average/below average speed as well as being unable to FlashStep, just like the regular Faceless. That said, they still pack a wallop with their melee attacks, so you're advised to keep away reegardless.regardless (although it's not that difficult to duck in and out of their melee range, slowly slicing them down with your kukri if you dare).



* {{Fireballs}}: The vast majority of enemies with projectiles use these, varying colors.

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* {{Fireballs}}: The vast majority of enemies with projectiles use these, varying colors. The Clowns' ones look like screaming skulls.

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* AbandonedArea: For certain. Aside from the "Apartments" stage preset, there's also:

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* AbandonedArea: For certain.A lot of the environments in the game are like this. Aside from the "Apartments" stage preset, there's also:



** EyelessFace

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** EyelessFaceEyelessFace:



* BodyHorror: Neck mouths, horns, grotesque tumors. Lots of messed up, vaguely humanoid monsters.

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* BodyHorror: Neck mouths, horns, grotesque tumors. Lots of messed up, vaguely humanoid monsters. It gets worse with the Rotten versions, who all look, well, decayed and rotten.



* ExcusePlot: [[UpToEleven Bordering on]] NoPlotNoProblem. All the story amounts to is a guy named "The Fool" entering a strange realm where he has to fight his way through countless monsters and reactivate the elevator so he can continue down further floors... and that's it. There's no actual dialogue or anything, unless you're using voice chat in co-op.



* FakeUltimateMook: Bloody or Drowned variants of enemies are usually tougher and more dangerous than the regular version. The Drowned Faceless is an exception, as it lacks a ranged attack and instead is limited to melee hits, while still having average/below average speed as well as being unable to FlashStep, just like the regular Faceless.

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* FakeUltimateMook: Bloody or Drowned variants of enemies are usually tougher and more dangerous than the regular version. The Drowned Faceless is an exception, as it lacks a ranged attack and instead is limited to melee hits, while still having average/below average speed as well as being unable to FlashStep, just like the regular Faceless. That said, they still pack a wallop with their melee attacks, so you're advised to keep away reegardless.



* {{Fireballs}}: The vast majority of enemies with projectiles use these, varying colors.



* NonIndicativeName: The "Faceless" monster actually has many faces on its body.



* ProceduralGeneration: No two levels are the same. Each level has randomly generated rooms and items, and you never know what you'll get until you find it.



* UndergroundMonkey: Most of the enemies have two possible color schemes, indicating their abilities.

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** To be specific, this is achieved by giving them an abrupt boost in their walking speed so they suddenly zoom towards you with no warning.
* UndergroundMonkey: Most of the enemies have two possible color schemes, indicating their abilities. abilities.
* ZergRush: Very likely to happen if you pick up too much stuff and generate a crap ton of Heat. Tons of enemies spawn and you're likely to run out of ammunition before you can kill them all, usually resulting in a failed run.
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UNLOVED is a FirstPersonShooter[=/=]SurvivalHorror[=/=]RogueLike game by developer Paul Schneider, based on a ''VideoGame/{{Doom}} II'' mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.

The player takes the role of a man known only as "The Fool", who has found himself lost in a nightmarish [[ProceduralGeneration procedurally generated]] maze of rusted and rotting rooms, full of randomly spawning monsters, searching for keys to unlock new rooms and rationing the limited supplies of ammunition, healing, and armour.

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UNLOVED is a FirstPersonShooter[=/=]SurvivalHorror[=/=]RogueLike game by developer Paul Schneider, based on a ''VideoGame/{{Doom}} II'' ''VideoGame/DoomII'' mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.

The player takes the role of a man known only as "The Fool", who has found himself lost in a nightmarish [[ProceduralGeneration procedurally generated]] procedurally-generated]] maze of rusted and rotting rooms, full of randomly spawning monsters, searching for keys to unlock new rooms and rationing the limited supplies of ammunition, healing, and armour.
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* HitScan: Your three basic weapons (pistol, SMP, shotgun) do this, but only one enemy is capable of such, and thankfully their attacks are weak: the Salem Servants.

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* HitScan: {{Hitscan}}: Your three basic weapons (pistol, SMP, shotgun) do this, but only one enemy is capable of such, and thankfully their attacks are weak: the Salem Servants.

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* NonIndicativeDifficulty: The one weapon only challenges (i.e. pistol only, shotgun only, smg only) can actually make the game easier if you've spec'd out your character to specialize in a single weapon, as it converts all ammo in the level to the ammo for that weapon, ensuring you'll have a steady supply.

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* NonIndicativeDifficulty: NonIndicativeDifficulty:
**
The one weapon only challenges (i.e. pistol only, shotgun only, smg only) can actually make the game easier if you've spec'd out your character to specialize in a single weapon, as it converts all ammo in the level to the ammo for that weapon, ensuring you'll have a steady supply.supply.
** The quad damage challenge is widely considered the only way to complete an Abyss difficulty level in single-player without rank 4 equipment (which you can only get by completing an Abyss difficulty level, resulting in a Catch-22 if you don't have rank 4 equipped friends to boost you). Otherwise, the amount of shots it takes to kill enemies is simply too high to handle with rank 3 weapons, while the damage enemies deal to you can be mitigated with heavily armor-focused rank 3 trinkets.
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* NonIndicativeDifficulty: The one weapon only challenges (i.e. pistol only, shotgun only, smg only) can actually make the game easier if you've spec'd out your character to specialize in a single weapon, as it converts all ammo in the level to the ammo for that weapon, ensuring you'll have a steady supply.


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* SetAMookToKillAMook:
** The Amulet of Heavens totem converts a random enemy into a "Guardian Angel" who glows bright blue, has significantly enhanced health, and fights on your side. If your Guardian Angel gets killed, after a while a new enemy will be randomly converted into another one.
** The Amulet of Chaos totem causes random enemies to go insane, sparking infighting between monsters.

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** One of the threatening quit screen messages is [[WebVideo/BenDrowned "You have met a terrible fate, haven't you?"]]
** Another one is [[Film/TotalRecall1990 "Get your ass to Mars."]]
** Another is [[Music/TheDoors "My only friend, the end..."]]
** Yet another is [[VideoGame/SilentHill3 "They look like monsters to you?"]]

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** One Several of the threatening quit screen messages is are shout outs, including:
***
[[WebVideo/BenDrowned "You have met a terrible fate, haven't you?"]]
** Another one is *** [[Film/TotalRecall1990 "Get your ass to Mars."]]
** Another is *** [[Music/TheDoors "My only friend, the end..."]]
** Yet another is *** [[VideoGame/SilentHill3 "They look like monsters to you?"]]you?"]]
*** [[Music/TheRollingStones "I look inside myself and see my heart is black."]]
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My mistake


** Another one is [[VideoGame/{{DOOM}} "Get your ass to Mars."]]

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** Another one is [[VideoGame/{{DOOM}} [[Film/TotalRecall1990 "Get your ass to Mars."]]
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* RagdollPhysics: Enemies go limp and lifeless one slain. Equip a pair of gloves that enhances the knockback of your melee attacks, and lighter enemies like Nurses and Servants can be sent flying comically across the room like they were shot from a cannon!

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* RagdollPhysics: Enemies go limp and lifeless one once slain. Equip a pair of gloves that enhances the knockback of your melee attacks, and lighter enemies like Nurses and Servants can be comically sent flying comically across the room like they were shot from a cannon!
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** Almost the entire game is this, as there are no tutorials or explanations for any of the mechanics whatsoever, other than a popup message describing each weapon's alternate fire mode whenever you swap to it (which can be disabled from the options once you get tired of seeing it).

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** Almost the entire game is this, as there are no tutorials or explanations for any of the mechanics whatsoever, other than a popup message describing each weapon's alternate fire mode whenever you swap to it (which can be disabled from the options once you get tired of seeing it).it) and the description of your current objective (Find the Blood Crest/Find the Moon Crest/Find the Sun Crest/Use 0/7 Blood Machines).
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* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health — 49% of your total, 7% per machine. Be careful when activating them — a later patch prevented them from actually killing you, but activating them builds huge amounts of heat. You ''don't'' want to be facing the ensuing monster spawns on only a single HP.

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* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health — 49% of your total, total[[note]]if you're playing solo, that is[[/note]], 7% per machine. Be careful when activating them — a later patch prevented them from actually killing you, but activating them builds huge amounts of heat. You ''don't'' want to be facing the ensuing monster spawns on only a single HP.
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* TheMillstone: If a player forgets to set a minimum level cap on the game they host, there's nothing stopping an inexperienced player from joining a high-level game (where they'll die in a few hits and do almost no damage with their underpowered weapons) and then, oblivious to [[GuideDangIt how the heat system works]], just running around blindly grabbing every item they see, regardless of whether they have any use for it or not, not only wasting supplies but spawning a ''huge'' wave of enemies to cause a TotalPartyKill. If they don't listen to the desperate pleas of the host or other veterans who ''should'' be playing at that level, the only way to stop them is to boot them from the game.

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* TheMillstone: If a player forgets to set a minimum level cap on the game they host, there's nothing stopping an inexperienced player from joining a high-level game (where they'll die in a few hits and do almost no damage with their underpowered weapons) and then, oblivious to [[GuideDangIt how the heat Heat system works]], just running around blindly grabbing every item they see, regardless of whether they have any use for it or not, not only wasting supplies but spawning a ''huge'' wave of enemies to cause a TotalPartyKill. If they don't listen to the desperate pleas of the host or other veterans who ''should'' be playing at that level, the only way to stop them is to boot them from the game.[[note]]There's one simple giveaway: if you see a player picking up ammo for a weapon they haven't found yet, they have no idea how Heat works and need to be stopped.[[/note]]
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* RagdollPhysics: Enemies go limp and lifeless one slain. Equip a pair of gloves that enhances the knockback of your melee attacks, and lighter enemies like Nurses and Servants can be sent flying comically across the room like they were shot from a cannon!
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** One of the Heat System warning messages is [[VideoGame/WorldOfWarcraft "You are not prepared..."]]
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UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike game by developer Paul Schneider, based on a ''VideoGame/{{Doom}} II'' mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.

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UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike FirstPersonShooter[=/=]SurvivalHorror[=/=]RogueLike game by developer Paul Schneider, based on a ''VideoGame/{{Doom}} II'' mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.
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* {{Irony}}: A common criticism people had of the original Doom II mod this game was based on was its habit of [[FakeDifficulty dropping the player in an enclosed space with a shitload of powerful monsters.]] Cut to now, and this game basically has that problem as its main difficulty feature. Many of the rooms are small and separated by tight corridors, with the potential for ''hundreds'' of mooks to be flooding them at once. Though with the way enemy spawning works, and the "heat" mechanic, it's now entirely player-produced and can be avoided with enough skill and patience, whereas in the mod it was an unavoidable event.
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* TheMillstone: There's nothing stopping an inexperienced player from joining a high-level game (where they'll die in a few hits and do almost no damage with their underpowered weapons) and then, oblivious to [[GuideDangIt how the heat system works]], just running around blindly grabbing every item they see, regardless of whether they have any use for it or not, not only wasting supplies but spawning a ''huge'' wave of enemies to cause a TotalPartyKill. If they don't listen to the desperate pleas of the host or other veterans who ''should'' be playing at that level, the only way to stop them is to boot them from the game.

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* TheMillstone: There's If a player forgets to set a minimum level cap on the game they host, there's nothing stopping an inexperienced player from joining a high-level game (where they'll die in a few hits and do almost no damage with their underpowered weapons) and then, oblivious to [[GuideDangIt how the heat system works]], just running around blindly grabbing every item they see, regardless of whether they have any use for it or not, not only wasting supplies but spawning a ''huge'' wave of enemies to cause a TotalPartyKill. If they don't listen to the desperate pleas of the host or other veterans who ''should'' be playing at that level, the only way to stop them is to boot them from the game.

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* PowerupLetdown: Trinkets earned from Demon Chests are randomly generated and can't be upgraded with Karma, so it is entirely possible to go to the trouble of finding and retrieving a Demon Chest, and have the resulting Trinket give little to no benefit over the fully-upgraded level 2 Trinkets that most players would likely have by that point.

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* PowerupLetdown: Trinkets earned from Demon Chests are randomly generated and can't be upgraded with Karma, so it is entirely possible to go to the trouble of finding and retrieving a Demon Chest, and have the resulting Trinket give little to no benefit over the fully-upgraded level Rank 2 Trinkets that most players would likely have by that point.point. This was rectified in the 1.0.10 patch which not only made it easier to acquire Demon Chests, but also allowed Rank 3 trinkets to be upgraded like Rank 1 and 2 ones.


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** Weapon upgrade mods aren't quite as bad as Totems (you can't get a mod for a weapon you don't currently have), but far too often you end up getting something useless like extra ammo capacity rather than something useful like damage or crit chance.
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** Time to Die: Harder, for levels 30-50.
** Beast Mode: Harder still, for levels 50-100. A single Demon Chest may spawn.
** Unearthly: HarderThanHard, for levels over 100. Two Demon Chests may spawn.

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** Time to Die: Harder, for levels 30-50. \n A single Demon Chest may spawn.
** Beast Mode: Harder still, for levels 50-100. A single Up to two Demon Chest Chests may spawn.
spawn and the collectible card pieces have a small chance of giving you another one.
** Unearthly: HarderThanHard, for levels over 100. Two Demon Chests may spawn.
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** A brief description of the Heat system (or "Punishment" as it was called) was added to the game's Steam store page in the 1.0.10 update released in late 2019.
--->'''Punishment System'''\\
Everything you do in this game has consequences. The more you take, the more the evil grows. Greed and too much curiosity will increase your punishment until you get completely overwhelmed by an endless tide of monstrosities.
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* TheMillstone: There's nothing stopping an inexperienced player from joining a high-level game (where they'll die in a few hits and do almost no damage with their underpowered weapons) and then, oblivious to [[GuideDangIt how the heat system works]], just running around blindly grabbing every item they see, regardless of whether they have any use for it or not, not only wasting supplies but spawning a ''huge'' wave of enemies to cause a TotalPartyKill. If they don't listen to the desperate pleas of the host or other veterans who ''should'' be playing at that level, the only way to stop them is to boot them from the game.
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less vs fewer


** Among trinket upgrades, the Cases that affect your ammo capacity, in particular the higher-level ones that give you a chance of ghost reloads (free ammo). While they're not as exciting as the weapon upgrade trinkets that directly boost your damage, they can make a ''massive'' difference to your chances on a run — more ammo means needing to take less pickups, which means less Heat generation, which means less monsters spawning for you to expend ammo on, which means less chance of dying.

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** Among trinket upgrades, the Cases that affect your ammo capacity, in particular the higher-level ones that give you a chance of ghost reloads (free ammo). While they're not as exciting as the weapon upgrade trinkets that directly boost your damage, they can make a ''massive'' difference to your chances on a run — more ammo means needing to take less fewer pickups, which means less Heat generation, which means less fewer monsters spawning for you to expend ammo on, which means less chance of dying.
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A "run" in UNLOVED comprises a single level. You must find three crests, Blood, Moon and Sun, with the Sun Crest opening the way to a room or rooms containing "Blood Machines" that must be activated to open the exit elevator, at the cost of the player's own health. Whether you succeed or die, [[PermaDeath any weapons and upgrades you found in the level are lost]]- but you keep certain other items, as well as "karma", the game's currency.

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A "run" in UNLOVED comprises a single level. You must find three crests, Blood, Moon Moon, and Sun, with the Sun Crest opening the way to a room or rooms containing "Blood Machines" that must be activated to open the exit elevator, at the cost of the player's own health. Whether you succeed or die, [[PermaDeath any weapons and upgrades you found in the level are lost]]- lost]] — but you keep certain other items, as well as "karma", the game's currency.



* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback is the severely limited ammo compared to the Tactical pistol (-50% maximum ammo capacity and -60% pistol ammo gained from all pickups). Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff. Additionally, the loss of the Tactical kit's critical chance may not be worth it, as a critical hit does 250% bonus damage and can occur frequently enough that a Tactical pistol can (with enough luck) even flat-out surpass the DPS of the Magnum.

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* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback is the severely limited ammo compared to the Tactical pistol (-50% maximum ammo capacity and -60% pistol ammo gained from all pickups). Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of on bullets if you're not lucky or don't find another weapon to deal with the chaff. Additionally, the loss of the Tactical kit's critical chance may not be worth it, as a critical hit does 250% bonus damage and can occur frequently enough that a Tactical pistol can (with enough luck) even flat-out surpass the DPS of the Magnum.



* BoringButPractical: The pistol. With a ten-round magazine and a low amount of base damage, early on it's mostly only useful for killing Servants and Nurses to save shotgun shells for bigger enemies. But it reloads quickly and is one of only three weapons that enemies drop ammunition for, and with a properly upgraded Trinket and some luck with crit-based Weapon Mods, it can drop even a Clown with a single magazine- allowing the player to save the nailgun and railgun for more intense encounters.
** Among trinket upgrades, the Cases that affect your ammo capacity, in particular the higher-level ones that give you a chance of ghost reloads (free ammo). While they're not as exciting as the weapon upgrade trinkets that directly boost your damage, they can make a ''massive'' difference to your chances on a run- more ammo means needing to take less pickups, which means less Heat generation, which means less monsters spawning for you to expend ammo on, which means less chance of dying.

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* BoringButPractical: The pistol. With a ten-round magazine and a low amount of base damage, early on it's mostly only useful for killing Servants and Nurses to save shotgun shells for bigger enemies. But it reloads quickly and is one of only three weapons that enemies drop ammunition for, and with a properly upgraded Trinket and some luck with crit-based Weapon Mods, it can drop even a Clown with a single magazine- magazine — allowing the player to save the nailgun and railgun for more intense encounters.
** Among trinket upgrades, the Cases that affect your ammo capacity, in particular the higher-level ones that give you a chance of ghost reloads (free ammo). While they're not as exciting as the weapon upgrade trinkets that directly boost your damage, they can make a ''massive'' difference to your chances on a run- run — more ammo means needing to take less pickups, which means less Heat generation, which means less monsters spawning for you to expend ammo on, which means less chance of dying.



* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49% of your total, 7% per machine. Be careful when activating them - a later patch prevented them from actually killing you, but activating them builds huge amounts of heat. You ''don't'' want to be facing the ensuing monster spawns on only a single HP.

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* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- health — 49% of your total, 7% per machine. Be careful when activating them - a later patch prevented them from actually killing you, but activating them builds huge amounts of heat. You ''don't'' want to be facing the ensuing monster spawns on only a single HP.



* CripplingOverspecialization: Weapon Mod pick-ups have a random chance of affecting any weapon you currently have - and ''only'' those. If you happen to pick up a bunch of them before grabbing extra weapons beyond the one you spawned with, you can end up with one very powerful weapon and several stock ones, which can be a problem if you run low on ammo for that one powerful weapon.

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* CripplingOverspecialization: Weapon Mod pick-ups have a random chance of affecting any weapon you currently have - and ''only'' those. If you happen to pick up a bunch of them before grabbing extra weapons beyond the one you spawned with, you can end up with one very powerful weapon and several stock ones, which can be a problem if you run low on ammo for that one powerful weapon.



* DeadlyGaze: Being looked at by Witch's eyes for too long [[InterfaceScrew casts your screen in a black-and-white filter]] and after few seconds takes a large chunk out of your health - [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
* DoWellButNotPerfect: The more stuff you pick up and the more doors you open, the more enemies spawn. Ideally you want to deal with what enemies are there with the equipment you have, and don't want to pick up any more until you ''absolutely'' need it. This is especially true in higher difficulty levels, where ''just opening your first door in the level'' can generate enough heat to get a [[OhCrap red-text one-liner]] and spawn a whole host of enemies to fight.

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* DeadlyGaze: Being looked at by Witch's eyes for too long [[InterfaceScrew casts your screen in a black-and-white filter]] and after few seconds takes a large chunk out of your health - [[ArmorPiercingAttack through your armor, no less.]] The [[EliteMook Rotten]] Witches [[OneHitKill can kill you outright this way.]]
* DoWellButNotPerfect: The more stuff you pick up and the more doors you open, the more enemies spawn. Ideally Ideally, you want to deal with what enemies are there with the equipment you have, and don't want to pick up any more until you ''absolutely'' need it. This is especially true in higher difficulty levels, where ''just opening your first door in the level'' can generate enough heat to get a [[OhCrap red-text one-liner]] and spawn a whole host of enemies to fight.



** Drowned Surgeons and Lobotomized Doctors aren't even nearly as dangerous as they appear at first glance either- although they have a damaging fireball attack, it's a single linear shot which is easy to dodge, and they're otherwise almost as slow as the Faceless, being similarly unable to FlashStep. They're extremely tough, but ultimately not nearly as dangerous as Witches, Clowns, or even standard Faceless.

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** Drowned Surgeons and Lobotomized Doctors aren't even nearly as dangerous as they appear at first glance either- glance, either — although they have a damaging fireball attack, it's a single linear shot which is easy to dodge, and they're otherwise almost as slow as the Faceless, being similarly unable to FlashStep. They're extremely tough, but ultimately not nearly as dangerous as Witches, Clowns, or even standard Faceless.
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Why did I think that was Johnny Cash...?


* ShoutOut: Two to the creator's previous games, Super Panda Adventures and ''VideoGame/GunGirl2'', in the form of equippable figurine trinkets. There's also a figure of the [[VideoGame/{{Doom}} Doomguy]], and you can find his armor as a totem.

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* ShoutOut: Two to the creator's previous games, Super ''Super Panda Adventures Adventures'' and ''VideoGame/GunGirl2'', in the form of equippable figurine trinkets. There's also a figure of the [[VideoGame/{{Doom}} Doomguy]], and you can find his armor as a totem.



** Another is [[Music/JohnnyCash "My only friend, the end..."]]

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** Another is [[Music/JohnnyCash [[Music/TheDoors "My only friend, the end..."]]
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None


* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though the bloodied version can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch teleports enemies to her and has an undodgeable, armor-piercing, line-of-sight attack similar to the Arch-Vile.

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* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs and claws at you in melee just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though the bloodied version can also throw fireballs as well), The the Clown has above average health health, a powerful melee attack and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch teleports enemies to her and has an undodgeable, armor-piercing, line-of-sight attack similar to the Arch-Vile.

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