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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/unexplored.png]]
2''Unexplored'' is a 2D top-down action {{Roguelike}}, developed by Ludomotion. It was initially released into Platform/{{Steam}} Early Access on 9th August, 2016, with a full [[Platform/IBMPersonalComputer PC]] release on 22nd February, 2017.
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4It then received ''Mithril Run'', ''Ripley Run'' and ''Dark Ritual'' [=DLCs=], which altered the level designs with ''Franchise/TheLordOfTheRings'', ''Franchise/{{Alien}}'' and [[Creator/HPLovecraft Lovecraftian]] themes, respectively. The Unlocked Edition of the game containing all three [=DLCs=] was then ported onto Platform/NintendoSwitch on August 9th, 2018, with Platform/Playstation4 and Platform/XboxOne ports following on February 19th, 2019, and February 22nd, 2019, respectively.
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6The game is heavily inspired by ''VideoGame/{{Brogue}}''. However, it is fully real-time rather than simultaneous turn-based. Moreover, its key selling point is "circular" dungeon generation, where each floor loops organically around a point of interest at its core, rather than being a simple collection of rooms and corridors like in most classical roguelikes.
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8The game's success lead to a sequel, ''Unexplored 2: The Wayfarer's Legacy'', which came out of early access in May, 2022.
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11!! Unexplored tropes ahead:
12* BackStab: Any melee hit inflicted while hidden will deal increased damage, in addition to guaranteed critical hit effect. Lighter weapons (like daggers and shortswords) deal even greater damage. Note that those attacks can be made even from the front.
13* BloodlessCarnage: Averted. Defeated enemies leave blood splatter on the floor, be that blood red or black. The blood of certain creatures, such as trolls, can be used to craft potions.
14* ChestMonster: Mimics, which look like normal treasure chests until you try to open them. They do, however, usually make a slurping sound to differentiate themselves.
15* CollisionDamage: Simply walking into an enemy so as to make them collide with your melee weapon damages them. However, most creatures are smart enough to try to retreat and circle around you, thus usually necessitating actual slashes.
16* CursedItem: Like in ''VideoGame/{{Rogue}}'' and ''VideoGame/{{Nethack}}'', these will fuse themselves to your body, making it impossible to take off such cursed armour, or switch a cursed weapon to a different one, unless you happen to read a scroll of Remove Curse or your god decides to remove the curse in response to a prayer.
17* {{Cyclops}}: Appears as a boss. Though by virtue of the art style, something the game pokes fun at with the boss, ''everything'' has just one eye.
18* DamageTyping: Present - even apart from various elemental/magical types of damage, there's Slashing, Piercing, and Crushing - enemies can have various resistances to each type, in addition to those types having different effects on critical hits and sneak attacks.
19* DeadlyGas: The [[TechnicolorToxin green]] gas, steadiliy dealing damage to everything not immune to poison in the area. It's also flammable.
20* DemBones: Skeletal enemies will await you in the crypt levels.
21* DualWielding: Your hands are treated as separate slots, and you can wield any two weapons in them with no problems. You can even carry a sword in one hand and a crossbow in the other!
22* DungeonShop: You'll find vendors that'll be happy to take your gold in exchange for the various items they offer.
23* EarlyGameHell: In ''The Wayfarer's Legacy'', your character starts out with what amounts to a big sharp stick and a pair of wet tissues for armor, while you are still learning how the game works. Consequently, it's not too hard for the first run to be ended by a couple of bats eating you whole after you've accidentally spooked by searching a hollow tree. Later runs, which benefit both from all the Legacy equipment you have found on the previous runs and a generally better grasp on game mechanics, may well see you {{No Sell}}ing pretty much everything except powerful magic and travel hazards.
24* FallDamage: Present. You should be especially careful if you happen to discover a Scroll of Descend, for instance: sure, it will instantly send you down to a lower level, and thus save you having to clear out a whole lot of rooms. The downside is that you'll literally fall, and do so quickly enough to take hefty damage in the process.
25* FlashOfPain: Damaged enemies flash red.
26* HealingPotion: Present and accounted for. Because the player starts with two of them, they're the only potion that is identified from the start. More healing potions can be crafted by combining a Scroll of Light with a flask of Healing Water, and can be found in chests and stores around dungeons. The rest of the potions, depending on what achievements you unlocked and what items you buy at the start of a run, must be identified either through a scroll, by drinking them or buying them from a store in the dungeon.
27* HealingSpring: Pools of Healing Water can be found on occasion. Plunging into them auto-heals the player completely, but the pool will change to regular water after that.
28* InexplicableTreasureChests: Present, though they are often opened only through puzzles.
29* ItemCrafting: Present, with potion alchemy being a particularly important part of it.
30* LevelLockedLoot: Much of gear or weapons can only be worn or wielded after your strength gets high enough - which, in turn, can only be increased by either drinking strength potions or wearing strength-boosting rings and such.
31* LuckilyMyShieldWillProtectMe: You can carry a shield in one arm and raise it to block incoming attacks, rather than dual-wielding.
32* {{Macrogame}}: As the second game's subtitle, ''The Wayfarer's Legacy'', suggests, it has major legacy/rogue-lite mechanics: specifically, after dying or retiring a character, you can continue playing in the same world (albeit [[TimeSkip a few years later]]) as a new Wayfarer, who automatically inherits all equipment with the Legacy property, making subsequent runs much easier.
33* MagicMissile: A Staff of Magic Missiles can fire these a certain number of times before it's depleted.
34* MenuTimeLockout: You can pause the game, and still use the items on the inventory screen.
35* MookMaker: There are some, like bee hives, which will spawn six bees each.
36* MoraleMechanic: Enemies can panic and flee under certain conditions. They are guaranteed to flee from you if you happen to wield a weapon of Despair.
37* OptionalStealth: It is possible to sneak by enemies, especially if you forgo heavy, movement-restraining and/or clanging armours, and slip into light cloaks instead. There are also stealth cloaks that can be nicked from kobolds.
38* PlayingWithFire: A single torch can set some enemies on fire. You can also burn pools of oil on the ground, and clouds of flammable gas in the air. There also flaming weapons, and enemies with flame attacks.
39* PotionBrewingMechanic: Present, with certain combinations of items creating certain potions. These potions won't be identified automatically after you craft them, however, unless you've already ID'ed that potion.
40* RareCandy: Potion of Life raises your maximum health amount, in addition to completely healing you.
41* RegeneratingHealth: Like in ''Nethack'', Liches can and will heal themselves. Because this game is real-time, this ability essentially amounts to having regenerating health.
42* ShovelStrike: You can find a shovel, and while it is intended to dig stuff up, you can use it as a weapon as well.
43* SpinAttack: It is a top-down game, and so pretty much all melee weapons are swung in an arc of some kind.
44* ThrowDownTheBomblet: Incineration and Explosion potions can be thrown at enemies. Explosion potions can also have a recoil effect on the user if they are thrown at a close enough range.
45* VillainBeatingArtifact: Some of the bosses are impossible to defeat unless you have found the only weapon that can slay them. Luckily, these are guaranteed to drop by the time you'll encounter them.

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