Post-Gameplay Alpha, Headed for Demo


Last week was massive for us as a game studio. We launched our vision of what gameplay will look like in You Will Not Survive, we were approved by Steam to publish, and the overall feedback on our game left us charged to push forward.

The risks we took in designing You Will Not Survive to separate it visually, mechanically, and thematically are going to pay off. We’ve never been more sure of it than now, and we’re overjoyed to continue working toward our Steam Page release, followed by a full Demo and then Early Access.


The Road Ahead

The feedback we received on the Alpha will accompany our continued vision for what we think the final state of You Will Not Survive will be. Honestly, most of the mechanical asks are things that have been on our vision board since the beginning.

After going through the data and thinking on our own solutions this is what’s to come in-game on a larger, mechanical scale:

  1. Menu System — The main thing on our to-do list is a fully fleshed-out main menu, character/class selection screen, and map that acts as a level selector.
  2. Gamepad Integration — YWNS comes to life as a twin-stick shooter with full controller support.
  3. Game Over Screen — Refine the Game Over screen to show how you died, the DPS of your weapon spreads, and quick start + main menu return options.
  4. NPCs — The Glutton, The Moth, Idol of Agora, and Serpents Idol will provide new interactions and build customizations in-game.
  5. Varied Rooms/Dungeon Format — The Alpha was self-contained in one location, but moving forward, we want to provide multiple spaces and challenges to players. Bottomless pits, spike traps, and more obstacles will be on the way.
  6. Rework of Enemy Spawning System — Enemies will give more notice before appearing within a given room; this appearance's telegraph will be more apparent and random.
  7. In-Game Currency System & Eco — Enemies will drop DEATH, the only thing that matters in the Forsaken Lands; not getting hit will result in a multiplier on how much DEATH you pick up. DEATH can be used in NPC interactions during a run to gain new power, to reroll item selections during the end of waves, or maybe even banish weapons or items from the Dungeon. Sacrificing your DEATH to the Two can also Revive <em class="nu" <those="" seeking="" story="" over="" score<="" em="">. Outside of levels >em class="nu">DEATH</em> carried will be weighed in our new scoring system and used for unlocking new weapons, items, cosmetics, and character classes.
  8. Refine the Ultimate Weapons System — Ultimate weapons in YWNS will be intensely powerful; in the Alpha build the one ULT was just a temporary solution. Those that played experienced that having the correct alignment meant they could absorb the bullets of their foes. Ultimates will be charged from this absorption and their power will be screen clearing in effect.
  9. Scoring System — This score will take more than your wave grades into account. DEATH gained and retained, total hits, and enemies defeated will all be weighed and combined for a final tally of your abilities.


Prepare yourself, Lost Pilgrim; a new day is coming to the Forsaken Lands, and you will need to be at your strongest to take on its challenges. Be on the lookout for our Steam Page, launching soon!

-b33f & Rollinorama

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