UnReal World

UnReal World

UnReal World is a unique low-fantasy roguelike game set in the far north during the late Iron-Age.
The world of the game is highly realistic, rich with historical atmosphere and
emphasized on survival in the harsh ancient wilderness.

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Dev. history
since 1992
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UnReal World
History of
Development history of UnReal World RPG

The very first version of UnReal World was released in 1992. Since then we've seen dozens of UrW releases and still there is no end in sight to working with the next generations of the game. Here you can find UrW development history since 1992 - and to be continued.

Yearly release pace is noted by line of hyphens ------------ representing twelve months of the year, R meaning release on the given month.
Few characteristic features, curiosities or important goals for the annual releases are listed in addition to development overview for each year.


Version 1.00b

The very first version was set in the world of Ankhyrnia, a medieval fantasy world with elves, orcs, mages, rogues, spells, magic potions and so on. Player character was member of a village built nearby caves of doom and mystic tower "where the evil looms". The plot was to enter the caves searching for three keys which will open the gates to the tower.
This multi-level dungeon exploration adventure was actually meant to be just one campaign in the world of Ankhyrnia. The game, set of game rules and details were already designed to allow complex wilderness campaigns, and the idea was not only to develope the game, but also to release external campaigns which could be loaded into this roguelike engine and world. Focus of development wasn't only in dungeons, but also in open-ended game world to explore.
But dungeon exploration roguelike it was...and being a "showcase" version, there was crazy amount of features and easter eggs from all around the game world poured into caves of doom - in somewhat tongue-in-cheek flavour.

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Unreal World 1.00b screenshots

Few features that may appear strangely familiar:
  • combat features several ways to strike: aimed attacks, thrust, slash, overhead bash
  • there are not only shops, but also vagrant traders (in the dungeons, but still)
  • God of Ankhyrnia is Ayinar, father of the earth
  • left side of the screen is world map, right side is for statistic and messages
  • some documented (but not showcased) features of the game world: tens of square kilometers of wilderness to explore, play freely or find adventures as you please, the game aims for realism over combat orientation
This ancient version is available for download from the link below.
Remember to view readme file included in the archive!

Download UrW 1.00B - full version


UrW reached its audience, fanbase grew and development continued. More sophisticated ideas about role playing and game world, and finding out that C was the coolest programming language lead to abandoning the old UrW (1.00b) which was written in Turbo Pascal. So...learn a new programming language, think things over, rewrite the game. But be quick, since there are people enjoying your work. Okay.


Versions 2.00b - 2.03


Version 2.00b was completely re-written and brought the character out from the dungeons and into the wilderness. World of the game was still medieval fantasy world, but an unnamed one. Multi-level dungeons existed but importance of travelling on wilderness map was already big part of the game. There were mountains, forests, lakes and villages here and there. Very little was told about the world itself, and there was no big plot to follow. Wilderness map and villages were predefined, but dungeons and local terrains maps randomized. From this version on UrW has been completely open-ended.

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Unreal World 2.00b screenshots

Early, but still characteristic features:
  • line-of-sight view and that ever so tricky character movement
  • four seasons - idea of modeling the nature is already there
  • completely open-ended game - there's no big plot to follow
  • two map levels, wilderness and local, and possibility to zoom in/out at will - however, local maps weren't saved
  • rudimentary stage of skill-based system with 5 weapons skills and LOCKCRAFT, FISHING, FORAGING, SWIMMING, TRACKING and PHYSICIAN to start with.
  • different weapon aspects, bleeding wounds and varying results from a single strike
  • you could play as an elf, orc, etc. but common character classes (mage, ranger, etc.) were replaced by four occupations: fisherman, hunter, legionaire or locksmith


Versions 2.04 - 2.08


World of the game was still unnamed and undescribed. There was medieval touch to it, but in mundane way. Behind the scenes it had become clear that the game takes place in ancient northern country. Predefined wilderness map and fixed villages were ruled out, and the whole world was made random. Lots of attention was payed on generating the wilderness, villages and local terrain in new and interesting way. Mushrooms, berries and other edible plants were added with their growing seasons and natural habitats taken into consideration. Selecting race (human, elf, orc, etc.) for player character was replaced by choosing one of the early cultures instead. Now it was possible to play only as human character. Multi-level dungeons, orcs, elves and various monsters still existed, but ruling out high-fantasy elements had started.

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  • whole world is randomly generated
  • player character races (human, elf, orc, etc.) were removed and replaced by early cultures: Tribal, Viking, Foresteer and Mountaineer
  • you could play only as human of certain culture, and would choose occupations like cook, hunter, fisherman or locksmith
  • magic potionts were removed
  • physical factors such as fatigue and carried load started to affect combat mechanics and skill usage
  • saunas and farms were added - bathing and purchasing domestic animals was possible
  • terrain got more detailed and started to flourish with mushrooms, berries and other edible plants


Versions 2.09 - 2.11


A year of big turning point and epochal versions. Earnestly and secretly cherished ideas about fenno-ugrian fantasy were revealed and released. High-fantasy monsters were replaced by animals, item assortment was biased towards everyday tools, villages grew smaller and less medieval - and finally, cultures were replaced with the first four cultures of Unreal World. Game encyclopedia was written to enlighten the player what the game was about; hunting, fishing, trading, wilderness survival, cultural elements, everyday life and fighting against the Njerpezit. The legend about origin of the world and how it became unreal was written - and still is the same. The game also started to turn graphical step by step.

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Screenshots from version 2.10

  • semi-graphical versions - map view was ASCII, bunch of other screens graphical
  • no more orcs, elves or trolls but foxes, bears and wolves
  • there are four cultures in the world: kaumolaiset, driikiläiset and kiesseläiset - and Njerpezit
  • hunting, fishing and other means of wilderness survival have become important
  • traps to catch animals were introduced
  • shops started to contain more everyday items and tools over weapons and armours - yes, there were shops and also monetary system
  • game encyclopedia was added


Versions 2.12 - 2.14


The game turned more graphical version by version, and finally the first completely graphical version was released. Sound effects and music were also added step by step. In addition to audiovisual overhaul, the game not only started to look and sound like an ancient, northern country - but it also started to truly feel like one. Rest of the cultures as we know them now were added. Villages and NPCs were updated to match their culture. Random world and terrain generation was completely overhauled to better represent the northern flora and fauna. Rudimentary stage of rituals and the spirit world was introduced.

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Screenshots from version 2.14
  • temperature was put in effect and winters became freezingly cold
  • pots, shovels, salt, hides, fur clothes appeared
  • HIDEWORKING-skill was introduced even though hides were only of use in trading
  • starvation was added, and so were the first cookery recipes
  • multi-level caves (now inhabitated by carnivores) still existed and were still constantly updated and improved
  • reindeers, beavers and gluttons walked the earth -- salmons, burbots and pike-perches dwelled in the waters.
  • medine men appeared in the villages to heal and to teach rituals
  • possibility to hire people to hunt and wander with you was added


Versions 2.15 - 2.20


The year of massive rewriting and fundamental additions such as crafting your own items. Many core elements were rewritten to satisfy the developer and allow the game to grow match the size of visions behind. Graphics engine was rewritten, resolution was doubled and all the screens and tiles were redrawn. Random world generator was rewritten to feature a bigger world and more detailed terrain. Local (zoomed-in) maps got overhauled too featuring one especially crucial addition: previously zoomed-in maps were forgotten upon zooming out, but now the game permanently tracked every item, creature and detail in the world for as long as the game continued.

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Screenshots from version 2.20

  • possibility to build shelters was added - and so was the rain and snow
  • crafting was introduced and [M]aking your own clubs, ropes, traps, fences, wooden stakes etc. became possible
  • hiding was introduced
  • TIMBERCRAFT-skill was introduced - wood had become one the most important materials in the world
  • black grouse, arctic fox, ermine, weasel, polecat, pine-marten and badger appeared
  • chat-options to ask for directions and trade with ordinary people, not only shopkeepers, were added. (There were still shops and money.)
  • UrW internet homepage was created


Version 2.30 and CD-ROM edition for libraries


So far UrW had been an evergrowing DOS-game having to deal with memory limitations and Windows compatibility issues. To break this barrier the game was brought from Borland compiler to Watcom DOS/4GW and the first Windows friendly (32-bit, protected mode) version was released. This was a crucial and mandatory step as now there was virtually unlimited amount of memory to access easily. There was also graphical revolution as the resolution was (once more) increased, lots of new graphics were added and general outlook of the game took a step towards its current form.
Only one public version was released as rest of the year was spent to create CD-ROM library edition of UrW: "Rautakausi Nyt" ("Iron-age Now"). This library edition was originally ordered by one finnish library, but it was eventually distributed all over the country. And now UrW, this strange and addictive northern roguelike, seemed to be not only entertaining but also culturally, historically and even educationally relevant game.

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Screenshots from version 2.30b

  • first 32-bit and Windows friendly version - DOS times were behind and access to virtually unlimited memory ahead
  • graphical revolution - general outlook of the game starts to resemble its current form
  • game-courses were added
  • skiing became possible
  • raw-leather appeared allowing more items (and clothes) to be crafted
  • "Rautakausi Nyt" (Iron-age Now) CD-ROM library edition of the game was released in Finland


Version 2.40


For the library edition CD-ROM lots of additional content was created; music, pictures, short films. This audiovisual material was now used to update graphics, music and sounds of the game - it became rough, harsh, primitive and mystical. Making UrW short films and re-enacting the game had been very inspiring. Bushcrafting and wilderness adventures in real life weren't new thing at all, but the actual programming and concrete feeling of life behind the game now became inseparable. From this version on, more and more game features have been experienced, lived or tested for real. There was new a millenium, a new era in development, and newly found urge to dive deeper and deeper into cultural roots of ancient finns - both personally and in the game.
Few unsatisfactory elements that didn't fit the setting still existed: mountain goats (very tough beasts), monetary system, shops, written works, and assortment of "civilized" items. One version was released with additions to nearly every key element of the game; new skills, new rituals, new craftable items, new recipes and so on. Then the doors of development chambers were shut and intense coding started to free the people of Unreal World from money, shops, reading, writing and abundant imported goods...

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Screenshots from version 2.40

  • first sets of truly primitive, northern and "crazy" graphics and musics
  • fur as a material appeared and making fur clothes became possible
  • berry and vegetable soups
  • wooden cups and bowls
  • map of known areas (F6) was added


Versions 2.50 - 2.60


Yet another epochal versions which were very satisfying also from the developers' point of view. NPCs became traditionally dressed and linen, nettle, woollen and birch-bark clothing appeared. The last big chances to make all the items, NPCs and cultural structure to fit into iron-age setting were accomplished. People of the unreal world now appeared pleasantly uncivilized foresters who lived of the land being watched over by the spirits of the nature. Most important and fundamental change was ruling out monetary system. Overal village architecture and building types were also overhauled, as shops and excess amount of items to purchase became less dominant. And as there was no monetary system anymore, all the game features related to self-sustainability needed to be thought over and improved accordingly. Crafting, cookery, hideworking, trapping, hunting etc. were improved to the point where the player character now could practice truly self-sustainable lifestyle - except for agriculture. An important addition to manifest living on your own was the feature to construct wooden buildings.

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Screenshots from version 2.60

  • monetary system was ruled out
  • foreign traders appeared
  • HIDEWORKING was overhauled introducing complex hide processing; tanning, curing, fur and leather
  • loop snare, small and big lever-trap were added
  • possibility to build cottages and saunas was added
  • milking animals became possible
  • many metal armours were ruled out and linen, nettle, wool, birch-bark clothes were introduced
  • buildings became fixed part of the map - previously a new map/screen was generated upon entering a building


Version 2.70


Ten years had passed since the first release of UrW. Satisfying number of major goals were accomplished and world of the game finally existed very much like it had been dreamed to exists since 1995. In some sense the goal of creating fenno-ugrian, iron-age roguelike was "accomplished" - but naturally it had become clear that the traditional lifestyle and cultural roots of our ancestors offered an endless source for inspiration, imagination and development. What next? Wilderness survival had always been very important part of the game, but now the focus turned into interaction between human beings and social relationships. Talking to NPCs was improved in many ways, NPCs got lots of stories to tell and quests to offer - and most importantly, a feature to get married was added. (This scale of level of socializing was later removed to be introduced with more detail in the future)

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Screenshots from version 2.70

  • stone-axe was added
  • smoked meat, porridge and bag of rye-flour were added
  • it was possible to get married - this feature was removed several versions later to be implemented in more detail in the future
  • NPCs were very talkative telling stories and having quests
  • learning new rituals required talking to a medicine man


no release


No release doesn't equal to no development. It just took 14 months to finish the next public release.


Version 2.80


The game was about iron-age in the far north. Living of the land, hunting, fishing, crafting and building were core elements of the game. Social life was there; getting married, interacting with other human beings and also with the supernatural. But one important source of livelihood had been missing until now: agriculture. This version was clearly focused on agriculture, utilizing crops and preserving food. Life cycle of the plants was improved, cookery recipes were improved, and AGRICULTURE-skill now allowed the character to lead more settled lifestyle.

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Screenshots from version 2.80

  • AGRICULTURE-skill was introduced; preparing the soil, planting and sowing
  • Proper life cycle of plants was introduced; from sprouting to withering, and all over again
  • Cellars were added
  • Many essential COOKERY recipes were added; for example dried meat & fish
  • Fireplaces were improved; some recipes now required heated fireplace/room and houses/saunas needed to be heated up gradually
  • Graphics were polished, new historically relevant pics were added, and "animation" of water, fire etc. was added


no release


A massive architechture/porting leap was upon the UnReal World - the biggest and most the important leap in the history of the game so far. UrW was Windows-friendly, but not a native Windows game. Graphics, sounds and user interface were all hardware dependent. To allow compatibility and portability in the future, some massive changes needed to be done. The Wonderful world of SDL-library allowed this step to be taken. Once more, the project was brought into new C/C++ compiler and notorious rewrite of graphics, sounds and user interface was proceeded.


Versions 2.90B - 2.92


During 2005 UrW was succesfully ported to SDL, brought into new development environment and system independent development was now possible. Releases and patches were put out in fast pace to replace gaps that removal of outdated parts of the game engine had left.

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Screenshots from version 2.92

  • ported to SDL - the first native Windows version
  • rudimentary mouse usage is featured
  • a whole new set of music and sounds; only few old samples survive - musics are completely fresh
  • ambient and movement sounds are featured; wind, walking, rain etc.
  • true color images start to appear replacing the long lasting legacy of 256-color VGA images
  • NPC/animal avatar redrawing starts; color variations for animals
  • archery and missile attack improvements; size & distance modifier, breakage of arrows, target awareness etc.
  • winter furs become more valuable


Versions 3.00 - 3.04


With version 3.00 started the third era of UnReal World. Many elements of the world generation were completely re-written or at least heavily improved. Everything related to landscape became bigger, better, faster and more beautiful. So became completely re-written random world generator, enchanched zoomed-in terrain generation, flora overhaul and map structure overhaul. A fundamental chance from map structure overhaul was that the world became completely seamless; it was now possible to explore the whole world on zoomed-in level. All the mushrooms, wild edible plants and berries were completely re-arranged and re-written, and a bunch of new flora appeared. The new random world generator allowed to create a map from three different regions of the world: Inland, Northern or Archipelago. Cultural areas were also generated on the map for the player to view. Almost all the screens, menus and graphics were re-organized and redrawn.

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Screenshots from version 3.04

  • seamless maps - the whole world was now possible to explore on zoomed-in level
  • lots of new graphics kept pouring in; also fallen avatars for NPCs/animals
  • trading was improved to feature offering items at will from character's inventory
  • villages were culturally improved, northern people living in kotas, different craftsmen and animal for different cultures
  • possibility for female player characters
  • new map generator; you could choose to play Inland, Northern or Archipelago map
  • zoomed-in terrain generation was enchanced; moss, rowan, alder and young trees appeared
  • lingonberry, cloudberry, northern bilberry, raspberry and many more appeared
  • fishing was improved; all the fish now had attributes for their natural environment and habitat, time of activity etc.


Versions 3.04(2) - 3.11


Major external and internal chances -- a record-breaking year in number of releases.
As new (SDL) era of UrW now allowed system and hardware independent user interface/audiovisual design and lots of effort was put into giving the game a new outlook and facelift. Almost all the menus and game-screens were renewed and made mouse sensitive. Tile-graphics engine was overhauled and majority of the tiles were re-drawn now featuring overlapping. Big crafting improvements were also made featuring more complex usage of raw materials and automatic selection of tools - of which some now were better suited for only certain tasks. A detailed "required items" dialog was also added. Crafting became far more complex, flexible and fun. NPC and animal AI improvements were started and chat-system was overhauled. NPCs now chopped down trees, maintained fire and had became aware of events in the world - also telling their news to the player character.

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Screenshots from version 3.11

  • graphics overhaul covering screens, menus and tiles
  • the two essential commands: [m]ove items & [r]epeat last action
  • variety of axes was added - broad axe, woodsman's axe, carving axe and splitting axe.
  • chat-system overhaul - getting married wasn't featured anymore, NPCs telling news about events of the world appeared
  • major improvement in crafting: complex but flexible usage of raw materials, automatic tool selection, batch crafting, tool type affecting the result etc.
  • Detailed "required items" dialog and item selection was added - an essential part of the crafting system
  • traps overhaul; disassembling, resetting, variety of lever and deadfall traps


Version 3.12b


A brave new unreal world - complete rewrite of random world and zoomed-in terrain generation. This was a monumental task and saved nothing from only recently (2 years ago) updated world & terrain generation code. The new world appeared six times larger than previously and contained the whole, seamless UnReal World peninsula. Lots of new terrain types were added and also terrain elevation. Graphics, diversity and overall generation of zoomed-in maps were also rewritten. The facts of life stayed the same, but the landscape changed immersely. This was one of the biggest core element overhauls in history of the game, and required also lots of new tile design.

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Screenshots from version 3.12b

  • terrain elevation and height curves
  • Land of the Njerpez and Njerpez villages now actually appeared in the world
  • Region names became generated in respect to surrounding terrain giving meaningful names
  • New terrain types; lichenous pine forests, cliffs, fortified villages
  • Terrain undergrowth and foundation types; moss, lichen, crag, bedrock.
  • NPCs learned to use bow and arrow
  • NPC/Animal AI was improved making them behave and react individually (to a threat for example)
  • Animal/NPCs tracks on zoomed-in maps


Versions 3.12 - 3.13-patch1


Introduction of modding capabilities. Through (once more) fundamental data structure changes it was made possible to mod plants, do-it-yourself items, build-it-yourself constructions and cookery recipes. Flora of UnReal World was also improved in many ways featuring medicinal (herbal) effects and lots of new cultivated and wild plants. Importance and details of agriculture were greatly improved as separate harvest, thresh and grind options appeared allowing more complex usage of plants. Many improvements focused on ways to better utilize plants and raw materials. A new style for modeling nutrition was introduced; the system was based on carbohydrate, protein and fat content in all the edible items. Cookery became very freeform and used ingredients determined nutritional value of the meal prepared.

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Screenshots from version 3.13

  • moddable plants, recipes, craftable items and constructions
  • variety of medicinal effects for plants
  • new plants started to pour in; Rye, Barley, Hemp, Yarrow, Nettle, Sorrel, Meadsweet, Golden rod
  • Tresh, Grind and Harvest AGRICULTURE-opions
  • container handling was improved introducing "pour" and "empty" commands
  • TRAPPING, CARPENTRY and BUILDING skills were introduced; possibility to build Kota
  • Hideworking became more complex and realistic; clean, de-hair, tan - plus an ability to repair worn out clothes
  • Carbohydrate, protein and fat content based nutrition was introduced


Versions 3.13-patch2 - 3.14b


Many recently started major development branches are being improved simultaneously. Nutrition system is expanded to affect character's feeling of hunger based on energy intake, stomach content and bodily energy reserves. Modding capabilities are improved step-by-step allowing more complex mods to be created. Script language is created to allow editing game messages. Porting the game for Linux and MacOSX was started and partially accomplished - the first unofficial ports were playable but very buggy. One big game element which hadn't been touched for a long time was combat. Now it was massively overhauled including rewritten melee and missile combat mechanics, combat messages, wound system and wound treatment.

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Screenshots from version 3.13

  • First unofficial, but awfully buggy, Linux and MacOSX versions
  • new "hunger system" based on stomach content, energy intake and body energy reserves; nutrition bar is added, hunger and thirst bars improved
  • modding possibilities grow step-by-step, editable game messages
  • combat overhaul; tactical advantage, weapon classification, counterstrike, detailed injuries for NPCs, complex and realistic missile trajectory modelling
  • re-written combat messages; vivid description of battle results
  • improved wound treatment; usage of herbs, several treatments per wound
  • flowering plants


Versions 3.14b2-3.15


Several fundamental overhauls concerning items and crafting. All the items become prone to quality tags and crafting is brought to a desired level of detail and complexity. Raw materials, tool quality/usefulness and skill mastery level now all play together in advanced manner and have an impact on produced item quality. Item prices are adjusted with the help of historical sources and NPC equipment is assessed based on wealth of their culture. Impact of skill mastery level is overhauled and starts to affect everything produced with character's skills; crafting, cooking, building and so on. Tracking gets more realistic and skill dependant. And flora of the world just keeps getting more detailed and diverse. New plant properties and medicinal effects are added, and utilizing young sprouts and roots is featured. HERBLORE skill is added to cope with the hidden world of the plants and to recognize and study their properties. Porting the game to Linux and OS X reaches stable stage.

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Screenshots from version 3.15

  • fundamental overhauls concerning impact of raw material and tool quality/usefulness
  • skill mastery level impact on produced item quality
  • quality tags for all the items
  • varying quality items for NPCs, assessment of NPC inventory is based on wealth of their culture
  • historically accurate item prices; relative to value of a squirrel hide
  • STEALTH-skill is introduced
  • HERBLORE-skill is introduced along with a hoard of new plants and medicinal effects
  • tracking improvements; animal size and ground cover determines how clear tracks it will leave - fainter tracks require more tracking skills to spot them
  • custom character creation modes and more free skill point adjustment
  • stable Linux and OS X builds


Versions 3.15-patch1 - 3.18b3


A record-breaking year in both number of releases and far reaching overhauls. Village inventory and restocking, item ownership and trading, reputation and reacting to breaches, NPC speech and communal AI - these all are redesigned or created from a scratch. Shop-like storehouses where you purchased the goods from a craftsman were removed and the new era of trading and restocking begun. Goods in each village are now owned by the whole community and you collect the items from different buildings and start trading when ready. Village restocking gets more varied, detailed and population dependant. Species specific diets, predator-prey relationship and feeding behaviour of animals is created. Gregarious animals work as a herd, following their leader. Herbivores (and omnivores) search and eat variety of plants specific to their diet. Carnivores actively search, hunt, kill and eat their prey. A countless variety of incidents can happen as wildlife gets truly alive. A new item selection dialog is designed to allow easier selection and viewing of items. UI convenience boost is also added for handling items. Overall graphics facelift is initiated by replacing grainy old portraits and backgrounds with fresh and crisp images. And living in UnReal World in general gets more hardcore as all physical activities are given individual levels of effort and the character needs to meet specific physical condition requirements to perform certain tasks.
The game became free to play donationware.

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Screenshots from version 3.18b3

  • overhauled village inventory and restocking, item ownership and trading
  • new trading system; no shops, but communally owned items which you collect and can trade for at will
  • reputation comes into play; character's actions affect to his/her reputation with village, and word gets around
  • predator-prey relationship and species specific diets
  • levels of effort and physical condition requirements for ordinary tasks
  • UI convenience boost; a new item selection dialog, item handling commands made quicker and smoother, zoomable map view
  • companion and pet improvements; tie animals to trees, command your dogs, and have your companions hunt on demand
  • marking of time; bye bye julian calendar, welcome norse pagan calendar
  • persistent archive of ancestors and fresh memorial page telling the reason of death and character summary in more detail
  • wading, fords, islets and skerries are featured
  • outlook facelift gets going with fresh and crisp character portraits and background images


Versions 3.18-beta4 - 3.20


The facelift got completed with a galore of new high-quality backgrounds, portraits and terrain type images. By the end of the year the game was also migrated to SDL 2 and foundation for future graphic updates to follow was thus laid.
But as always, development priority remained in the game content, and expanding possibilities and improving mechansims of wildlife, village life and NPC behaviour received the most attention. NPCs got a wider scope of reactions towards other people - in addition to being blunt aggressive or peaceful - and got closer to behaviour variety already in use with wild animals. Most notably, Njerpez lost their 'always aggressive' status.
True crop cycle was added and villagers started to harvest their fields, stock the products and sow the fields again in the spring. Village resources and restocking was ever improved by adding more variety to availability of everyday tools and materials.
Lots of love was given to combat means and rules. Complex weapon breakage and degrade system was created, shield holding modes were added to allow usage of shield to protect from missile attacks - and robber NPCs were introduced. Armour glossary was overhauled for the sake of historical accuracy and variety.
One very important core element adjustment concerned the creation of animal populations. Animal populations were thoroughly overhauled and checked resulting in more varied and greater number of wildlife to exist in the world - with animals natural habitats having a much greater role than ever before.
Ravens, eagle owls, goshawks and more birds now appeared - with their specific diets, nesting habits, eggs and feathers. And finally, seals were introduced.

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Screenshots from version 3.20

  • true crop cycle for villages - harvesting, stocking and sowing all the farm products
  • blunt and broadhead arrows, balanced shooting with crossbows; accuracy, easiness and reloading times
  • shield usage to protect from missile attacks
  • carcass overhaul; they rot, can be picked up and burnt - plus pausable cutting and skinning
  • weapon breakage and degrade system
  • robber NPCs were introduced
  • armour glossary overhaul; anachronistic armous removed, and new armours added
  • feathers, eggs and new birds with new behaviour - and new bird call audio samples
  • thoroughly checked, adjusted and balanced animal populations
  • migrated to SDL 2


To be continued....