Today's another Unstoppable Update; this time from Unstoppable Developer Bryan “Duckie” Lue. There have been some questions about Campaign Mode for this game since it's so new, and I'm personally very excited to learn more about it. But first—
THE WOODEN TOKEN SAMPLES ARRIVED! Take a look at these!
Especially side by side with the original pieces, you can see what an upgrade it is! We're so excited to get these into your hands and onto your game tables.
I'm now even MORE excited to read this update, so take it away, Duckie!
Duckie here with a brief rundown of Campaign Mode! I’m a developer for Dungeon Crawler Carl: Unstoppable, and I’m really excited to share with you what we’ve been cooking.
Campaign Mode allows for players to play through the floors, collecting XP from defeating bosses and completing achievements and quests. After completing a floor, a small reward will be given to help players later on. Then, players can exchange XP for bonuses that carry over from floor to floor, leveling up your crawler from floor to floor. We’ve also included a pad of handy Campaign sheets to help record all the progress.
We knew that the Dungeon Crawler Carl fans would want to play through all the floors in consecutive order as Carl and Donut, while still having a sense of meta-progression, just like in the books. It felt like a theme break for players to always start from zero each game, since Crawlers don’t lose any gains when going down the stairs. For the Unstoppable fans, we felt that we could expand on replayability from the original Unstoppable in a number of ways, and Campaign Mode was one of them.
To make Campaign mode work, we had to strike a careful balance between giving players significant enough bonuses to warrant collecting XP, while not disrupting the core gameplay loop of Unstoppable. Those of you who may be keen-eyed may notice that we have made a slight adjustment to the way achievements are presented, compared to what has been shown in the media copy. Achievements are now Floor specific and located on the Floor mats.
Arcade Mode and Campaign Mode also have different difficulty scalings, to account for the different expected power levels of each player. Arcade Mode starts players off with a Race and Class, while Campaign Mode players don’t get a Race and Class until Floor 3, as is canon. Those that are Unstoppable veterans that felt that Expert mode might be too easy, we’ve also snuck in a fourth difficulty – Unbeatable. This one is spicy. Unbeatable difficulty still uses the Expert track, but throws in an additional wrinkle; when you level up to Level 3 or higher, immediately advance the danger track. So if you’re feeling like putting on some Big Boi Boxers, have a go at it.
Putting together Campaign Mode took a significant amount of effort, but it was completely worth it. We can’t wait for you to get the game in your hands, so you can go out there and kill, kill, kill!
Thanks, Duckie! And thank YOU crawlers. Make sure you come back tomorrow for the Big Update from Jeff Hays himself!