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Category: Unearthed


Unearthed Update: Patch Notes v1.0

Hey everybody! I’m going to try a slightly different approach for my Unearthed updates starting today. I’m getting to the point where I’m making pretty continuous (albeit slow) progress on the game, so I thought it’d be neat to list off “patch notes” every week to showcase updates. These notes are all being applied to an alpha build of the game, however, so don’t expect a demo anytime soon.


Patch Notes: March 29th

  • Enabled EB++ patch, adding hundreds (thousands?) of new flags into the ROM.
  • Gave Mitchell Mend technique. Mend manifests at alpha, beta, and gamma levels, and heals status ailments.
  • Set ISAAC’s main combat ability to Disrupt. Disrupt has a chance of preventing an enemy from using special attacks.
  • Edited psi_ability_table.yml to include all of Mitchell’s and ISAAC’s techniques.
  • Edited psi_name_table.yml to include all of Mitchell’s and ISAAC’s techniques.
  • Created a framework file for technique descriptions. (e.g. “Fire bursts from your fingertips, dealing 150 damage.”)
  • Started creating a framework file for ability text. (e.g. “The Starman edged closer!”)

General Notes

I’ve been trying to dedicated 10-15 hours a week working on Unearthed, and the results have been good thus far. My main objective right now is to complete everything to do with abilities, items, and enemies. This is turning out to be a lot more work than I thought it would be.

By next week, I’m hoping to have some key frameworks in place that will allow me to compile a proper build. I’ll keep you all posted!


Unearthed Update: March Progress Report

Hey everyone, just a quick update since it has been a while.


Progress has been slow (almost non-existent) over the last couple of months. I’ve been wrapped up in some convention planning, a couple major life changes, and a particularly pernicious night course. However, my schedule will be opening up quite a bit over the next month or so, so I should be able to get back on track with things shortly.

My first goal? Finish up enemy abilities, ability text (pain in da butt), and item definitions. After that I’ll be trudging through enemy listings for a while, which is pretty easy but time consuming.

If people want to help out with the game, I’m still interested in adding some original music to Unearthed. I will also be entering the text-editing/event flagging portion of the project sometime this summer, so if you are a particularly dedicated volunteer I could use some help with that too.

Thanks for all your support with the project thus far, and I look forward to continuing work on Unearthed.


Unearthed Almanac: Boding Sea

Unearthed Almanac will run once weekly until I finish up some of the more boring aspects of game development (item lists, back-end coding, etc…). Enjoy!


The Boding Sea is a massive underground ocean, and the unlikely home of a mysterious race of bird men. Although helpful, the bird men speak in stilted sentences and have archaic traditions. Travelers must tread carefully as one poorly placed step can plunge you into the deep and frigid waters of the sea.


Local Flora

  • Cadmus Buds: Foul tasting buds that grow on small shrubs found throughout the underworld. Raises a single character’s offense greatly for a single battle.

Local Fauna

Wired Eel

An aquatic, conducting menace; long and slimy.

  • Used an Electrical Shock Attack (electrical damage, multiple targets)
  • Recharged (nothing)

Caustic Creeper
A large, animated, poisonous flower.

  • Bash (physical damage, single target)
  • Coils Around Target (solidification, single target)
  • Edged Closer (nothing)
  • Thrust With a Poisonous Stinger (poison, single target)

Undiscerning Crab
A blind crab that frequents the shallows of the Boding Sea.

  • Disrupted Your Equilibrium (variety of effects, single target)
  • Bash (physical damage, single target)
  • Be On Guard (defends)

Fish Face
Emotive, yet idiotic, ichthyoid.

  • Short Circuits (electrical damage, single target)
  • Bash (physical, single target)
  • Coils Around Target (solidification, single target)

Eye Spy
A small, floating robotic eyeball.

  • Analyzes Subject (nothing)
  • Vented a burst of steam (fire damage, single target)

Unearthed Update: Bits and Pieces

Sorry for the lack of Unearthed progress updates lately. Work has been slow, and I’ve been mired in a lot of convention-planning work for Gryphcon. Regardless, I’ve got a few bits and pieces to share with you all.

First off, Messianic has put together some new window dressings for Unearthed. The HP counter is still in progress, but you can see one of the new metallic themed window borders at the top of the screen.


Some other, rapid-fire information:

  • Multi-use items are currently being researched. I’m looking to have about half a dozen unique items that count down from 5 charges.
  • Some abilities have been re-skinned to match new developments. Specifically, I’ve changed some of Mitchell’s innate powers.
  • Bust-Up now works. Well, it should! I need to do some more battle testing.

That’s all for now! I may be a little slow with the updates until  after March 1st, but I’ll try to keep a steady stream of information coming until then.


Unearthed Almanac: Scrapyard

Unearthed Almanac will run once weekly until I finish up some of the more boring aspects of game development (item lists, back-end coding, etc…). Enjoy!


The Scrapyard is a large cavern that serves as one of the first major “dungeon-crawls” in the game. Futuristic technology sprawls broken and unattended across the area, creating a natural maze of rubble and rusty machinery. Strange creatures – both animal and mechanical – menace those who dare pass.


Local Flora

The rusted metal and sticky goop that coats the floor of this cavern prevents any natural plant life from growing.

Local Fauna

Pack Rat

A small rodent that dwells within broken technology.

  • Biting Attack (physical damage, single target)
  • Cowers (nothing)
  • Steal (steal item, single target)

Dust Bunny
An odd sub-species of rabbit, saturated in foul substances.

  • Bash (physical damage, single target)
  • Be Wobbly (nothing)
  • Shook Up A Dust Cloud (crying, multiple targets)

Busted Sentry
Dilapidated sentry, akin to a flying saucer.

  • Fire a Beam (physical damage, single target)
  • Launch a Warning Flare (crying, multiple targets)
  • Lose a Gear and Bolts (nothing)
  • Raise an Elemental Barrier (elemental protection, self)

Shameless Plug
A bold, animated extension cord.

  • Short Circuits (electrical damage, single target)
  • Bash (physical, single target)
  • Coils Around Target (solidification, single target)

Smoldering Toastite
An ill-manner, sentient toaster.

  • Fanned Its Flames (fire damage, row of targets)
  • Toast Toss (physical damage, single target)
  • Lose a Gear and Bolts (nothing)
  • Apply a Repair Kit (healing, self only)

Derelict Interloper
An intimidating – albeit decrepit – mechanical menace.

  • Detects Hostile Life-forms (nothing)
  • Loses a Gear and Bolts (nothing)
  • Fired a Beam (physical damage, single target)
  • Bash (physical damage, single target)
  • Vented a Burst of Steam (fire damage, single row)
  • Apply a Repair Kit (healing, self only)



Unearthed Almanac: Sanctuaries

Unearthed Almanac will run once weekly until I finish up some of the more boring aspects of game development (item lists, back-end coding, etc…). Enjoy!


Sanctuaries are strange, unusually peaceful areas that can be found along commonly traveled routes in the Underworld. They are a welcome sight for weary travelers, offering a quiet and safe place to rest and tend to their wounds. Strange subterranean trees grow in these caverns, with small baubles of light clinging to their branches and filling the room with an eerie glow.


Local Flora

  • Sanctuary Tree: A welcome sight in the Underworld, this out-of-place plant gives off an eerie glow. Resting atop the roots of this tree is said to be good for the body and the soul.
    Heals HP and TP; just like a good night’s rest.

Local Fauna


Helpful critters, Frogs take great joy in listening to the stories of travelers and dispensing advice about nearby areas.


Although not permanent residents of the Sanctuaries, the Underworld’s moles set up small shops there help out passing travelers (and make a bit of money too!).