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A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno, Playdek, and you, the fans!
A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno, Playdek, and you, the fans!
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15,824 backers pledged $660,126 to help bring this project to life.

Recent updates


Game Development Update


Dear Unsung Backers,

There has been another delay in reporting to you since our last development update, and we apologize for that. Our continued intention is to make a great game, and get Unsung Story to development completion and released to you and the gaming public. During the last few months we have had some development setbacks that are affecting our timeline and progress on the game, while also affecting what we need to do in the immediate future as a company.  

After we posted our latest development progress, we unfortunately lost a few key staff members that were part of Unsung Story development, and that has had an impact on any progress since then, as well as our product focus. We now have one internal team capable of working on a single project, and for the financial strength of the company we need to focus on a few products in the near term that have the ability to get to a retail release before Unsung Story is able to. While this is a difficult choice to make, it is one we need to do for the ongoing financial health of the company. For Unsung Story, we will explore options for outside development help, and will look to see if we are able to bring on an outside team that can assist us in furthering development. While we aren’t assured this will come to fruition, we do want to make sure that we are exploring any options at hand that can make progress on the game.    

While the development goals that were spelled out in the previous update remain intact for now, the release window of those goals is affected, and at this time we do not have an update as to what the new release window for development rollout will be. This will be affected by the ability and timing of any outside support, as well as when the single internal team is able to get back onto Unsung development, and when we do know, we will update you all. As we pursue this direction, we will refine the release timeline as soon as we are able to. With the loss of that staff, and without having any new progress to share since the last update, we felt we needed to sort through what options and directions we had available before we updated you on the current status, but again do apologize for the lack of recent updates. We will get back to you as soon as we can with any progress and status update. Thanks.  


Combat Preview


Greetings Backers,

We have put together this short video that we would like to share with you that shows some of the combat in Unsung Story in action. We have two different stages highlighted in this video, and while watching the video you will notice a few different aspects of combat we may not have talked about or shown up until this point, so please let us help explain a few things.

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Movement in Unsung Story is currently showing in a square grid, however units are able to move in 8 directions much like the directions on a compass. When your unit is able to move, all of the different squares your unit is able to move to will be highlighted, making it easy to see where you can move in order to plan out your attack.

If a unit is within melee range of an enemy unit and has the ability to attack physically with a weapon, then this option will become available at that unit's turn. All available enemies within attack range will be highlighted for an easy view, and it is important to note that different weapons will have different ranges of attack. For example, polearm users will not have to stand as close to an enemy as a sword wielder will need to.

Certain units will have the ability to switch their weapon during combats. Different skills and abilities will be tied to specific weapons, and will only become available when equipped to a unit.

Skills will also be available to certain units based off of the school they belong to. By assigning skills to both units themselves and the weapons, Unsung Story will allow players to customize their units based on what they like to play and what they might need available in their party to balance it out.

Next month we will have a more thorough video going over the specifics in combat, so if you have any questions about the combat system or would like us to talk about anything in particular in the next update, please post in the comments section here and we will do our best to answer everyone. We will also plan another AMA where you will be able to ask your questions directly to us, so stay tuned for that. Thank you everyone!



AMA with Joel up on Reddit


Greetings Backers,

The AMA thread with Joel has been posted up on Reddit. You are more than welcome to head over to the thread now and start posting up the questions you may have in regards to Unsung Story.

Joel will be on at 2:00 pm PDT / 5:00pm EDT to start answering.

Click here to go to Reddit thread

Thank you, and we will see you over there!



AMA with Joel this Wednesday


Greetings Backers, 

We wanted to let everyone know that this Wednesday Joel will participate in an AMA over on the Unsung Story subreddit. This will be your chance to ask him the questions you may have about Unsung Story development directly. 

We will be sure to post up the link to the actual thread in a small update on Wednesday, and to prepare you should create a Reddit account if you do not already have one so you can post up your questions and comments during the event. 

Date/Time: Wednesday, September 30th, at 2:00pm PDT/5:00pm EDT 

Click here to make a Reddit account

Thank you for your patience, and we hope to see you all there. 



PvP Clarification


Hey all, Joel here, and thank you for the support and understanding following the most recent update concerning the delay to the game. Though unfortunately common in this industry, delays are still none the less difficult to convey and not the ideal development situation any developer wishes to be in. What is most important though, and this goes to all KS backers, is delivering a final game at the highest quality, that is fun and compelling to play. And that is what we intend to do.

An article was run today that I believed was going to aid in clarifying the PvP aspect of our development approach, but unfortunately it set out to do the opposite. So if I may, I'm going to re-address the facts again concerning what we are doing with the PvP mode of Unsung Story, and how the single player narrative game is unchanged by this. First, here is the quote I gave for the article: 

"The PvP focus is not a sudden switch, but more importantly to the backers, it does not impact the single player campaign mode as far as content and depth. We have been focusing on developing the game play, as you can imagine, as nothing else matters if the game is not fun to play and challenging as a tactical experience. The best way to ensure that the campaigns have balanced scenarios with good A.I. is to gather play testing data from online players in head to head matches, and then polish the game with that feedback. We have utilized this method in our board game development, and it works very well. Not all players will participate, but many will choose to play online, and therefore will provide us with data of what works and what needs modifying. This does not change the single player game in anyway, but adds to its depth and polish. All of the campaign scenarios and story that were a part of the original game idea and KS are all there, and will be released. Again, this first phase merely allows us to have a method to help tune the game." 

To ensure there is clarity on this development plan as opposed to sensationalism, the facts concerning the modes for the game are as follows: 

1. The single player narrative game as outlined in the KS is intact, in every way. The world story is complete, and narrative for five episodes, including scenarios, is also complete. This entire single player experience will be rolled out to all backers. Meaning, nothing has changed to the single player game that you backed due to a PvP mode. 

2. The game has not been turned into a PvP experience, and PvP is not required to play the single player game. Again, players may play the single player game without ever having to play the PvP mode. 

3. PvP is an additional mode of game play that complements the single player game. PvP mode will also be made available for all backers, and players will be able to skirmish against the A.I. in this mode. 

4. Releasing a PvP mode first is an iterative step in development only, and will allow us to play test the game before we release a single player mode that needs to have a balanced, competitive A.I. We did not invent this development approach, as it has been used by other developers to great affect in game balancing. As stated in my quote above, it is a tuning, balancing step for us. 

5. Players who wish to join in the online PvP balancing portion may do, and those who do not can begin playing when the single player is balanced for release. 

6. The rich narrative driven single player game will be released with a strong A.I. that provides maximum replay value, via the data tuning that we will get from the PvP mode release. 

Those are the facts, and I understand they might run counter to what is being said, but the best we can do at this point is provide the actual facts to you, the backers, and get back to the development plan we are on, making the best game possible. The game that you pledged for is being made, nothing has changed that, and we will fulfill the game and rewards that you backed for, which is a great tactics RPG with a strong narrative game. 

In our update next month, we will have some in-game video to show you as well as our UI progress. Thank you all for your support and understanding, and we're looking forward to sharing the update next month.