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“THERE IS NO NIGHTMARE IN DAYBREAK. THE CITY IS ABSOLUTELY FINE. PLEASE FORGET THAT IT EVER EXISTED.”

Weird and unfortunate things are happening in the city of Daybreak. To the rest of the world, the city seems to have simply vanished, but inside, it has become a playground for mysterious beings who see humans only as hosts for their own amusement.



Alicia’s a bit strange. She still likes to wear her old baseball jersey, even though her team disbanded over a year ago. She can see otherworldly creatures that no one else seems to notice. She also has weird powers that she keeps hidden from the rest of the world. But when she receives a call for help from her niece in Daybreak, she’ll do anything to save her.

Caught up in the struggle along with Alicia are Miriam, a secretary and gun aficionado who only wants to escape the city, Lamar, an overworked middle school English teacher, and Dottie, Alicia’s niece, who has been captured for some nefarious purpose.

Explore what’s left of the ravaged city and find your way through surreal otherworldly areas that connect the broken urban shell. Encounter any other citizens who have survived and make contact with the strange entities that now inhabit this realm. Survive. Or be swallowed up by the city and forgotten forever.


  • Co-written and edited by Sooz!

  • Surreal tilesets by Roden!




  • Icons by unity and Caz!

  • Luna Engine Setup by BCj!



Controller Support: If you'd like to play this game with a controller rather than the keyboard, then press F1 while the game is running and select the "Gamepad" option. From there it should allow you to remap the controls to your controller.

I know not every controller works with RPG Maker but I've gotten both a wired XBox One controller and the wireless 8BitDo controller to work with it, just from my own experience.

Window Size: You can double the window size by pressing F6, or go fullscreen by pressing F5.

Warnings: Game contains flashing lights and swearing.

Content Warnings: *sorta-spoilers?*
Child death, sounds of babies crying, last moments of a parent, mentions of suicide, general creepy stuff

Latest Blog

NOW ON STEAM! Weird and Unfortunate RELEASE!

Click here to see Weird and Unfortunate Things Are Happening's STEAM PAGE!!!!

I finally pushed that big shiny launch button over on Steam, and now Weird and Unfortunate is up there and available to play, still for free!



I go by Sapphire Dream games over on Steam as a bit of rebranding, as I've been struggling for a while with the fact that "unity" is easily confused with the game making engine and I couldn't think of a way to remix it to sound unique.

This is my first game on Steam so I'm hoping I did everything right, but all my testing with the achievements and everything seemed to work, so fingers' crossed!

Huge thank you to everyone who wishlisted the game and promoted it on Twitter and itch and elsewhere! I really appreciate it!

Would you like to see any other of my games on Steam? I've already started tweaking Luxaren Allure for a possible Steam release, but we'll see how that goes.

Thanks again everyone!!! :DDDDDDDDDD

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There's plenty of good quality of life and accessibility reasons for it to be on Steam. Even on Steam for free, or cheap.

How many music tracks would you need to replace?
CashmereCat
Self-proclaimed Puzzle Snob
11638
But I'm honestly a little scared, too. I've always been a very private person, so any game getting big enough where I'd have to constantly manage a community around it might end up draining. Also something really blowing up and getting big would mean things might change for me, and might change how I make games? I dunno, this probably all sounds pretty silly, but I do feel a little divided.

I think that's a totally reasonable thing to conclude, not silly at all! Maybe you could release it on Steam, and then just not create a community around it? I've curated a community around RPG Maker Cola, and it is exhausting, but it's the kind of exhausting I enjoy, and I'm not a very private person at all, in fact I thrive off publicity (lol), so it doesn't affect me in that way. But it's possible to just not create something around it, and then there'd be nothing to maintain. Unless they start contacting you directly. That wouldn't be cool.

One benefit of having it on Steam is that if you make an update or a fix, it'll automatically fix everyone's copies via patching. I'm not sure if you need a script for that to retain save file data, but it's possible.

Overall, I think you're right to weigh up the pros and cons and come to a decision that benefits you. It might become bigger (it certainly won't become any smaller), and hopefully if you do choose it, it will be at a size you are okay with, and that it won't affect the core excitement and appeal of you making games.
author=unity
Tho I dunno if free games can have achievements.


They surely can!
Cap_H
DIGITAL IDENTITY CRISIS
6625
Promote Sooz to a community manager!
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
The problem with this is I get drunk on power and then pull dumb shit because I think it's funny. It's why I don't help out here :(
If you're afraid of it getting too big, I wouldn't really worry. Like, you wouldn't have to maintain a community around it. If it got too exhausting, you could just post that you were done updating the game and answering questions about it and put blinders on to that kind of thing if it gets too overwhelming. If part of you does want to turn this into a career, though, then I wouldn't prematurely end that for a fear. Jimmy's success hasn't made me change how I make games; I feel like I'm on the same trajectory as I've always been, and I only spend like 5-10 minutes a day with online stuff; the fans mostly do their own thing.
It can be easy to feel pressured to "go big" nowadays in the social media age, where a lot of people are focused on advancement, but I think it's still perfectly okay to make a thing for the sake of making a thing.

But I think the key thing about WAUTAH is that it's been very successful on its current platforms through word of mouth and serendipity. You haven't had to aggressively push the game on social media or artificially boost its popularity to get people to play it: it speaks volumes about the quality of a game when it can find its audience and spread itself passively like that. WAUTAH has already had a proven ability to manage itself and I think that would still hold true on other platforms, too.
unity
You're magical to me.
12540
That's very good to hear! That really makes me feel better! Thank you, Housekeeping! And Cash and Merlandese too, I've been on the fence about this and you all lit a fire under me :DDD

Okay! I've decided, I'll put it on Steam! :DDD I'll go ahead and keep it free, otherwise there's too much to replace. I'll look into getting help with setting up the game for Steam and getting achievements put in. This is exciting! :DDDD

author=Merlandese
How many music tracks would you need to replace?

It'd unfortunately be a lot, like even if I reused tracks it'd have to be at least like twenty. And there's a lot of creative commons sound effects too >.<;; I just never dreamed I'd sell this game back when I was making it!

author=Malandy
author=unity
Tho I dunno if free games can have achievements.
They surely can!

Yeah, I dunno why I thought otherwise XD

author=Sgt M
It can be easy to feel pressured to "go big" nowadays in the social media age, where a lot of people are focused on advancement, but I think it's still perfectly okay to make a thing for the sake of making a thing.

But I think the key thing about WAUTAH is that it's been very successful on its current platforms through word of mouth and serendipity. You haven't had to aggressively push the game on social media or artificially boost its popularity to get people to play it: it speaks volumes about the quality of a game when it can find its audience and spread itself passively like that. WAUTAH has already had a proven ability to manage itself and I think that would still hold true on other platforms, too.

Sorry, I missed your post as it came while I was tying mine, but this is a great point! :DDD I think I've been overworrying about stuff, as usual for me XD;;;
author=unity
author=Merlandese
How many music tracks would you need to replace?


It'd unfortunately be a lot, like even if I reused tracks it'd have to be at least like twenty. And there's a lot of creative commons sound effects too >.<;; I just never dreamed I'd sell this game back when I was making it!


On one hand, I would gladly pay for this game, it is without doubt worthy of a price imho. It brought me 27 hours and 32 minutes of high entertainment on my first playthrough, and it would feel good to have a way to give back and help support this and future projects.

On the other, the music as it is now is high on a long list of things I love about it (though I'm sure if it were changed, the new tracks would be just as thoughtfully chosen and placed).
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=akoniti
On one hand, I would gladly pay for this game, it is without doubt worthy of a price imho. It brought me 27 hours and 32 minutes of high entertainment on my first playthrough, and it would feel good to have a way to give back and help support this and future projects.


I'm gonna do this because uni is terrible at it:

Click here to rain big cash money on unity
author=Sooz
I'm gonna do this because uni is terrible at it:

Click here to rain big cash money on unity


Thanks Sooz! :)
author=unity
author=Merlandese
How many music tracks would you need to replace?


It'd unfortunately be a lot, like even if I reused tracks it'd have to be at least like twenty.


Only twenty!? That ain't a lot! I wonder if you could crowdsource the remaining pieces of the OST from the community. I'd pitch in a couple tracks and some SFX if needed/possible. Go panhandling!

Steam can be tricky, just DM me or Tweet at me or something if you need any help. I'm sure Housekeeping and the others can help, too. It's not as daunting as it looks.
Yeah, it took me about a day to figure everything out; mainly needed a lot of art assets. Wasn't Remnants of Isolation on Steam? I bet she's already got some experience unless she left that up to Red Nova or Sooz.

Edit: But, yeah, if you have any questions, feel free to ask!
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Remnants was I think mostly Degica doing it. And/or Red, he was the lead so he got to deal with all that stuff while the rest of us sat back and watched the big cash money roll in. In the form of like maybe a buck a month LOL.
NeverSilent
Got any Dexreth amulets?
6299
Game of the Year. Featured Game. Community favourite.

Yeah, none of that was really unexpected.

It might still be a while until I get back into the swing of things enough to dive deep into playing RPG Maker games again... but if and when I do, this game is going to be all the way on top of the list. Might be fun to stream if I get back to that eventually, too!

You've done awesome as usual, unity and team! Just wanted to get that out there.
I recall you asking me to give my thoughts on the game, but I bounced off of it about twice. I got as far as beating the parasite boss (45 mins in), idk if these demo-length impressions will be helpful but here they are anyway:


For whatever reason the story just isn't hooking me, I guess it's kinda front loaded with a lot of exposition, I can tell there's a lot of effort to cut down on that and the dialogue itself is good, but might just be my ADHD brain just not liking the way things are paced despite all that idk.

Also that the characters are just... dandy? Idk how else to describe it, the characters seem a bit too prepared for a cosmic horror invasion and there doesn't feel to be anything at stake even though there technically is one written in. I have no doubt that Alicia will find Dottie, not that the story should pivot the entire thing on that but I have nothing else to latch onto or wonder about. Maybe I didn't get far enough.

The gameplay's fine but it does feel run of the mill. The biggest compliment I can give it is that it doesn't fall into any of the pitfalls that most RPGs fall into which can ruin an entire game (usually really small annoying things). The meter(?) battles are kind of funny since that's also my go-to replacement for straight up random battles (though now that I think about it, the generated encounters themselves are random, just that the initiation of them is more player controlled. Anyway those def prevent the game from being too annoying and the weakness system prevents stale "best move spam". I've seen a lot of VX rm games do this and I certainly think this is the more polished of the bunch. However I do think flipping between 6-7 icons and the enemy icons is mostly what it boils down to and that aspect isn't too elegant.

Graphics are good themselves but I dislike the proportions, or rather the space between things. You know, typical VX stuff. I think there's just a VX bias I have that taints my opinion a bit. It's just not my preference. I do think the menu art and the UI clashes with the pixel art, as in I kind of expect a pixel art game with boopy boops to be consistent with the ui as well. But this goes into extreme nitpick territory and isn't like an actual deal breaker.

Yeah idk the game is well made/crafted, I just don't think it's my kind of game. I felt obligated to give my thoughts anyway since I wanted to give most of the top misao games a shot especially if requested.
unity
You're magical to me.
12540
Thanks very much, Darken! I appreciate you sticking with it for as long as you did, and sorry that it didn't click with you.

Thanks for your detailed thoughts, I don't really disagree with any of your conclusions, and I'll keep all of that in mind for future games :D This one was very much me trying a bunch of new stuff and not all of it worked as well as it could have. Also I can completely understand certain engines putting you off.

Thanks again :D
The sky has fallen someone didn't love a unity game o: - ps WHY DID I NOT PLAY THIS YET (after demo)
ive started playing this game! heard so many good things about it :)
Terrain made from dismembered body parts, drinking celestial saliva to heal...this should be fun. And disturbing. But I had no need to say it twice.

Also, hi. :-P