UnDUNE II - An amazing demake of the classic RTS game DUNE II, re-created in PICO-8 gets an update

I'm sure many of you remember Dune II, an all time classic RTS developed by one of the greatest developers Westwood, which was released for the Amiga, MS-DOS and a later release on the Sega Megadrive in 93. Well if you do remember it and want to relive some of that nostalgia on your Pico-8, then make sure to check out the latest v1.4 update of UnDUNE II by Liquidream; a 3 year development demake of the classic (and original) RTS game DUNE II, re-created from scratch in PICO-8.

UnDUNE II a demake of the classic (and original) RTS game DUNE II re-created from scratch in PICO-8 of which we said before, but it features all 3 Mentats, all 9 mission levels including the animated map and intro, music and sound effects remade for the PICO-8 by Gruber, all building types, all 21 unit types, all palace weapons, sandworms and terrain types, a fog of war and radar, auto-saving after each level, and amazingly not just mouse and keyboard friendly, but it spans a massive 11 Pico-8 carts. 


  • ADD: End Credits screen (also accessible from main pause menu)
  • ADD: Auto-return repaired units to battlefield
  • ADD: Made it easier to start a new game/switch house
  • (also via Title cart's "pause" menu)
  • ADD: Starport now has fluctuating pricing to order from
  • ADD: Prioritised AI attack  for buildings + periodic attacks until "discovered"
  • ADD: Hitpoints, Power and Arm stats added to build menus
  • ADD: AI will now retaliate against attack!
  • ADD: Atreides can now control Fremen (after initial target order)
  • ADD: Made it easier to start a new game/switch house
  • (via Title cart's "pause" menu)
  • CHG: Better FOW reveal shape (was square before)
  • CHG: Launcher tanks now have minimum firing range
  • CHG: Unit order feedback
  • (now deselects when tell to move - consistent with attack)
  • CHG: Unit cap now set for each faction, rather than total count
  • (+now applies to soldiers created on building destruction)
  • CHG: Build menu now matches ordering of original game
  • CHG: Increased pathfinding memory (fix broken pathfinding on LVL 9)
  • CHG: Improved sprite gfx (turrets, storage silos)
  • CHG: Credit sfx interval reduced (+build/repair speed tweaked)
  • CHG: Sonic tank + Trooper fire/missile size
  • CHG: Repair rate reduced slightly (was too fast)
  • CHG: HQ Radar now shows FOW now more accurately
  • CHG: Enemy unit/turret fire FOW reveal reduced (was too large)
  • FIX: Diff. faction level req. for some buildings (Light Factory, WOR, etc.)
  • FIX: Slabs placed under units are now lost
  • FIX: Abort attack when unit is collected by carryall
  • FIX: Build Placement now ignores flying units
  • FIX: Tech tree requirements
  • FIX: Broken turrets mid-level
  • FIX: Ordos now start with Deviators not Launchers on later missions
  • FIX: Click close menu sometimes triggered radar move
  • FIX: Crash if click build with no build menu items
  • FIX: Worms can no longer "eat" flying units
  • FIX: Now only infantry soldiers are created when buildings destroyed
  • (not troopers) + reduced count
  • FIX: Infantry/Troopers reduce too quickly from 3 down to 1
  • FIX: Harvester info now resets to 0% after unloading
  • FIX: AI able to build units on levels earlier than should be
  • FIX: "never the less" Typo on Harkonnen Mentat screen (bug in original)
  • FIX: Units sometimes spawning with 50% health
  • FIX: Sardaukar have heavy troopers, not infantry (on LVL 4)

Links :1) Website (Playable Online)

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