
First weekly of the year. Hope you all had a great rest!
We've been optimizing AI for the past week. Since the world is getting bigger we need to optimize the AI not just in terms of quality but in terms of its execution as well. We are working to improve the AI behavior, for example, dears will likely try to form a pack to be more effective in terms of survival. Wolves will do the same, so most likely if you spot a deer, there are more somewhere nearby. As always optimize all of it, so there will be more enemies and animals around, but it will not impact the game's stability.
We've been receiving reports that some of the areas are too dark to explore, even during the daytime. We are revisiting all the levels that were reported and those that might be too dark but haven't been reported yet. Also in some of the next updates, we will grant some additional tools to explore dark areas.
Additionally, we will add interactable objects, for example, you will be able to light up the candle in the room, but be aware that the light in the house might tell your enemies where you are, or you can use it as a trap trick.




Introducing negative character traits like claustrophobia and adding visual effects for transitioning between indoor and outdoor environments.

Holiday Recap: New sound engine implemented. Level improvements ongoing. UX/UI enhancements in progress. Stay tuned for updates. Wishing you a great year ahead!

Quick update: New craft system almost finished. Transitioning to new sound engine next year. New craft items available in-game. Happy New Year! Thanks for the support. Best, Dev Team

Weekly Update: New interactive details added for scavenging. Introducing energy parameter for fatigue management. More updates next week!