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Chinese Frontiers LiveStream Patch 2.0

[p][/p][p][/p][p]Join us for a Chinese Frontiers livestream celebrating the release of Patch 2.0!

It’s our first major update in many months, and we want to start by thanking you for your patience and support during this long stretch of silence. Over the past months, we’ve been working behind the scenes on deep structural improvements to ensure Chinese Frontiers can continue to grow in the long term.[/p][p]This update has been one of the most technically demanding milestones in the project’s history, and we’re proud to finally share it with you.[/p][p][/p][p]Patch 2.0 is a complete technical overhaul focused on performance, stability, and preparing the game for the future. Here’s what you can expect:[/p]
  • [p]Significant FPS improvements across all biomes and gameplay scenarios[/p]
  • [p]Major optimization work that reduces stuttering and improves overall fluidity[/p]
  • [p]A re-engineered core codebase to eliminate bottlenecks and improve scalability[/p]
  • [p]Numerous stability fixes and systems cleaned up, rewritten, or replaced[/p]
  • [p]Improved foundation for future content and mechanical updates[/p]
[p]This patch isn’t just an update — it’s a rebuild of the game’s internal structure to support every update that comes next.[/p]

HotFix 2.0.1

Hotfix 2.0.1

[h3]We’re rolling out Hotfix 2.0.1 to quickly address priority issues and tighten up the experience across Chinese Frontiers — but not only that! Alongside important fixes, we’re also adding a full set of Steam achievements that didn’t make it into the previous patch. Thank you for all the feedback you’ve shared so far — it’s incredibly helpful and keeps us moving fast.[/h3][h3] [/h3][h2]Changelog:[/h2][p]Steam[/p]
  • [p]Added 39 STEAM achievements.[/p]
[p]Optimization[/p]
  • [p]Reduced VRAM usage. [/p]
  • [p]Fixed various physics-related issues.[/p]
  • [p]Addressed multiple VFX and SFX problems.[/p]
  • [p]Improved item performance by disabling effects when items are not visible.[/p]
  • [p]Fixed LOD issues that occurred on medium graphics settings. [/p]
[p]Progression[/p]
  • [p]Fixed an issue where POIs could reappear after being completed.[/p]
[p]\[Quest] The Lost Inventions of Zhuge Liang[/p]
  • [p]Fixed a quest marker that did not disappear after completing the quest.[/p]
[p]Character State[/p]
  • [p]Resolved a bug that caused Max Thirst and Hunger to be incorrectly capped at 100.[/p]
  • [p]HUD survival stats now display and update correctly. [/p]
[p]Settings[/p]
  • [p]Mouse sensitivity settings now save correctly.[/p]
  • [p]Inverted mouse settings now save correctly.[/p]
  • [p]Virtual texture buffer size is now determined by the selected graphics preset.[/p]
[p]Perks[/p]
  • [p]The Cyclon of Creation perk now properly increases the return of materials when destroying structures.[/p]
[p]UI[/p]
  • [p]Added a Trader icon to the map legend for easier navigation.[/p]
[p]Controls[/p]
  • [p]Alternate actions on controllers are now fully functional, including the Hammer Menu.[/p]
[p]Village Management[/p]
  • [p]Fixed an issue where upgrading basic workshops prevented villagers from being assigned to their original workstations. [/p]
[p]Fields[/p]
  • [p]Fixed boundary poles not displaying correctly when placing fields. [/p]
[p]World Building[/p]
  • [p]Added new biome-specific insect VFX to enhance world variety.[/p]
[p]Sound[/p]
  • [p]Added new ambient sounds across all biomes for improved atmosphere. [/p]
[p]Level[/p]
  • [p]Fixed an issue that caused an invisible wall to appear in the Iron Ore Mine on the River map.[/p]
[h3]Keep sharing your feedback so we can continue improving Chinese Frontiers together![/h3]

Patch 2.0 – Major Optimization Update

[p][/p]
Chinese Frontiers – Patch 2.0: Major Optimization Update is Live!
[p][/p][p]Hello Builders, [/p][p]
Today we’re excited — and relieved — to finally bring you Patch 2.0. It’s our first major update in many months, and we want to start by thanking you for your patience and support during this long stretch of silence. Over the past months, we’ve been working behind the scenes on deep structural improvements to ensure Chinese Frontiers can continue to grow in the long term.[/p][p]This update has been one of the most technically demanding milestones in the project’s history, and we’re proud to finally share it with you.[/p][p] [/p][h2]What’s New in Patch 2.0[/h2][p]Patch 2.0 is a complete technical overhaul focused on performance, stability, and preparing the game
for the future.
Here’s what you can expect:[/p]
  • [p]Significant FPS improvements across all biomes and gameplay scenarios[/p]
  • [p]Major optimization work that reduces stuttering and improves overall fluidity[/p]
  • [p]A re-engineered core codebase to eliminate bottlenecks and improve scalability[/p]
  • [p]Numerous stability fixes and systems cleaned up, rewritten, or replaced[/p]
  • [p]Improved foundation for future content and mechanical updates[/p]
[p]This patch isn’t just an update — it’s a rebuild of the game’s internal structure to support every update that comes next.[/p][p] [/p][h3]New Save System[/h3][p]One of the biggest changes in Patch 2.0 is the introduction of our new save system, fully redesigned from the ground up.[/p][p]Save System is:[/p]
  • [p]More stable and reliable[/p]
  • [p]Much faster in loading and saving[/p]
  • [p]Compatible with all future updates, preventing save issues going forward[/p]
[p]We had to change many fundamental systems. Patch 2.0 introduces a new save system, but it isn’t compatible with existing Save Files yet — which brings us to the next part.
[/p][h3]Future Update 2.1 – Save Converter Coming Soon[/h3][p]YOUR GAME PROGRESS IS VERY IMPORTANT TO US

And because of these deep changes, your old saves can’t be loaded in Patch 2.0. But don’t worry — we’re nearly done with Update 2.1, which will include the Save Converter to migrate old save files into the new system. It’s very close to release, so stay tuned![/p][p] [/p][h3]But what if you… Want to Keep Playing the Patch 1.021 Version?[/h3][p]For players who prefer to continue their journey on the legacy version of the game, we’ve prepared
a dedicated Steam branch:[/p][p]➡️ “1.021 - Legacy Save System”[/p][p]To access this branch, it’s available in Steam if you right click on Chinese Frontiers -> Properties -> Betas -> select "1.021 - Legacy Save System" branch in the Beta Participation dropdown. You may need to restart Steam to get it to appear.[/p][p]This allows you to continue playing your old saves without moving to Patch 2.0. [/p][p][/p][h3]THANK YOU, BUILDERS![/h3][p]This patch is only the beginning of a new chapter for Chinese Frontiers. Your feedback, patience,
and continued belief in the project kept us going through a very challenging development phase.[/p][p]We’re back — and we’re committed to delivering updates more frequently from now on.
Thank you for being part of this journey.[/p][p] [/p][h2]Full Patch 2.0 Changelog below:[/h2][p]NEW FEATURES AND QUALITY OF LIFE[/p]
  • [p]TECHNICAL[/p]
    • [p]Updated project to Unreal Engine 5.5[/p]
    • [p]DirectX 12 is now the default rendering mode (improved GPU performance)[/p]
    • [p]Added Frame Limiter, set to 60 FPS by default[/p]
  • [p]QUALITY OF LIFE[/p]
    • [p]Added the ability to check how many materials you still need to finish a building at any point during construction - MOST OF YOU requested this feature, so now tackling the monuments of Chinese Frontiers should be even more fun.[/p]
    • [p]Loading a game after Game Over now spawns the player at the nearest Travel Point - no more unnecessary backtracking; you can jump straight back into the action.[/p]
    • [p]Improved player controls[/p]
    • [p]Traders are now displayed on the Map - find the best deals, trade away, and maybe even haggle like a pro.[/p]
    • [p]Refreshed Compass system (with new detection logic for traders and quest givers) - you can now spot them just by wandering around without opening menus. Let yourself be swept into another adventure![/p]
      • [p]Traders and quest givers are now visible on the compass when entering their detection range[/p]
  • [p]SAVE SYSTEM[/p]
    • [p]Complete Save System rework[/p]
      • [p]Added Quick Save (F5) - helps you save some time [/p]
      • [p]Added save thumbnails (screenshot preview) - now you can spot your save at
        a glance and avoid that “wait, which one was I at?” moment.
        [/p]
      • [p]Save files now display the game version[/p]
      • [p]Fixed loading issues by reading all saves directly from the savegames folder[/p]
      • [p]Added Empty Slot placeholder[/p]
      • [p]Save names now include: active quest, date, and location[/p]
      • [p]Save type now displayed (Autosave, Manual Save, etc.)[/p]
      • [p]Saves are now sorted correctly by date (newest first)[/p]
[p]UPDATED AND IMPROVED MECHANICS AND SYSTEMS[/p]
  • [p]GAMEPLAY/BUILDING[/p]
    • [p]Polished building placement system - now you can build more freely and let your imagination run wild (your masterpiece awaits!).[/p]
      • [p]Increased maximum distance between player and placed building (can now place structures farther from the camera)[/p]
      • [p]Buildings now snap to terrain slope - no more wrestling with the map.[/p]
      • [p]Buildings can be placed on steeper inclines[/p]
      • [p]Building foundations now display along with the object (ghost effect with fading material)[/p]
  • [p]POIs - POINTS OF INTEREST[/p]
    • [p]POIs located on different map levels are now visible on the Map - no more missing hidden spots, even if they’re on the other side of the continent![/p]
    • [p]POI behavior now properly synchronized with Quests[/p]
    • [p]Fixed missing POIs in various quests[/p]
    • [p]Improved POIs cosmetics[/p]
  • [p]PERFORMANCE[/p]
    • [p]General graphical optimization – smoother visuals and better performance[/p]
      • [p]Greatly reduced overall RAM and VRAM usage for improved performance.[/p]
      • [p]Improved perfomance of NPCs logic and rendering[/p]
      • [p]Adjusted render distance of objects based on proximity; hidden objects out of player view[/p]
      • [p]Optimized grass asset (shadows, rendering distance, density)[/p]
      • [p]Optimized rendering for background foliage[/p]
      • [p]Implemented RVT for landscape materials on the River level for better performance[/p]
      • [p]Improved Level Streaming and zone loading logic[/p]
      • [p]Optimized shadow performance[/p]
      • [p]Converted some static meshes to instances for better performance[/p]
    • [p]Trees inside Jun’s garden can now be cut down - except for the special pink trees of course[/p]
  • [p]UI[/p]
    • [p]Reworked HUD. Reduced visual intensity and improved readability - dive fully into the world without distractions.[/p]
    • [p]Improved Journal Notes - now shows resources from both your Inventory and Caravan - so you’ll know exactly if you’re ready to tackle any challenge.[/p]
    • [p]Improved default keybinds for switching Tabs in menus[/p]
    • [p]Added animated gradient backgrounds to HUD elements[/p]
  • [p]QUESTS[/p]
    • [p]Fixed Quest tracking system (POIs)[/p]
    • [p]Rebalanced progression and stability across multiple Quests[/p]
  • [p]PLAYER[/p]
    • [p]Reworked player attribute system (Health, Stamina, Nourishment, Thirst)[/p]
    • [p]Fixed incorrect attribute values after fainting and loading the game.[/p]
  • [p]ASSETS & LEVEL DESIGN[/p]
    • [p]Reworked building foundations – updated base visuals[/p]
    • [p]Improved LODs for multiple assets[/p]
      • [p]Updated scaffoldings[/p]
  • [p]TUTORIALS[/p]
    • [p]Tutorials are now coupled with currently tracked Quest[/p]
[p]PLAYER REQUESTED FIXES AND FEATURES[/p]
  • [p]QUESTS[/p]
    • [p]Fixed issues blocking progression of Main and Side Quests - now you can fully enjoy the adventure without any interruptions or hiccups.[/p]
    • [p]Main Quests:[/p]
      • [p]The Cornerstone - quest now completes properly[/p]
      • [p]Flames by the Hearth - now correctly registers planting at Mei’s farm[/p]
    • [p]Side Quests:[/p]
      • [p]Mastering the Flame - fixed broken fishing rod preventing progress[/p]
      • [p]The Golden Carp - fixed issues with the Fisherman[/p]
      • [p]The Weaver Girl and the Cowherd - fixed issues with actors[/p]
      • [p]The Silk Weaver - quest can now be completed[/p]
      • [p]Ghosts of the Fallen - quest can now be completed[/p]
  • [p]VILLAGE MANAGEMENT[/p]
    • [p]MAJOR CHANGE: Village management and production costs have been fully rebalanced.[/p]
      • [p]the production cost system has been reworked - it’s now possible to build and maintain a self-sufficient village without breaking a sweat.[/p]
  • [p]NPCs[/p]
    • [p]Fixed loading/unloading of animals based on distance[/p]
    • [p]Improved NPC navigation and movement[/p]
    • [p]Invisible NPCs now properly unload from memory[/p]
  • [p]BUGs[/p]
    • [p]Fixed interaction issues with underwater items[/p]
    • [p]Fixed animal interaction problems[/p]
    • [p]Fixed lantern duplication after loading saves[/p]
    • [p]Fixed loading screen crashes caused by missing player actions[/p]
    • [p]Fixed bug where an animal model wouldn’t appear after being picked up[/p]
    • [p]Fixed incorrect camera movements during NPC dialogues[/p]
    • [p]Fixed compass issues after player death[/p]
    • [p]Village Chest Container now always contains resources at the start of a new game[/p]
    • [p]Fixed UI issues in the Skill Tree[/p]
    • [p]Fixed multiple Map and Compass issues[/p]
    • [p]Fixed disappearing tooltip when adding materials to crafting stations[/p]
    • [p]Fixed farmland showing “missing materials” despite having them[/p]
    • [p]Improved tooltip behavior (no flickering or stacking)[/p]
    • [p]Fixed PostProcess effects - Hunger and Thirst indicators now display correctly[/p]
    • [p]Improved Inventory handling (split function, “select one item”, input optimization, reduced delays)[/p]
  • [p]SETTINGS[/p]
    • [p]Fixed display mode and resolution switching system[/p]
  • [p]LANDSCAPE[/p]
    • [p]Desert Level: fixed holes in the landscape near the canyon[/p]
    • [p]River Level: fixed level boundaries causing players to fall out of the map[/p]
  • [p]GRAPHICS[/p]
    • [p]Fixed distance field shadows for vegetation - correct shadow rendering at all distances[/p]

STEAM AUTUMN SALE

Hello, builders!
[p]Build at your own pace, plan like a strategist, and unwind after a long day — now for less during the Steam Autumn Sale. Many of you play in the evenings and on weekends, and Chinese Frontiers is designed for those focused, relaxing sessions where time just slips by.[/p][p]
[/p][h2]Why jump in now:[/h2]
  • [p]Plan like a strategist: gather resources, process materials into advanced goods, and build efficiently — smart logistics make long-term planning pay off.[/p]
  • [p]Create your calm: screenshot-worthy villages, cozy evenings of slow building, and a relaxing pace with no pressure.[/p]
  • [p]Evening-friendly sessions: perfect for 1–2-hour wind-downs that turn into “just one more…” marathons — sit down for an hour and before you know it, you’re still building. Includes 50+ hours of core playtime, plus extra content for completionists.[/p]
  • [p]History with heart: a distinctive building system grounded in traditional Chinese architecture — inspired by real pagodas, temples, bridges, and sections of the Great Wall — authentic yet approachable for modern city-builders.[/p]
[p][/p][h2]
On sale now — stay in the loop
[/h2][p]Grab the discount during the Steam Sale. Still deciding? Wishlist & Follow to catch future promos and updates.[/p][h2]
Join the community
[/h2][p]Share screenshots, layouts, and tips in Steam Discussions and on Discord. Builders love seeing great designs — and we love featuring them.[/p][p][/p][h3]
See you on the frontier — enjoy the discount and happy building!
[/h3][p]

[/p][p][/p][p][/p][p]
[/p]

DEV UPDATE

[h2]TL;DR[/h2]
  • [p]We’ve restructured to deliver content faster, and fix bugs more effectively.[/p]
  • [p]We’re working on Patch 1.022.[/p]
  • [p]New features coming soon.[/p]
[p][/p][h2]What happened?[/h2][p]In recent weeks we rebuilt the team and our production process. In practice, this means:[/p]
  • [p]smaller, specialized strike teams;[/p]
  • [p]a new QA pipeline (more regression tests, pre-release checklists);[/p]
  • [p]cleaned-up branching and code reviews—easier merging of large changes with hotfixes;[/p]
  • [p]a tidy backlog: priority on critical bugs and must-have quality-of-life.[/p]
[p]All of this has one goal: faster, safer releases and a more predictable cadence.[/p][p][/p][h2]Why did communication suffer?[/h2][p]During the organizational changes we were migrating and rebuilding our tools, which reduced the number of public updates. We didn’t want to throw out dates we couldn’t keep, so we didn’t reply to every message. We apologize for not answering emails and DMs, and for unclear information about patches. From now on, we’re returning to regular updates and prioritizing transparent communication.[/p][p][/p][h2]Next patch: 1.022[/h2][p]We are currently working hard on a new patch that will fix some of the bugs.
We’ll publish full patch notes on release day in #announcements (and in Steam News).[/p][p][/p][h2]What’s next—new features “later this year”[/h2]
  • [p]for builders and strategists—deeper economy and supply chains, planning options;[/p]
  • [p]for creators of aesthetic settlements—new building tools and greater freedom in placing objects;[/p]
  • [p]for fans of slow gaming and narrative—smoother gameplay for greater immersion.[/p]
[p][/p][h2]Your role[/h2][p]What helps us most are repro steps (steps to reproduce) + a save + a short recording of the issue. Also share screenshots of your settlements—we’re happy to feature community creations on our socials.[/p][p][/p][p]Thank you for sticking with us through the cleanup. This restructuring is here so Chinese Frontiers can develop faster and more stably—so every evening session is a pleasure, not a fight with bugs.[/p][p]
— The Chinese Frontiers Team
[/p][p][/p][p][/p][p]
[/p]