1. Chinese Frontiers
  2. News

Chinese Frontiers News

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]

Patch 1.021 is here! 🎉

Dear Builders,
[p]
We want to start by expressing our heartfelt thanks to every single one of you for your amazing support, dedication, and enthusiasm. Your passion is what drives us to keep improving the game every day. A special thank you goes out to everyone who took part in the beta testing of this patch—your feedback has been absolutely invaluable.
Thanks to the interest in the beta version, we’re expanding our beta testing platform for future patches. If you’d like to be among the first to test upcoming updates, make sure to follow us on our Discord channel: —we’ll be sharing all testing opportunities and announcements there!
[/p][hr][/hr][h3]⚖️ Gameplay Balance Improvements[/h3][h3]In this patch, we’ve made significant balance adjustments based on your feedback:[/h3]
  • [p]Iron-related crafting balance changes - Iron Parts, Metal Tools and Machines[/p]
  • [p]Refined Jade - balance cost of crafting[/p]
  • [p]Balance changes in extracting tools - hatchet and pickaxe damage in primitive and improved version are fixed[/p]
  • [p]Added some missing requirements building materials in various structures (Nine-arch Bridge, Farm)
    [/p]
[hr][/hr][h3]🛠️ Core Gameplay Fixes[/h3][h3]We’ve also made crucial improvements to game mechanics and addressed several bugs:[/h3]
  • [p]Fixed major bug which blocks village managment menu[/p]
  • [p]Quest items are now not tradeable[/p]
  • [p]Machines Kits are now not a Quest item[/p]
  • [p]Fixed bug which allow to destruct machines and some other obects by hatchet[/p]
  • [p]Fixed some minor warehouse issues: travel point position change, build collision expansion to cover for travel point, delete old travel points[/p]
  • [p]Fixed bugs in Heavenly Ladder Monument - Building Progress issue and missing materials in few ghosts[/p]
  • [p]Fixed bug which occurs when saving while building Nine-arch Bridge (objectives “Destruct wooden scaffolds”)[/p]
  • [p]Building progress should be shown after placing fundaments[/p]
  • [p]Fixed some minor farming system bugs[/p]
  • [p]Further fixes on save system and loading sequences[/p]
  • [p]Fixed broken snapping Wide and Narrow Scaffold with Ladder[/p]
[p]
[/p][hr][/hr][h3]🧭 UI & UX Improvements[/h3][h3]We’re continuing to enhance the user interface for a smoother, more intuitive experience:[/h3]
  • [p]Keyshorts durign crafting issues -[/p]
    • [p]fixed bug which blocks crafting station/menu when using keyshorts during crafting[/p]
    • [p]fixed bug which change handcraft menu with crafting station menu[/p]
  • [p]Add missing icon for artisian workshop in the village managment menu[/p]
  • [p]Add missing knowledge menu entry about Iron Bars[/p]
  • [p]Tutorials in Knowledge Menu are now scalling better[/p]
  • [p]Requirment resources in journal should now properly count items from Players inventory and caravan[/p]
  • [p]Fixed some of problems related with mouse cursor loses focus[/p]
  • [p]Fixed repeatedly appearing “new unlock” pop-up[/p]
  • [p]Only valid saves will be shown in load save menu[/p]
  • [p]Add some optional navigation in various menus[/p]
  • [p]Added version Number in Main Menu and in Pause Menu[/p]
[p][/p][hr][/hr][h3]🧾 ...And That’s Not All![/h3][p]These are just some of the most impactful changes introduced in this patch. Here’s the list of the remaining fixes we managed to include in this patch — we hope there’s something in it for everyone! 😊:

Collectible Foliage / plants

[/p]
  • [p]Desert Collectible Foliage updated and fixed - Coriander should be easier to find[/p]
  • [p]Mountain area - more bayleaf to find[/p]
  • [p]Lotus are now visible with outline[/p]
[p]Quests
[/p]
  • [p]Quest givers from later stage of the game wont have tooltip before Player could interact[/p]
  • [p]The Locust Plague, The Bandit King's Challenge, The Emperor’s Lotus Garden - fixed broken objectives[/p]
  • [p]Minor fixes in quests: The Decorative Arts, The Weaver Girl and the Cowherd, Silk Road Merchant[/p]
  • [p]Add some missing intrest point markers[/p]
  • [p]Fixed optional dialogue in Engineering II quest, which could crash the game[/p]
[p]NPC
[/p]
  • [p]Fisherman should spawn in correct position (not underground)[/p]
  • [p]Village workers can now grow dye plants[/p]
[p]Dialogue
[/p]
  • [p]Fixed empty dialogue option which crashed game[/p]
  • [p]Add missing dialogue voiceovers in Metalworking and The Negotiation quests[/p]
[p]Audio
[/p]
  • [p]Water audio effects in River area should be less intense (mainly when building nine-arch bridge)[/p]
  • [p]Added missing audio effects for some decorations - bells and gongs[/p]
  • [p]Minor fixes: jun footsteps, windmill sound fix on river, added workshop ambiences on level river, npc sounds updates[/p]
  • [p]Audio level during loading screens should be adjusted according to audio settings[/p]
  • [p]Music system should now change tracks properly[/p]
  • [p]Lesser fixes in FMOD banks and VO files[/p]
[p]3D Graphic
[/p]
  • [p]Assets at Viewpoints should now not levitate[/p]
[p][/p][hr][/hr][h3]🚀 What’s Next?[/h3][p]Our journey doesn’t stop here! We’re already working hard on several exciting patches planned over the next two months, packed with new features, improvements, and community-requested changes. Stay tuned and don’t miss out—follow us on TikTok, Instagram, Twitter, and YouTube to keep up with everything that’s coming.[/p][p]Once again, thank you all for being part of this journey. Together, we’re building something truly special, and we can’t wait to see where we go next—with you right alongside us. [/p][hr][/hr][h3]🙌 Special Thanks to Players who joined the closed beta [/h3][p]A massive thank you to the amazing members of our community who helped test this patch and provided us with critical insights and bug reports. We couldn’t have done it without you![/p][hr][/hr][h3]ːsteamthumbsupː We’d love to hear your thoughts and ideas for future patches! [/h3][p]Your feedback truly shapes the direction of the game. While we may not always reply right away, we read every message and deeply appreciate the time you take to share your suggestions. Stay in touch — your voice matters to us![/p]

Patch 1.021 Update Incoming

[p]Hey everyone![/p][p][/p][p]We wanted to share a quick update regarding the upcoming patch. Originally, the release was planned for today, but we’ve decided to push it back by a few more days – it’s now set to arrive next week.[/p][p][/p][p]Why the delay? Thanks to the amazing feedback and testing efforts from our awesome Discord community, we’ve identified a few extra fixes and improvements that we’d love to include in this patch. These additions require a bit more development time, but we strongly believe it’ll be worth the short wait for a better, smoother experience.[/p][p][/p][p]If you’re not already part of our Discord server, now’s a great time to join! It’s not just a great place to get help from fellow players, but it’s also where you can gain access to closed beta versions of the game, test upcoming features, and actively shape the game’s future with your feedback.[/p][p][/p][p]👉 Join the Discord here: Discord[/p][p][/p][p]Be sure to keep an eye on this space – we’ll post another announcement next week with more details and the exact release date of the patch. You won’t miss a thing![/p][p][/p][p]Thanks so much for your patience and ongoing support – it truly means the world to us. We can’t wait to share the improved patch with you next week. In the meantime, come hang out with us on Discord and be part of the journey![/p][p]— Solid Games Dev Team[/p]