During the week of October 13th to 19th, we focused on revising the riding system as well as animations.
Our goal was to make the riding movement feel more realistic and fluid while improving the transitions between animations. Additionally, we acquired new software and hardware to speed up our workflows.[h2]Audio Editing[/h2]
In the future, we’ll be adding more sound effects for interactions, environments, and general ambient sounds.
For this purpose, we purchased new software that makes editing fades, trimming, and adjusting sound tracks significantly easier and faster, especially when creating sound cues.
Pitching and adjusting volume levels will also be much easier for us in the future, allowing us to create more precise and dynamic sound effects.
[h2]Image & GIF Editing[/h2]
In addition to the new audio editing software, we also acquired another tool that allows us to quickly capture, mark, and highlight in-game content, such as images from the index.
This ensures more efficient communication within the team and allows us to document and discuss specific areas or issues in a more targeted way.
[h2]New Hardware[/h2]
We have upgraded some of our hardware, this was especially necessary for the 3D and animation areas, as our previous equipment had become somewhat outdated.
The old hardware caused stuttering and performance drops in the software we use, which made work more difficult and caused delays.
With the new hardware, we can now work more stably and much more efficiently.
[h2]New Horse Model[/h2]
[h3]New Coat Details and Colors[/h3]
In the future, we will completely redraw all coat colors to match our new horse model.
We’re placing particular emphasis on realistic color gradients and genetic accuracy.
In our team meetings, we’ve spent a lot of time studying real genetic principles to ensure that color inheritance in the game works authentically and logically.
Players can look forward to more variations, more realistic colors, and a deeper breeding system.

[h2]Movement & New Animations[/h2]
We’ve started creating the first animations for our new horse model (work in progress) and have already implemented them in the engine. The new animations feature root motion, which provides more realistic power in movement and gives a greater sense of weight, after all, a horse is not lightweight.
[h2]Reversing & Turning[/h2]
With the new horse and the riding system overhaul, we also fulfilled a community (and team) request: moving backward with the horse.
The horse can now move straight backward from a halt or turn left or right while doing so.
This will certainly help players in tight or tricky areas.

[h2]Terrain Adaptation[/h2]
To prevent the horse from floating when standing on slopes, we’ve now implemented terrain-based tilt adaptation.
The slope not only affects the horse’s angle but also its speed, meaning the horse will move faster downhill and slower uphill.

[h2]Riding Modes[/h2]
To integrate different equestrian disciplines into the game, we have now added unique modes for different riding styles. The three styles, English, Dressage, and Western, can be taught to your horses and improved over time. This feature will be part of the planned skill system overhaul.
While riding, it will be possible (once unlocked) to switch between riding styles at any time, regardless of speed or gait.In the following GIFs, you can see the transitions between English (or neutral) and Dressage gaits.
English Walk & Dressage Walk
English Trot & Dressage Trot
English Canter & Dressage Canter[h2]Note[/h2]
All content is currently in
WIP (Work in Progress) status and may change before release!
As always, you can follow our progress live on our public roadmap: [h2]
>> View public roadmap here <<[/h2]