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  3. Devlog #2 for Update 0.2.2.0 - Seasons, Brightness & Fertilizer Features

Devlog #2 for Update 0.2.2.0 - Seasons, Brightness & Fertilizer Features

General Brightness & Post-Processing Settings

Some players had trouble navigating in darker environments. This was due to our different settings for various weather types. We’ve now adjusted the post-processing effects for all weather conditions, both day and night. As a result, interiors and exteriors are now always bright enough to find your way around comfortably.


Seasons

In addition to the new brightness adjustments, the weather system has also been reworked: it’s no longer completely random. Instead, you’ll now experience season-typical conditions:
  • December to February: Winter
  • March to May: Spring
  • June to August: Summer
  • September to November: Autumn
Note: This is based on in-game time, not real-world time or your PC calendar.

Reminder: Your in-game calendar may reset with this update. If that happens, don’t worry — no progress will be lost. The game will simply start on March 1st.

Horse Editor UI Overhaul

The Horse Editor has received a fresh, cleaner design!
Additionally, these changes have been made:
  • A new button lets you open your screenshot folder directly
  • Camera and horse rotation are now controlled with the mouse instead of buttons


Fertilizer

Until now, processed fertilizer could only be sold — that changes now!
From now on, you can fertilize:
  • Fields
  • Raised beds
  • Trees

to boost your harvest yields.

Multiple Names for Your Horses

At the community’s request, we’ve added the ability for horses to carry two names at once.
Additionally, the UI for renaming horses in the Horse Editor and during purchase has been slightly updated.


Horse Poop Function

The poop system has been completely rebuilt. Horses will now only poop twice per day — once in the morning and once in the evening. Old piles disappear the next day (at 6:00 AM). There's now a system behind it — previously, it was random.

Sound Effects

We’ve started integrating new sound effects. Each one is carefully edited, trimmed, and acoustically optimized.
To avoid repetitive patterns, several variations of similar sounds are used.

[h2]Tack Sets – Rework[/h2]
We’re currently working on updating the Kingston, Kentucky, and L'Aquila tack sets to give them a fresher and more fitting look for Unbridled.
Here’s a preview of the Kentucky and L'Aquila sets:


Miscellaneous

As the number of functions, variables, and macros continued to grow, the code became increasingly complex. To address this, we’ve invested time in a thorough cleanup and restructuring process.
Our goal was to remove redundant elements, improve organization, and significantly increase readability and maintainability. These measures lay a more stable foundation for future development and long-term maintenance.

[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]