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Unbridled: That Horse Game News

Early Access 0.2.2.6 - Hotfix

[h3]Another small update with important bug fixes — thank you for your continued feedback![/h3]

Bug Fixes & Changes
  • Fixed an issue in the obstacle course builder where an incorrect time was saved or loaded
  • Fixed a bug in the obstacle course builder where the top pole of the E-oxer could be hidden
  • Fixed an issue where a hay pallet was not saved or displayed in the stable manager
  • Fixed an issue where some terrain textures did not load correctly and appeared "muddy"


⚠️ Known Issue: In multiplayer, your progress is currently not being saved.
This issue will be fixed in an upcoming update.


Once again, thank you for testing and reporting bugs!
If the update doesn’t appear right away, please restart Steam.

To report bugs, join our Discord Server
or post in the appropriate thread on the Steam discussion forum.

Devlog #2 for 0.3.0.0 - New Controls, Camera Movement & Dressage Plans

During the week of October 20–24, the focus was on the riding system.
We worked on a new riding control scheme, dynamic camera movement, and smoother transitions.
In addition, planning is already underway for future dressage movements to make the overall riding experience more realistic and versatile.


[h2]New Riding Controls (WIP)[/h2]
In the last devlog, we already mentioned the new riding modes that will be available in the future.
To make this expanded functionality both playable and intuitive, we are currently working on a new keyboard layout for riding.

Some key bindings will remain the same or similar, while others will be expanded or newly added to allow precise and fluid execution of future “special moves.”

Additionally, we plan to provide several standard keyboard layouts — including EN/US, DE, and FR — to ensure optimal control for international players.

[h2]Plans for Dressage[/h2]
We have already had several discussions about how we want to integrate dressage riding and its special movements into the game in the future.
These special movements are not planned for Update 0.3.0.0, but we are already laying the technical groundwork for them.

The following movements are planned, among others:
  • Piaffe
  • Leg Yield
  • Half Pass
  • Shoulder In
  • Haunches In
  • Pirouette
  • Flying Lead Changes
  • Turn on the Hindquarters
  • Turn on the Forehand


[h2]Camera Movement While Riding[/h2]
The camera movement now dynamically adapts to the horse’s motion.
When the horse moves in a gait with noticeable up-and-down motion, the camera will follow this slightly to create a more realistic riding feel and give the movement more weight and dynamism.

[h2]Refining Transitions While Riding[/h2]
This week, we mainly focused on refining all animations and fixing small issues in the transitions between riding modes and gaits.
Our goal is to make these transitions as smooth and natural as possible — without stuttering, unwanted movements, or visible inconsistencies during blending.

Since riding is a central part of the game, it remains clearly in focus and continues to receive special attention.

[h2]Replacing Purchased Assets[/h2]
Our goal is for Unbridled: That Horse Game to offer a unique and distinctive experience — which naturally includes custom-made objects within the game world.
In the past, we relied on many pre-made assets that we purchased at affordable prices.

In the future, however, we plan to gradually replace these with our own models.
For Update 0.3.0.0, the focus will be on vegetation — particularly grass, trees, and bushes.


[h2]Note[/h2]
All content is currently in WIP (Work in Progress) status and may still change before release!
As always, you can follow our progress live on our public roadmap:
[h2]>> View the public roadmap here <<[/h2]

Early Access 0.2.2.5 - Hotfix

[h3]Another small update with important bug fixes, thank you for your continued feedback![/h3]

Fixes & Changes
  • Fixed an issue causing multiple horses to spawn in multiplayer.
  • Adjusted rider seat position in Show Jumping.
  • Fixed the Horse Market: if horses fail to load at game start for any reason, predefined “default horses” will now appear to ensure functionality even if the initial generation fails.
  • Increased interaction distance for destroyable actors (trees & rocks).
⚠️ Known Issue: In multiplayer, your progress is currently not saved.
This will be fixed in an upcoming update.




Thanks again for testing and reporting! If the update doesn’t show up right away, please restart Steam.

To report bugs, join our Discord server
or post in the appropriate thread in the Steam discussion forum.

Devlog #1 for 0.3.0.0 - Riding System Overhaul & New Horse Animations

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]

Early Access 0.2.2.4 - Hotfix

[h3]Another small update with important bug fixes, thank you for your continued feedback![/h3]

Fixes & Changes
  • Fixed an issue where horses could not be teleported from the Stable Manager to the pasture or their assigned stall
  • Fixed an issue where the feed in the trough would disappear overnight
  • Fixed an issue where horses assigned to a stall would not spawn there
  • Fixed a duplication bug where horses were duplicated even though they were displayed correctly in the Horse Manager
  • Fixed an issue where interacting with the Job Board could cause the screen to go black
  • Fixed Master Volume slider
  • Fixed: Assigned status points could not be read in the German translation
  • Improved textures and foliage, overall performance and lag should be greatly improved. Feedback is very welcome!



Thanks again for testing and reporting! If the update doesn’t show up right away, please restart Steam.

To report bugs, join our Discord server
or post in the appropriate thread in the Steam discussion forum.