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Concubine News

A Bigger Update Is Coming, Now Landing on February 13th

[p]Hello everyone,[/p][p][/p][p]First of all, we hope 2026 has been treating you well so far. đź–¤
After our recent polish patch, we’ve been fully back in production mode, and we want to share a quick update on what’s happening next.[/p][p][/p][p]In our last post, we mentioned that the next major update would focus heavily on combat improvements, animations, and enemy AI. We’ve already started moving in that direction, and the scope has grown into something much more foundational than a quick follow-up patch.[/p][p][/p][p]Originally, we aimed to return with a substantial update on January 23rd, but after our latest internal review, we realized we wouldn’t be able to deliver the kind of quality we want within that timeframe. The work we’re doing involves deeper systems and more structural changes, which means things can (and will) break along the way, and we need proper time not only to implement improvements, but also to stabilize and polish everything afterward.[/p][p]Because of that, we’ve decided to shift the release date to February 13th, and come back with a larger, more meaningful update, similar in scale to what we delivered before the new year.[/p][p][/p][h3]What We’ve Been Working On So Far[/h3][p]Over the past days, we’ve already made solid progress across multiple areas, especially combat feel, animation consistency, performance stability, and content prep for upcoming seasonal moments.[/p][p]On the combat and animation side, we’ve been pushing forward with a wide range of improvements: updates to jump states, weapon handling, new run hand keys for bow movement, spear light attack iterations, dual wield combat refinements, blocking improvements, and a lot of animation/retarget work to make movement and combat transitions feel more readable and responsive. We also resolved some major technical issues like root motion, fixed broken skeletons, and continued expanding weapon coverage and testing scenes to support faster iteration.[/p][p][/p][p]We’ve also been cleaning up stability issues and preventing future headaches. That includes fixing null reference errors, addressing boss aggro problems by reworking enemy class structure, improving localization pipeline reliability (including a converter bug that could affect Turkish PO files), and rolling out translation updates to keep things consistent across languages.[/p][p][/p][p]On the art and presentation side, we’ve done a large pass on texture import settings (especially UI-heavy assets), improved optimization for HDRI textures, and refined image padding/streaming settings to improve performance and consistency. We also made progress on cloth physics work, especially on Gilded Ottoman skirts, with the goal of making them behave more reliably and stop exploding during gameplay.[/p][p][/p][p]Finally, we’ve started early production and setup work for seasonal and upcoming content. This includes importing and setting up Chinese New Year base-building assets, collision setup passes for the level, fixes for third-party environment packs, and continued development of new enemy content such as Gulyabani and Mankurt which is still actively in progress.[/p][p]Some of these features and improvements are still work-in-progress, and we’ll continue iterating on them until they meet the quality bar we’re aiming for.[/p][p][/p][h3]What We’re Aiming to Finish by February 13th[/h3][p]Between now and February 13th, our focus will be on completing a full combat and AI pass while also delivering meaningful new content and seasonal additions.[/p][p][/p][p]On the content side, we’re preparing the Lunar Festival (Chinese New Year costume, decoratable base, decorations, lighting, and poses), as well as Valentine’s Day poses. We’re also working on marketing images for Steam and polishing presets and UI elements, including updated Pose Mode icons and better weapon hand pivot alignment for improved readability and consistency.[/p][p][/p][p]On the gameplay side, this next phase is where the real “big update” work happens: a deeper combat overhaul including blocking behavior (both player and enemy), rolling, ranged enemy behavior fixes, aggro/vision improvements, companion edge cases (stuck blocking, low health effects, healing logic), VFX persistence fixes, and overall enemy balancing. We’ll also be polishing existing enemy encounters and pushing toward more complete boss setup work, including the Gulyabani and Mankurt boss fights, alongside collision fixes, armor and outfit reworks, and general environment polish. In addition, we’re working on character liveliness improvements such as eye movement and blinking, to make the main character feel more alive and expressive during gameplay.[/p][p][/p][h3]Thank You 🖤[/h3][p]As always, thank you for your continued support, feedback, and reviews. Every message helps us steer the game in the right direction and we’re excited to return on February 13th with a much larger update focused on the improvements that matter most.[/p][p]See you very soon,
— The Team ⚔️[/p]

Update 0.2.1 is Live - Check Out What's New

[p]Hello Concubiners![/p][p][/p][p]We hope 2026 is treating you well! Before we go in a few weeks long silence mode for our combat system, player model & QoL improvements, we have a small update. In Update 0.2.1 we addressed the following issues:[/p][p][/p][h2]GAMEPLAY[/h2]
  • [p]Ranged combat is improved, aiming is now faster & more accurate[/p]
  • [p]Desolate Crossroads map is updated[/p]
  • [p]Basilica Cistern ambiance & water design improved, reflections fixed[/p]
  • [p]Byzantine Graveyard ambiance & lighting are improved[/p]
  • [p]Enemy names are changed across the map levels[/p]
  • [p]Bandit Hideout level is now named Fugitive Hideout[/p]
  • [p]Object targeting & interactions are improved[/p]
  • [p]Companion show / hide equipment and costume option now works correctly[/p][p][/p]
[h2]VISUALS[/h2]
  • [p]Bearded enemy models now show correctly[/p]
  • [p]Vendor dialogue camera angles & setting updated[/p]
  • [p]Some character customization menu icons are updated[/p]
[p][/p][h2]AUDIO[/h2]
  • [p]Ambient & combat theme transitions are improved[/p]
  • [p]Sound levels are changed 
    [/p]
[h2]PERFORMANCE[/h2]
  • [p]Most of UI / UX elements are updated with more performance friendly versions[/p]
[p][/p][h2]BUG FIXES[/h2]
  • [p]Fixed a bug where vendors gave items for free. Sorry but we had to![/p]
  • [p]Fixed a bug where player was stuck in run mode when opening chests[/p]
[p][/p][h2]KNOWN ISSUES[/h2]
  • [p]Some Nvidia Studio Driver versions may cause performance issues & freezes. Please make sure your drivers are up to date. Using Nvidia Game-Ready Drivers is recommended.[/p]
[p][/p][p]🙏 Thank you for your continued support, feedback, and passion! Please enjoy this update and keep sharing your thoughts with us.[/p]

A Small Update Before What’s Next

[p]Hello everyone,[/p][p]First of all we wish you all a wonderful 2026. 🖤 We hope the new year treats you well.[/p][p]After our big Holiday Update, the team took a short two-week slowdown. Not a full stop, more like a moment to breathe, play our own game, take notes, and realign our priorities for what comes next.[/p][p]This Friday, we’ll be releasing a small polish update, and we wanted to give you a quick look at what we’ve been working on. 👇[/p][p][/p][p]🛠️ This Week’s Polish Update[/p][p]This update focuses on smoothing some rough edges we identified.[/p][p][/p][p]Localization Fixes[/p]
  • [p]Fixed missing and incorrect localization entries[/p]
  • [p]Enemy names that were previously left untranslated are now properly localized[/p]
  • [p]Improved consistency and clarity across multiple languages[/p][p][/p]
[p]UI Improvements[/p]
  • [p]Performance and optimization fixes across several UI screens[/p]
  • [p]Small usability tweaks based on player feedback[/p]
[p][/p][p]World & Level Work[/p]
  • [p]Continued early work on an upcoming new level[/p]
  • [p]Internal iteration and layout adjustments are underway[/p][p][/p]
[p]Combat Improvements (Work in Progress)[/p][p]Although our main combat improvement focused sprint starts next week, we’ve already begun addressing some key issues, especially around bows.[/p][p]We’re currently improving bow targeting so that:[/p]
  • [p]Arrows no longer fly awkwardly across the screen[/p]
  • [p]Leading shots feels more intuitive and readable[/p]
[p]This is achieved by attempting to detect a nearby target and using it as a depth cue, making ranged combat feel more controlled and satisfying. More on this very soon.[/p][p][/p][p]Seasonal Preparations[/p][p]We’ve also started light preparations for:[/p]
  • [p]Valentine’s Day[/p]
  • [p]Chinese New Year[/p]
[p]Nothing to reveal just yet, but we wanted you to know these seasonal moments are very much on our radar.[/p][p][/p][p]💚 Thank You, and What’s Next[/p][p]Thanks to your support, feedback, and reviews, Concubine is currently rated Very Positive in All Reviews, and Mostly Positive in Recent Reviews on Steam. [/p][p]Please take a minute to review Concubine on Steam if you are enjoying it. Every positive review is an invaluable support for us & our games. [/p][p][/p][p]Our next goal is: With focused combat improvements over the coming month, we’re aiming to push Recent Reviews into Very Positive as well.[/p][p]If everything goes according to plan, we’ll see you again with a much more substantial update on January 23rd.[/p][p][/p][p]Until then, thank you for being part of this journey and for helping us shape the game step by step.[/p][p]See you very soon,
— The Team ⚔️[/p]

Update 0.2.0 - Hotfix-1

[p]Hello Concubiners,[/p][p][/p][p]We have released a small hotfix following our 0.2.0 Major Update to address a few issues reported by our players. This hotfix includes:[/p][p][/p][p]FIXES & IMPROVEMENTS[/p][p]• Fixed a boot clipping issue where feet were popping out of the heels[/p][p]• Resolved an issue where Companion Customization was not working properly (Still work in progress)[/p][p]• Applied additional texture optimizations[/p][p]• Various small localization fixes[/p][p][/p][p]This hotfix does not introduce new content, but focuses on stability, polish, and consistency after the major update.[/p][p][/p][p]Thank you for your continued reports and support![/p]

Concubine Now Available in 12 More Languages

[p]The world of Concubine just became bigger.[/p][p][/p][p]With our latest update, Concubine is now playable in 12 more languages, including Arabic, Chinese (Simplified), Finnish, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish and Turkish, making the Palace more welcoming than ever for guardians, assassins and adventurers from around the world.[/p][p][/p][p]From rewritten item names to refined dialogues, every language version has gone through careful revisions with the help of our amazing volunteers. [/p][p][/p][p]We would like to thank the people from our community who helped us on translations: [/p][p]MedonloHambo, dogeneral, Leiden, Gnome, Atrixsanna, Mr.Purge, Shineko Kunoichi, Thomas Phoenix, RED.POSHER, Chispita[/p][p][/p][p]Please remember this is an ongoing effort and we will constantly continue to update and improve our localized versions.[/p]