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Nested Lands News

Dev Diary: New Plague System, Part 2

[p]Plague as a Psychological & Biological Threat[/p][p][/p][p]We’ve completely changed how you get infected with the Plague. Now it will progress in stages, and you will have different ways of playing around it. When you first get infected, a progress bar will appear. It will serve as an indicator of your current level of infection. As it fills up, new symptoms will start to emerge: from minor cough to vomiting and a new special effect — Madness. If you get afflicted with Madness, strange things will start to happen: hallucinations, voices inside your head, and even ominous laughter, coming from seemingly nowhere… And we didn’t even mention the various side effects that might happen to you because of the potent Plague disease. [/p][p][/p][p]

The world will start to notice it too. One uncontrolled cough could alert nearby enemies while you are trying to sneak past them, vomiting will cause Plague spores to appear nearby as the bacteria grows more and more potent inside of you. And of course, your physical condition will start to deteriorate as well. But where there's danger, there’s also a thing or two to counteract it. That is where our new Counterplay system comes in. [/p][p]
[/p][p]Plague Counterplay[/p][p]So far, we have only covered the scary and grim aspects of the Plague. But humanity is a powerful force, and for ages it has learned to fight the harsh conditions of its surroundings. Just as you counter cold with warm clothes, you can also use clothes to reduce the Plague's effects on you. Many of you were asking about it, and yes, Nested Lands will have a full-on Plague Mask and Clothing costume. Think of the classic Plague doctors with strange masks and big hooded robes. [/p][p]
[/p][p][/p][p]Remember the Plague sites with Mycelium? You can contain them by building torches and campfires around them to prevent the Plague from spreading further. After all, fire is a potent cleansing power, especially in harsh Plague times. And powerful trinkets will also provide you with additional protection from the world’s dangers. Some say that you can even perform mysterious Rituals from yore, meant to lighten the Plague's decaying touch. Still, nothing is achieved without a price, so what will it be? This part, for now, will remain a mystery.[/p][p]
[/p][p]And of course, medicine. The medicinal prowess of your village will play a crucial part in the Plague counterplay. After you discover its recipe, you will be able to craft medicine yourself or with the help of your Apothecary. Or you could find it in the world through exploration, or even buy some from the mysterious trader that will visit your village from time to time. So worry not, while the threat is high, there are always ways to fight back and contain it. Humanity will prevail. Or will it? That is up to you to decide. [/p][p]
[/p][p]All of these changes combined will make for a new, much more developed and deep Plague system. It will interact with your journey on all levels of the game and become not only an obstacle, but also a source of power that you can harness and use for your own sake. We are very curious to see how you will approach the Plague and what decisions you will make. [/p][p]
[/p][p]Join our Discord to participate in the community talks and discussions with the team. Don’t forget to wishlist and follow the game on Steam to stay in touch with our updates.[/p][p]
[/p][p]Stay safe, survivors. [/p][p]
[/p]

Major Demo Update: Quality of Life, Gameplay Changes, New Balance. and More!

[p]Hello, survivors![/p][p][/p][p]A huge update for the Nested Lands Demo is now live! We’ve added a great deal of QoL features, optimisations, and many other things, which will greatly improve your life in Norovellier.[/p][p][/p][p][/p][p][/p][p]Very important: the demo was completely redone, and many quests and locations were updated, so you would need to start a new game. The new demo will also be longer, with new quests.[/p][p][/p][p]Added a brand new game mechanic - Plague Wind[/p][p]During the plague wind, the current plague spots will change and the new plague plants will appear across the land. Make sure to hide from it, so you don’t risk infection. [/p][p][/p][p]UI Changes[/p][p]We have made major UI updates across the board. All of the old UI is gone and replaced by a new, modern one. We are welcoming everyone to try it and leave us feedback for further adjustments.[/p][p][/p][p]Village and Villagers[/p][p]Greatly improved how villagers interact with each other and the player;[/p][p]Added new idle activities for villagers;[/p][p]Added new animations for villagers (eating, drinking, resting, praying, and more);[/p][p]Added new voicelines for villagers. [/p][p]We’ve made a brand new UI for village management and improved villager status icons. [/p][p][/p][p]General NPC improvements[/p][p]All NPCs will have torches in their hands at night;[/p][p]Added new voicelines for enemies; [/p][p]Added new animations for all NPCs;[/p][p]We’ve changed how raids work: enemies will raid your village from time to time, trying to kill the villagers and to steal your items. You will need to have someone on Guard Watch to defend your land;[/p][p]Added enemy patrols in several areas. [/p][p][/p][p]In general, we’ve greatly improved how NPCs behave while idle and while working, fighting or talking. There’s a lot of new animations and improvements, like the new dismemberment mechanic - with every killing blow, there’s a chance for a fatality animation of sorts. We won’t list all animation changes, as it would be a bit long and boring and it’s best to see them all in the game. [/p][p][/p][p]Day and Night Changes[/p][p]It will get cold around 11PM now;[/p][p]Night is a bit brighter than before; [/p][p]Updated the transition between day and night time, it is much smoother now.[/p][p][/p][p]Player Improvements[/p][p]Improved jump;[/p][p]Changed how stealth works: no more separate stealth bars per each enemy. Now all enemies will seek the player actively and everyone will join the battle if you are spotted;[/p][p]If you pick up all items from a chest, the loot window will close automatically now;[/p][p]Added a keyboard shortcut for “get all” button in chests;[/p][p]Bottle icons will change according to the liquid it contains. [/p][p][/p][p]Graphical Changes[/p][p]New shoreline wave animations on the beach;[/p][p]Improved rain visuals;[/p][p]Improved plague fog visuals;[/p][p]Updated the graphics for buildings.[/p][p][/p][p]There’s a lot of other important under-the-hood changes in the demo as well! It will be a brand new experience and we are inviting everyone to try the Nested Lands Demo one more time. [/p][p][/p][p]Don't forget to wishlist and follow Nested Lands![/p][p][/p][p]Enjoy the demo! [/p]

Plague System Redesign. Part 1: The Threats

[p]Greetings, survivors![/p][p]
[/p][p]The enthusiasm of your feedback about the Plague system during the Alpha has been infectious. You have inspired us to overhaul everything Plague-related — from the core design to details like Plague management and deeper mechanics. Today’s post is all about this major Plague redesign that we have devised as a symptom of your feedback. We hope to make Plague mechanics more transparent to you, our players, since the Plague will become a core part of your gameplay, as you devise new ways to fight and even interact with the Plague.[/p][p]
[/p][p]
[/p][p]We’ve identified five core pillars of the Plague:[/p][p]
[/p]
  1. [p]Plague as a Physical Force[/p]
  2. [p]Plague as a Tool and Economic Force[/p]
  3. [p]Plague as an Environmental System[/p]
  4. [p]Plague as a Psychological & Biological Threat[/p]
  5. [p]Plague Counterplay[/p]
[p]
[/p][p]Plague as a Physical Force[/p][p]Previously, the Plague was just a random and a wild force, without any real evolving “path” or understandable behavior. But now, as you venture through the world of Norovellir, you will see the Plague change with you. [/p][p][/p][p]We have defined three distinct levels of Plague growth in the world. At the very first level, you will start seeing Plague fungi and spores. These mysterious red “mushrooms” will grow on unburnt corpses and will always be accompanied by Plague Spores, shown with a red mist around them. We highly recommend keeping your distance from these, as a careless approach will only quicken the spread of Plague in the area. If left unchecked, these will evolve to the next stage — Plague Mycelium. [/p][p]
[/p][p]Plague Mycelium is a much more dangerous stage of Plague evolution. These will grow on unburnt Plague sites and will spread more spores in the area around them. If you are not thorough in your eradication efforts, they will regrow in time and resume spreading the Plague in nearby lands. A more creative approach will be required to either contain or eradicate them for good. [/p][p]

[/p][p][/p][p][/p][p]But what if you didn’t notice Mycelium growth? That’s when the Plague  ascends to the most dangerous stage of its evolution. With time, it will evolve into Plague Scabs — think of them as Plague crystals of sorts. These new formations will protect the Plague source from outside harm and form a protective shell around it. However, it also will provide you with new resources if you manage to break the shell and exterminate the fungus hiding beneath it. These resources will be crucial in your journey, which we will explain in detail below.  [/p][p]
[/p][p]Together with these three stages, there are new ways for the Plague to fight back and hinder your journey. In some areas, you will encounter Plague Roots and Plague Swamps.

The roots will slow you down and deal some damage if you step on them, so tread carefully, survivor.

Plague swamps, on the other hand, are contained areas that you will discover much later on in your journey. Navigating them will require a careful approach, but you might also find the ancient secrets that they hide. If there’s a risk, there’s a reward. [/p][p]
[/p][p]These are the new ways of interacting with the Plague that infects the world around you. It may sound tough, but worry not: you can also harness Plague powers for your own benefit now.[/p][p]
[/p][p]Plague as a Tool and Economic Force[/p][p]Every now and then, you will stumble upon Plague-Touched Relics — special items that had been in contact with the Plague for such a long time that they absorbed some of its power. The hidden power of these objects is potent, but no one really knows what it can do to you. Could they serve you as a powerful tool in your adventures? Or lead to your demise? Time will tell.[/p][p]
[/p][p]Next up are the Plague Scabs — destroying these otherworldly objects will yield Plague Ore, a powerful resource that will unlock new item-crafting options as well. And that fungus below it has a Plague nucleus inside of it, which serves as a crucial component for a very potent Plague cure. This is extremely important, since we’ve also changed the entire process of falling ill with the Plague and how it affects you and your villagers. [/p][p]
[/p][p]Plague as an Environmental System[/p][p]As the Plague evolves, it will spread to more areas around the original infection site. With time, these zones, if left unchecked, will expand and infect bigger areas of your land. It will be up to you to see how you want to interact with the Plague: either try to eradicate it as fast as possible, or let it grow for a chance of obtaining a powerful resource that will transform your journey in the lands of Norovellir. [/p][p]
[/p][p]For now, that’s all we can share about the Plague. In the second part, we will share details about how the Plague affects your body, mind, and soul, as well as the countermeasures that you can use to fight it. [/p][p]
[/p][p]Don’t forget to wishlist and follow Nested Lands so you won’t miss the second part of the story![/p][p]
[/p][p]Godspeed, survivors. [/p][p]
[/p]

Dev Diary: What changed in the Demo

[p]Hello, Survivors![/p][p]
As we open the gates into Norovellir for the Nested Lands demo, we’re thrilled to finally show you the results of our hard work, thorough community feedback, and relentless iteration.[/p][p][/p][p]This demo isn’t just a slice of the game — it’s a reflection of everything we learned during the Alpha. From smarter villagers and rebalanced combat to new professions and a proper home for your character, the world of Norovellir has grown darker, richer, and more alive.
[/p][p]Let’s take a closer look at what’s changed and what’s waiting for you in this plague-ridden world.[/p][h3]Visual Overhaul
[/h3][p]Our villagers have gotten a serious glow-up: new body models, animations, and updated clothing. We’re also introducing optional nudity to support the raw, grounded atmosphere of the game. This visual update makes NPCs feel more detailed, human, and immersive.[/p][p]We’ve also reworked major environmental elements:[/p]
  • [p]Ruined buildings and rock formations now feel more organic and weathered.[/p]
  • [p]Fire effects have been enhanced.[/p]
  • [p]Mysterious, cryptic markings have appeared on some structures… any theories?[/p]
[p]
[/p][h3]Reworked Villagers [/h3][p]
[/p][p]Village life has received one of its biggest updates yet. Managing your people now feels more natural and responsive:[/p]
  • [p]Villagers will automatically help to build new structures.[/p]
  • [p]Their default job is now Labourer, meaning they’ll gather resources and pitch in as needed.[/p]
  • [p]Social interactions are more dynamic: expect shared meals, chit-chats, and work collaboration.[/p]
  • [p]Storage has been improved: shared chests and smarter item handling now provide a smoother task flow.[/p]
  • [p]NPCs are more involved in the world; they can now trigger quests or events.[/p]
[p]
[/p][h3]Building Upgrades & Village Leveling[/h3][p]
[/p][p]We want your village to grow with you, so here’s what we’ve improved to do just that:[/p]
  • [p]Every structure has three upgrade tiers: Basic, Advanced, and Complete, each with new visuals and unlockable features (like the repair anvil in the Blacksmith’s Shop).[/p]
  • [p]The village now levels up based on your progress. For example, to reach Level 2, you have to build some key structures (like a Builder’s Hut, Carpenter, Blacksmith’s Shop, and four homes).[/p]
  • [p]Higher village levels expand your building radius and introduce village stats like Protection, Warmth, Happiness, and more.[/p]
  • [p]We’re also adding Player Homes, with a private bed and chest, because you deserve it.[/p]
[p]Decorative items are on the way, too: torches, warning signs, and other custom decorations to help bring some personality to your settlement.[/p][p]
[/p][h3]Crafting Improvements[/h3][p]
[/p][p]You asked, we delivered — crafting queues are now in the game.[/p]
  • [p]Workbenches can now queue up multiple items, no more one-at-a-time crafting.[/p]
  • [p]Every village building now has its own production queue, giving you total control.[/p]
  • [p]This change streamlines village management, giving you more time to focus on exploration, building, and story.[/p]
[h3]Plague System Changes[/h3][p]The Plague is no longer just a random threat — it's now a living, evolving force that shapes the world around you. As it spreads, it introduces new challenges and rewards, with escalating consequences based on how you respond.[/p][p]The Plague has been updated with new visuals, mechanics, and evolving effects depending on which island you're on. Now it has three stages of development, each more threatening than the last. [/p][p][/p][p]
[/p][h3]Settings[/h3][p]We’ve added a range of highly requested customizable settings to improve your experience in Nested Lands. You can now remap key bindings, adjust mouse sensitivity to your liking, and toggle motion blur on or off for smoother or crisper visuals. These options aim to give you more control and make the game feel just right for your playstyle.
[/p][p]These updates are just a glimpse of how Nested Lands is evolving: deeper systems, smarter threats, and more ways to tailor the game to you. The demo now reflects a stronger foundation for what’s to come, and we can’t wait to hear your thoughts. Your feedback helps shape the world of Norovellir, so jump in, explore, and let us know what you think.[/p][p]
[/p]

Nested Lands DEMO update 0.7.2.14 is live

[p]Dear players,

We have fixed an issue that was preventing you from finalizing the Animal Trap quest. Also, we have added some fixes for the rain optimization - it shouldn't influence your FPS that much now.

Have a great weekend![/p]