📰 🪐 The Ahra Prime Times – Welcome to New Order | Week 4
[h2]👋 Greetings, Survivors of Ahra Prime[/h2][p][/p][h2]Welcome to a special edition of The Ahra Prime Times, dedicated to the release of the major new update for ☵ HIRAETH—the central theme of this fourth weekly issue.[/h2][p]This moment marks a turning point: not just a technical leap, but a symbolic shift in the journey we’ve been building together. Whether you’ve been here since the earliest builds or joined recently, this update reshapes the terrain beneath your feet—literally and metaphorically.[/p][p]Let’s dive into what’s changed, what’s coming, and why this version sets the stage for everything that follows.[/p][p] [/p]
🌌 No Barriers, no Borders, Just Milestones[/h3][p]What matters most now is that HIRAETH, while still in Early Access and in need of refinement, no longer faces external, unsolvable blockers. From version 0.9.8 onward, only tasks remain—not obstacles. And I’m ready to take them on with renewed energy.[/p][p]As a single-player game designed with intention from the start, HIRAETH may encounter temporary issues, but none of the critical or unresolvable ones that plague some multiplayer titles or projects burdened by excessive production costs.[/p][p][/p][h3]🚀 DLSS 4 – Showcase and What’s Next[/h3][p]DLSS 4 is now available in-game. It’s currently a showcase version, but a more refined implementation will arrive later this week.[/p][p]📊 FPS Boost – Training Center Example:[/p]![]()
The test was, of course, performed on the same hardware—RTX 2060—with identical "Epic" settings. Technically, aside from DLSS, both versions are nearly identical.[/p][p]The FPS boost wasn’t as significant on The Nesoi Island as I initially expected. There are several reasons for this, which I may discuss separately in future issues of The Ahra Prime Times or in an upcoming DLSS-focused update.[/p][p][/p][h3]🧠 Who Benefits from DLSS?[/h3][p]DLSS 4 works on all supported GPUs, but available features depend on your card’s version. I’ll soon publish a comparison table and open dedicated forums on Discord and Steam to discuss best practices.[/p][p]
More on NVIDIA page
[/p][h3]🔴 AMD FSR – Coming Soon[/h3][p]I plan to add support for Radeon cards as soon as possible. While implementation is straightforward, testing and UI integration are tricky without Radeon hardware. Still, I’ll do everything I can to bring FSR to Hiraeth quickly.[/p][p][/p][h3]🧱 DX12 – New Minimum Requirement[/h3][p]The game’s minimum requirements have been updated from DX11 to DX12. DX11 was previously allowed, but it caused issues and negative feedback. DX12 is now mandatory—not just by Windows, but also by your GPU.[/p][p]
[/p][p]More on Hiraeth Steam Page[/p][p][dynamiclink][/dynamiclink][/p][h2]🛠️ What’s Next?[/h2][p]In the upcoming updates, expect:[/p]
☵ Paweł, author[/p]
🔔 Update 0.9.8 – New Order
[p]Yesterday marked the release of the long-awaited update 0.9.8 – New Order. It’s more than just a patch—it’s a symbolic reset. You can read the full announcement here: [/p][p][dynamiclink][/dynamiclink]Below, I’ll walk you through some key aspects and share what’s coming next.[/p][p]Shortly after the Early Access version was updated, the demo was also brought up to version 0.9.8.[/p][h3][/h3][h2]⚙️ Stability, Performance, and No More Crashes[/h2][p]The single most important reason for switching to Unreal Engine 5.6.1 was the ability to eliminate potential crashes caused by issues in previous engine versions. It also brings a general boost to game stability and performance.[/p][p]This update finally resolves long-standing problems with key features like Nanite and Lumen, as well as AI navigation—which, while sporadic, could cause major crashes in specific map areas and situations across all hardware. Other engine-level issues have also been addressed.[/p][p]This transition was never about chasing new features. While a few are available, I’ll only consider adding them once their reliability is fully confirmed. I want to emphasize: this was the deepest engine migration I’ve ever undertaken, and I’ve worked with Unreal since the early 4.xx days—and even back in 3.xx..[/p][h3]🌌 No Barriers, no Borders, Just Milestones[/h3][p]What matters most now is that HIRAETH, while still in Early Access and in need of refinement, no longer faces external, unsolvable blockers. From version 0.9.8 onward, only tasks remain—not obstacles. And I’m ready to take them on with renewed energy.[/p][p]As a single-player game designed with intention from the start, HIRAETH may encounter temporary issues, but none of the critical or unresolvable ones that plague some multiplayer titles or projects burdened by excessive production costs.[/p][p][/p][h3]🚀 DLSS 4 – Showcase and What’s Next[/h3][p]DLSS 4 is now available in-game. It’s currently a showcase version, but a more refined implementation will arrive later this week.[/p][p]📊 FPS Boost – Training Center Example:[/p]
- [p]Version 0.9.7 (internal, before / no DLSS) – 39 FPS[/p]
- [p]Version 0.9.8 (Steam, DLSS Super Performance) – 105 FPS Tested on RTX 2060, Epic settings, identical scene.[/p]
The test was, of course, performed on the same hardware—RTX 2060—with identical "Epic" settings. Technically, aside from DLSS, both versions are nearly identical.[/p][p]The FPS boost wasn’t as significant on The Nesoi Island as I initially expected. There are several reasons for this, which I may discuss separately in future issues of The Ahra Prime Times or in an upcoming DLSS-focused update.[/p][p][/p][h3]🧠 Who Benefits from DLSS?[/h3][p]DLSS 4 works on all supported GPUs, but available features depend on your card’s version. I’ll soon publish a comparison table and open dedicated forums on Discord and Steam to discuss best practices.[/p][p]
[/p][h3]🔴 AMD FSR – Coming Soon[/h3][p]I plan to add support for Radeon cards as soon as possible. While implementation is straightforward, testing and UI integration are tricky without Radeon hardware. Still, I’ll do everything I can to bring FSR to Hiraeth quickly.[/p][p][/p][h3]🧱 DX12 – New Minimum Requirement[/h3][p]The game’s minimum requirements have been updated from DX11 to DX12. DX11 was previously allowed, but it caused issues and negative feedback. DX12 is now mandatory—not just by Windows, but also by your GPU.[/p][p]
- [p]Improved player load detection[/p]
- [p]Weapon selection tweaks[/p]
- [p]Refined DLSS control panel[/p]
- [p]Anti-spam keypress fixes[/p]
- [p]Ongoing bug fixes[/p]
- [p]Custom keybindings (including gamepad)[/p]
- [p]Weapon update (possibly with a new one!)[/p]
- [p]Gamepad support Native gamepad support is planned and will be implemented soon.[/p]
- [p]Language versions The transition to a proper localization system is underway. This includes a refined English version with improved style and corrected errors. Other languages will follow based on the number of Early Access participants. First in line are German and French. Additional languages will be added in the next phase.[/p]
- [p]Importantly, I plan to introduce Steam Workshop support. Translation files will be made available there, and the expansion of language versions will depend entirely on the activity of community translators. The list of supported languages will be unlimited.[/p]
- [p]Native Linux version I’m slowly beginning work on a native Linux build. I want it to be available as soon as possible, but I can’t yet commit to a release date.[/p]
- [p]Difficulty levels Most in-game actions are already tied to difficulty settings, but currently only one level is active. Now that major issues have been resolved, I can begin adding more. I can’t give an exact timeline, but it’s coming soon—and it’s very important for both the game and myself.[/p]
- [p]Female character option I would love to add this, but for now it’s not essential to gameplay. It requires changes to animations, voice acting, and eventually character traits, which means significant development effort. It will happen, but I can’t say when.[/p]
- [p]Quests and missions Once all sandbox shortcomings are addressed, I’ll focus on adding real gameplay. You can expect the first steps toward this very soon.[/p]
- [p]Vehicle The vehicle has been ready for a long time, though it still needs some polish. It’s intended to appear on a larger map than The Nesoi Island, but it may show up there too. Most likely, it will debut on a new, smaller test level available in Early Access, where it can be tested alongside the drone (which already appeared in playtests) and other features.[/p]
- [p]New terrain The Nesoi Island is gradually taking shape—technically solid, but still undergoing visual improvements. Much more will be added, and yes, the roads still leave a lot to be desired.[/p][p]For logical reasons, I avoided working on new terrain while the game was plagued by serious issues. Now, I can return to developing Ahra Prime. I already have a few early locations, and a new area with a completely different feel may appear fairly soon—not in days, but in short months.[/p][p]Ultimately, Ahra Prime will be much larger than what’s currently available. But that’s not a problem! For comparison: I built the entire Comm Center, including code, in two days. Meanwhile, upgrading the engine version by a single step took me nearly a month. Hopefully, we won’t face that kind of delay again.[/p]
- [p]Melee combat Melee weapons may arrive with the upcoming weapon update—or definitely in the following months. From the beginning, the idea was that players would start with a simple melee weapon for self-defense, while other weapons would be found or crafted as they progress.[/p][p][/p]
Thank You & See You Soon
[p]Thank you for being here—for your patience, your feedback, your curiosity, and your presence in this evolving world. Every update, every fix, every new idea is shaped by your engagement. HIRAETH is not just a game—it’s a shared journey, and I’m honored to walk it with you.[/p][p]More updates are coming, more stories will unfold, and more terrain will open beneath your feet. Until then—stay curious, stay kind, and see you soon in Ahra Prime.[/p][p][/p][p]ːss2heartː See you in the next issue—perhaps even sooner, when the next live update is announced.[/p][p]☵ Paweł, author[/p]