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📰 🪐 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]
🔔 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]
[p]The FPS boost on The Nesoi Island wasn’t as dramatic—I'll explain why in a future issue or DLSS-focused update.[/p][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]
  • [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][/p][h3]🧹 Reports Purge – Reset[/h3][p]Due to major changes, I’ll be clearing old reports on Steam and Discord. Don’t worry—I’ve saved everything and prioritized tasks. This purge is meant to refocus on what matters now. Thanks for all your feedback—I’m looking forward to new insights![/p][p][/p][h2]📅 Delayed Changes – A New Timeline[/h2][p]Previously planned changes for September/October were postponed due to the engine update. That work is now complete, and we’re moving forward. Here's what you can expect by year’s end (and likely sooner):[/p][h3]🧰 Technical and Functional[/h3]
  • [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]
[h3]🎮 Gameplay[/h3]
  • [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]

🪐 Ahra Prime Reset — ☵ HIRAETH 0.9.8 & New Engine Foundation + DLSS Integration

🚀 Engine Migration — A New Foundation
[p]This update marks one of the most important technical shifts in Hiraeth’s development so far: the migration to Unreal Engine 5.6.1. It wasn’t just a version bump — it was a full rebuild of the game’s foundation. The process took nearly a month, due to unprecedented changes introduced in this version of Unreal Engine. Many systems had to be restructured from the ground up, and several legacy solutions no longer worked as expected. What followed was a deep, methodical reconstruction — not just of code, but of how Hiraeth breathes.[/p][p][/p][h2]🧠 Why Was This Necessary?[/h2][p]The previous engine version, while stable, had reached its limits. Memory overloads, unpredictable crashes, and performance bottlenecks were becoming harder to fix without deeper structural changes. Some issues — especially those related to memory fragmentation and garbage collection — were simply not solvable within the old framework. To move forward, and to prepare for the future of Hiraeth, I had to rebuild the game on a stronger, more scalable base.[/p][p][/p]
🔄 What Changed?
  • [p]The entire game now runs on Unreal Engine 5.6.1, with improved memory handling, better compatibility, and new rendering systems.[/p]
  • [p]Many core systems had to be rewritten or reconnected — including movement, collision, saving, inventory, and UI.[/p]
  • [p]Some features were temporarily disabled or simplified to prioritize stability and ensure the update could be released without further delay.[/p]
  • [p]The work pipeline has been restructured to better support future updates, optimizations, and content expansion.[/p]
[p]This update is not just a patch — it’s a reset. A new technical era for Hiraeth, and a new chapter for all of us.[/p][p][/p][h2]✨ What Does It Mean for You?[/h2]
  • [p]No more systemic limits — the game is now free to grow in ways that were previously impossible.[/p]
  • [p]Crash elimination — the memory-related crashes that affected various devices are now resolved. These were not fixable in game code alone and required an engine-level change.[/p]
  • [p]Faster world loading — transitions between areas are smoother, with fewer stutters and delays.[/p]
  • [p]Better FPS and future optimizations — performance is already improved, and the new engine opens doors to further tuning and enhancements.[/p]
🚀 Update 0.9.8 — Enter the New Order
[h2]Engine Migration & Core Fixes [/h2][p]A new foundation for Hiraeth begins here.[/p][p][/p][p]Contains only the most important changes for players:[/p][p][/p][h2]🔧 New Unreal Engine Version 5.6.1[/h2][p]Resolves memory overload issues occurring without clear cause, and crash events on certain devices. Confirmed fixes include for example:[/p]
  • [p]Improved garbage collection handling[/p]
  • [p]Reduced memory spikes during map transitions[/p]
  • [p]Better compatibility with older GPUs (especially integrated ones)

    [/p]
[h2]🧬 DLSS is now available in Hiraeth![/h2][p]Players with NVIDIA RTX graphics cards can now enable Deep Learning Super Sampling (DLSS) for smoother performance and sharper visuals. This marks the first experimental implementation of DLSS in Hiraeth, accessible via F10 on supported systems.[/p][h3]Please note:[/h3]
  • [p]DLSS was integrated at the last moment and is still in an early, experimental phase. Settings management and persistence are being refined.[/p]
  • [p]For now, only the options highlighted in yellow within the DLSS panel (F10) are expected to save correctly.[/p]
  • [p]By default, DLSS should auto-enable at game launch if supported and your framerate is stable — no manual tweaks required.[/p]
  • [p]Performance may vary slightly depending on your GPU and resolution. More insights will be shared in the upcoming issue of The Ahra Prime Times.[/p]
  • [p]Some options may be unavailable depending on your hardware. A dedicated DLSS panel tailored to Hiraeth is in development.[/p]
  • [p]This version of the DLSS panel operates independently from the main video settings. Be sure to check for potential conflicts, such as an active frame rate limit.[/p]
  • [p]Future updates will unify DLSS (and FSR) with the video settings menu, including live previews directly within the game view.[/p]
  • [p]Now in user settings you can choose to show or not show the current fps in the upper right corner. It's off by default.[/p]
[h3]Support for AMD Radeon cards is also on the horizon[/h3][p]With FidelityFX Super Resolution (FSR) planned for a future update.[/p][p][/p][p]The stars align, but pixels must too. 🌌[/p][p][/p][h2]🚫 No More Random Movement Blocking[/h2][p]Due to the collision-checking system introduced just before Early Access launch, players experienced movement lockups in unnatural situations. Resolved — this issue no longer occurs.[/p][p][/p][h2]🎒 Improved Inventory Load Management[/h2][p]To help you monitor your carry weight, new widgets have been added:[/p]
  • [p]In \[OPERATOR] (top-right log), a progress bar now shows your max lift capacity and current load.[/p]
  • [p]In the inventory view, each backpack now displays its individual weight limit.[/p]
[p][/p][p][/p][h3]⚠️ Overload Detection — Improved but Still Under Review[/h3][p]The system now better detects overload conditions, but further refinement is needed. This remains a key goal for upcoming updates. In rare cases, you may still become overloaded or unable to pick up items.[/p][p]Recommendation: Travel light. Keep at least 5kg, ideally 10kg, of spare capacity.[/p][p][/p][h2][/h2][h2]💾 Save/Load System Changes[/h2][p]In addition to changes in how player and world states are saved (which now require new save files), the following improvements were made:[/p][p]Save/Load Screen (F6):[/p]
  • [p]Enlarged selected slot text with yellow color and subtle shadow for better readability[/p]
  • [p]After confirming save name and pressing Enter, the screen now closes (same behavior as clicking \[Secure the Present])[/p]
  • [p]A new loading screen appears during save load, disappears once loading is complete. Includes basic save data like name, location, and player state. Also features random tips from the Esc Menu pool.[/p]
[p][/p][p]Save Restrictions:[/p]
  • [p]Saving is now only allowed while walking or swimming — disabled during jumping, falling, and other movement types.[/p]
  • [p]Not strictly blocked, but still not recommended in airlocks or other dynamic areas.[/p]
[p]Training Center Save Enabled:[/p]
  • [p]Saving is now possible in the Training Center. Still needs refinement (e.g. proper loading of already opened doors), but does not block training continuation.[/p]
[h3]⚠️ Important — New Save Files Required[/h3][p]Due to new work pipeline rules in the updated engine version, the game only works correctly with new save files. Hopefully this won’t be necessary in future updates — previous engine upgrades never required this, as far as I recall.[/p][p]To be safe: Delete old save files using the F6 screen, or manually via Explorer in the folder:[/p][p]%LOCALAPPDATA%\\Hiraeth2025\\Saved\\SaveGames[/p][p](Copy and paste into File Explorer)[/p][p]Delete all folders named after your save files. Apologies for the inconvenience.[/p][p][/p][h2]🗺️ New Load Widget for Map Start[/h2][p]Partially loaded world visible for a few frames at map start should now appear less often — or disappear faster or just issue gone.[/p][p][/p][h2]🔫 Weapon Handling Changes[/h2]
  • [p]Improved weapon selection info (left-side messages)[/p]
  • [p]HUD now correctly displays equipped status — no longer shows JAMMED for discarded weapons[/p]
  • [p]This is not an announced weapon update that will be coming soon, but necessary improvements to its handling.[/p]
[p][/p][p][/p][h2]📦 Crate Capacity Adjustments[/h2][p]Crates now have weight capacity matching their visible size. For example: Cargo Crate now holds up to 100kg (previously 10kg)[/p][p][/p][p][/p][h2]🪜 Ladders[/h2][p]Fixed issue where players could ascend infinitely in some cases. General ladder handling should now be smoother across multiple locations.[/p][p][/p][h2]📐 Blueprint Transfers from Crates[/h2][p]Previously discovered blueprints were correctly saved to your blueprint list, but those transferred from crates were not. Now they update properly.[/p][p]Note: The new engine version sometimes triggers blueprint add/remove messages at odd moments. It’s annoying during gameplay but doesn’t affect functionality. Will be addressed in upcoming updates.[/p][p][/p][h2]🔪 Kunai Knife Crafting[/h2][p]Now crafts correctly — takes approx. 8 in-game hours.[/p][p][/p][h2]⚠️ Seizure Warning[/h2][p]Now appears only once after acceptance — previously triggered on every game launch.[/p][p][/p]
🧩 Known Issues to Be Finalized Post-Engine Migration
[p]My focus during this phase was on restoring core gameplay functionality after the engine switch — a process that took much longer than expected. To avoid delaying this release even further, I’ve allowed a few issues to remain in this version. These do not directly affect gameplay or survival, but they do impact immersion and overall experience. I’ll be addressing them very soon.[/p]
  • [p]Medkit and Air Bottle Hangers — suspended items may duplicate or disappear. Fortunately, there are plenty available elsewhere.[/p]
  • [p]Sound Classes and Audio Behavior — the new engine seems to introduce changes here too. Some sound classes may scale worse than before, and audio delays can occur.[/p]
  • [p]Crates in Certain POIs — they may not appear randomly, although after the recent changes there shouldn't be a problem[/p]
  • [p]Mushrooms — currently do not spawn at all. You can survive without them… but for mushroom hunters, this is a temporary setback 😉[/p]
[p][/p][h2]🛠️ Legacy Issues from Before the Engine Migration[/h2][p]As we all know, Hiraeth still has plenty of areas that need improvement. This update allowed me to fix many critical issues — but others I can only begin addressing now. More details below.[/p][p][/p][h2]ːp2cubeː In-Game Help Update[/h2][p]The current in-game help system hasn’t been updated yet, but it runs independently from the game client and pulls data directly from the web. I plan to refresh its content within the next few days. This may coincide with the next game update, but if not, I’ll post a brief announcement here once the changes go live.[/p]

⚙️ What’s Next (Coming Soon)
[p]This groundbreaking engine update marks a major shift — not just for the game, but for me and for all of you. To dive deeper into what it means for Hiraeth and where we go from here, join me for the next Sunday edition of The Ahra Prime Times, where this topic will take center stage.[/p][p][/p]
ːss2heartː Special Thanks
[p]Thank you all for your patience during this unusually long — but absolutely necessary — pause between updates. Your continued support means the world, especially as Hiraeth evolves behind the scenes.[/p][p][/p][h2]Tested under the wings of Eagle 🦅[/h2][p]Our community tester and steadfast collaborator. Throughout the migration process, Eagle dedicated dozens of hours to testing internal builds, catching edge cases, and helping refine every layer of the update. Without his help, those hours would have fallen solely on me, and this release would have taken even longer to reach you. Thank you, my friend — your contribution is woven into every pixel of this version.[/p]

🛰️ See You Soon
[p]Catch you in The Ahra Prime Times tomorrow — and with each upcoming update.[/p][p]This unusually long break in updates was due to the scale of essential work required. We’re now returning to regular development rhythm, with fresh updates every few days. The demo version of the game will also be updated to 0.9.8 shortly.[/p][p]
Warm regards
ːss2heartː[/p][p]Paweł — creator of Hiraeth[/p]

📰 The Ahra Prime Times – Week 3

[h2]👋 Greetings, Survivors of Ahra Prime[/h2][h2][/h2][h2]☵ The Ahra Prime Times – Update Preview Edition[/h2][p]Today’s issue is a shortened one — I’ve just wrapped up work on the new game update: version 0.9.7.8, and tomorrow we’ll likely publish updage and a full announcement detailing the major changes, engine migration, and improvements.[/p][p][/p][h2]☵ The HIRAETH Update[/h2][p]The new version will first appear in Early Access, either as a standard major update or in a separate branch — your choice. A few days later, the demo will also be updated to match.[/p][p]After countless hours of testing across multiple intermediate builds, we’re proud to report that in-game crashes have been eliminated — something that was impossible on the previous engine version![/p][p]For those curious about the chaotic adventure of migrating to a new engine, you can read more on our Discord: 🔗 Migration Story[/p][p][/p][h2][/h2][h2]🏁 Training Center Speedrun Contest – Winner Announcement[/h2][p][/p][p]The undisputed champion of our latest speedrun challenge is DreXor, with a nearly unbeatable time of: 15 hours, 2 minutes, and 36 seconds 🔗 DreXor’s Steam Profile[/p][p][/p][p]Why are the seconds important? Because last week’s winner, Figurine, clocked in at: 15 hours, 2 minutes, and 59 seconds — a mere 23 seconds behind![/p][p][dynamiclink][/dynamiclink]DreXor receives a Steam key for the game and the honorary 💎 Community Trailblazer 👨🏻‍🚀 role on Discord. This isn’t a prize for winning — it’s a recognition of his ongoing contributions to the game and community. DreXor is not only a player, but a dedicated tester and real-world supporter of the project. That’s especially meaningful as Steam payouts only begin two months after launch — and as you can see, the work never stops![/p][p][/p][p]He’s also a great friend and teammate — and his result? Legendary ːp2cubeː[/p][p][/p][p]Due to the intense workload around the new engine version, there’s no new contest this week, but we hope to resume them soon.[/p][p][/p][p]Thanks for your patience — and see you tomorrow for the full update announcement! We may also release a special midweek edition of The Ahra Prime Times to dive deeper into the changes and what’s next for Hiraeth.[/p][p][/p][p]Stay strong, Paweł[/p]

📰 The Ahra Prime Times – Week 2

🗞️ The Ahra Prime Times — Weekly Edition
[p]Status: Migration to UE 5.6.1, stability in progress. Hiraeth breathes deeper.[/p][p][/p][h2]👋 Greetings, Survivors of Ahra Prime[/h2][p][/p][h2]🔧 Work on the New Engine[/h2][p]Here’s an update on the ongoing transition to the latest version of Unreal Engine. This change brings many benefits — both for players and for me as the developer.[/p][p]Crashes in officially confirmed cases have been fully eliminated by new engine version. Temporary freezes may still occur in critical situations — a major step forward, though we’re still waiting for more! My tests, along with those from other players, show improved engine optimization. You may not always notice it directly, but both rendering and world streaming have significantly improved.[/p][p]I’m also seeing many positive changes in the editor — the project compiles faster. This directly improves workflow comfort, which in turn means better development pace and quality for Hiraeth going forward.[/p][p][/p][h2]✅ What’s been achieved in the migration? What’s next?[/h2][p]As I mentioned last week (Steam Announcement), I’ve resolved the issue with HLOD building in the new engine version — a key milestone for our open-world game. This means a major stage related to rendering, its stability, and performance has been successfully completed.[/p][p]But rendering isn’t everything — especially in a game with mechanics as complex as Hiraeth. The new engine version introduces a different approach to class inheritance, requiring major changes. I’m nearly done — almost everything works again, but “almost” is the difference that’s holding back the next update.[/p][p]These changes also affect the save/load system — a core part of the game. That’s currently taking up most of my time.[/p][p]Let me add: the time required for these tasks isn’t due to the team being just one person — me. These are deep system-level tasks that would still need to be handled by one person overseeing the whole structure. A larger team wouldn’t help at this stage.[/p][p][/p][h2]🖥️ Game Requirements — Regardless of Engine Version[/h2][p]The issues discussed on certain hardware setups are rare, but they pose serious challenges for the project’s future. Solving them may take a few more days — or slightly longer — which is frustrating.[/p][p]Until now, I’ve been resolving game bugs through regular updates. I hope that rhythm returns soon so we can continue developing the game and Ahra Prime faster and further.[/p][p][/p][h3]🎮 Stable 60 FPS in 4K?[/h3][p]Many players ask why they don’t get a minimum of 60 FPS on good hardware.[/p][p]Hiraeth’s performance is comparable — or even better — than other well-known open-world games using similar technology. Average for RTX 4080 is from 30 to 65 FPS — without DLSS, which I’ll be adding soon after other issues are resolved.[/p][p][/p][p]One of our players currently achieves stable 60 FPS on high-end hardware: CPU: Ryzen 5 7600 RAM: 64 GB DDR5 GPU: Radeon 7900 XTX 24 GB[/p][p][/p][p]As for me — I can only dream of such performance on my RTX 2060. But despite having a relatively weak card by today’s standards, I experience no stability issues, and the game runs smoothly enough that I play on Epic settings.[/p][p]Confirmed issues across different hardware configurations are described here: 🔗 Steam Discussion and confirmation here.[/p][p][/p][h2]🆕 When’s the New Version Coming?[/h2][p]I hope to release new updates for Early Access and the demo in the coming days. The project has gone through several versions since the last changes, but they still need refinement. That’s why I’m releasing a test version for the demo — important for the entire project. It’s the same build — the demo just has many limitations. What works in the demo will work in Early Access.[/p][p]If you’re interested, join us on Discord — I regularly share work-in-progress builds there. Many of these versions allow for hours of gameplay, but they require preparation — like frequent downloads or deleting old saves.[/p][h3]🧰 Changes and Fixes (Not Yet Published on Steam)[/h3]
  • [p]Fixed backpack overload bug that prevented re-equipping after dropping[/p]
  • [p]Removed infinite ladder climbing exploit[/p]
  • [p]New loading screen after save/load and improved startup visuals — still needs minor polish[/p]
  • [p]New system for checking player and world state after load[/p]
  • [p]Containers like cargo crates now have realistic weight limits — 100 kg instead of 10 kg[/p]
  • [p]…and many more. Some of these changes are already in Demo version 0.9.7.5 Experimental — see below.[/p]
[p][/p][h3]🧪 Experimental Branch[/h3][p]The experimental branch announced last week has been created on Steam, but it’s currently empty and hidden. I don’t want to complicate updates — it will go live after the official stable update on the new engine is released.[/p][p][/p][h2]🧪 Demo v 0.9.7.5 Experimental — Stability Test Download[/h2][p]Who is it for?[/p]
  • [p]Players who experienced crashes during gameplay or right after launching on Nesoi Island[/p]
  • [p]Anyone curious about performance improvements from the upcoming engine migration[/p]
[p]Limitations:[/p]
  • [p]Save/load is completely disabled in this version[/p]
  • [p]Work on proper save functionality in the new engine is ongoing — it’s not part of this test[/p]
[p]Test Objective: This version is meant for short testing — to check whether Lumen or Nanite-related crashes have been resolved. Epic — the creator of Unreal Engine — seems to have fixed many previous issues in this area, and testers confirm it. But we need broader confirmation across various hardware setups.[/p][p][/p][p]Longer play sessions may expose bugs — especially painful ones due to the lack of save/load. So once again: this version is for short testing — to verify rendering changes in the new engine.[/p][p]📥 Download from Google Drive[/p][p][/p][h2]🏆 Contest Results — Ancient Figurine: Winner FLPX86[/h2][p]Last week’s contest has a winner — the only player who submitted a complete and correct answer: FLPX86 They received a Steam key for Hiraeth and a special Discord role.[/p][p]🔗 Winning submission on Discord[/p][h3]🗿 Ancient Figurine — Functions and Properties[/h3]
  • [p]When released from a container (chest, backpack), it generates enough breathable air nearby[/p]
  • [p]Enables breathing in oxygen-free environments[/p]
  • [p]Research doesn’t clearly confirm whether it truly generates air — but its effects on instruments and living organisms are verified[/p]
  • [p]Emits low-level radiation — prolonged exposure may be harmful[/p]
  • [p]Difficult to grab, yet easy to store — its nature remains mysterious[/p]
  • [p]No device has been successfully created to allow safe, mobile use — radiation halted development[/p]
  • [p]Occurrence: Ancient Figurines and similar artifacts are known but extremely rare on Ahra Prime[/p]
  • [p]Origin: Still unknown[/p]
  • [p]Use case: Useful for sleeping in caves or under open skies to conserve oxygen[/p]
  • [p]Warning: Due to negative effects, should only be used for short naps in critical situations or during stationary work outside safe zones[/p]
[p][/p][h2]🏁 New Contest — Training Center: Speed Run[/h2][p]I hope the tradition of weekly contests continues! This week’s challenge is open to all — Early Access and Demo players alike.[/p][h3]🕹️ Training Center — Speed Run[/h3][p]Rules:[/p]
  • [p]The fastest training completion time wins[/p]
  • [p]Submission deadline: Friday, September 26[/p]
  • [p]Screenshot of training completion required — post it here: #contest-submissions 🏆[/p]
  • [p]Only the core training needs to be completed — no side objectives[/p]
  • [p]You may record a video and upload it to YouTube (unlisted) — if you win, I’ll feature it in the next edition of The Ahra Prime Times[/p]
[p]Prizes:[/p]
  • [p]Steam key for Early Access[/p]
  • [p]Special Discord role[/p]
[p]My own tutorial run is just an example — much faster times are possible. It takes game knowledge and a bit of strategy. Good luck![/p][p][dynamiclink][/dynamiclink][/p]
[p][/p]
Thank You! ːss2heartː
[p]Thanks to everyone who tests, reports, supports, and plays. Ahra Prime lives because of you — and I’m doing everything I can to keep its heart beating stronger.[/p][p]See you in the next edition! — Paweł[/p][p][/p][p][/p]

📰 The Ahra Prime Times – Week 1

[p]Weekly Dispatch from the Frontier
[/p][p]Hello survivors! The first signal from the surface of Ahra Prime — welcome to the debut issue of our weekly bulletin, which will appear regularly on Steam to share development progress and stay in close contact with you, the players.[/p][p][/p]
🔔 What is this series?
[p]Starting now, I’ll be publishing The Ahra Prime Times every week — a bulletin with updates on the game’s development, plans, challenges, and behind-the-scenes insights. In addition, as before, separate Steam announcements will appear with each game update:[/p]
  • [p]Standard posts for minor fixes[/p]
  • [p]Featured posts for major updates[/p]
[p]I also share frequent updates on Discord — feel free to join if you want to stay closer to the project![/p][p][/p][h2]⚙️ Current Work: Migration to UE 5.6.1[/h2][p]A new version of Hiraeth is coming soon, built on the latest Unreal Engine 5.6.1. Why? Some modern devices were experiencing serious issues — even crashes — that couldn’t be resolved in the previous engine version (5.x) due to the technology used. Migrating to 5.6.1 is already showing promising results — early tests suggest it’s an effective solution!
[/p][h2]Stability is a top priority — this engine upgrade lays the groundwork for smoother gameplay and future improvements.[/h2][p][/p][h3]🧬 Component Inheritance Changes[/h3][p]The new engine version introduces a different approach to component inheritance. Although I’ve worked with Unreal Engine for years, this system is new, interesting, and adds extra protection against errors — but it requires significant refactoring. As shown in the video (last announcement), the migration itself was quick, but I’m now rebuilding inheritance logic across many functions. It takes time, but it’s worth it.[/p][p][/p][h3]🧪 Experimental Branch Incoming[/h3][p]This week, I’ll be launching a beta branch: Experimental — the first version of the game running on the new engine. It will be useful now and in the future for testing other changes.[/p][p]I especially want players who’ve had trouble launching The Nesoi Island to try it and see if the engine update resolves their hardware issues. While some features may be temporarily unavailable in Experimental, it’s enough for testing — and I expect it to help.[/p][p]This branch will be optional — enabling it is up to each player. You’ll be able to switch back to the previous version at any time.[/p][p][/p][h2]⏳ Update Delay[/h2][p]After releasing version 0.9.7.3, I had planned a quick follow-up fix. However, migrating to the new engine became necessary — not just for those experiencing issues, but for the future of the entire project. As a result, current updates have been delayed by a few days.[/p][p]Here’s what I had planned for this week:[/p]
  • [p]Fixes for custom key bindings, followed by controller support[/p]
  • [p]Saving progress in the Training Center[/p]
  • [p]Backpack weight checks and other improvements[/p]
[p]Unfortunately, these changes can’t be implemented in the old engine and then ported — it’s technically unfeasible. So I’m now working directly in the new version of the project.[/p][p][/p][p]At the same time, I want to apologize for the delay — maintaining regular updates is a top priority throughout Early Access, and I fully intend to keep them coming.[/p][p][/p][h2]🧠 Ahra Prime Researcher Contest[/h2][p]A lore-based contest is currently running on Discord — with a chance to win a Steam Key for Hiraeth and a special Discord role! The contest is open to all Early Access and Demo players. [/p][p]More contests with prizes are planned in the future — there are many secrets on Ahra Prime, and this is just the beginning![/p][p][/p][h2]See you next week in the next bulletin[/h2][p]— or maybe even sooner, with the release of Hiraeth on UE 5.6.1!

Thank you for being part of Hiraeth’s Early Access journey.[/p][p]
Greetings to all survivors.
Paweł – creator[/p][p][/p][p]The illustration features an item related to the ongoing contest on Discord.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]