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🔧 Hotfix for Yesterday’s Update 0.9.8.1

🔧 Hotfix for Yesterday’s Update
[h2]A small patch addressing keybinding and UI issues:[/h2]
  • [p]Interaction & Equip keys now display correctly when using custom bindings — the system was reading them properly but showing default keys.[/p]
  • [p]Lockpicking now respects player-assigned keys for rotation, including arrow keys (previously intercepted by the engine’s UI navigation).[/p]
    • [p]Fixed duplicate widget instances that could completely block interaction.[/p]
    • [p]For now, exiting is only possible via the Exit button — Escape key support is coming soon, with proper custom binding handling.[/p]
  • [p]Custom key support is nearly complete! Wider testing is underway, and controller support is on the horizon.[/p]
  • [p]Additional fixes are in progress.[/p]
[p]Thanks for your feedback and patience — more improvements coming soon![/p]

🛠 ☵ HIRAETH Update 0.9.8.1 — Video Settings, Crafting Fixes & Weight Logic

[h3]A fresh wave of improvements has arrived! This patch focuses on visual settings, smoother world loading, crafting stability, and smarter inventory logic. Demo version will be updated to 0.9.8.1 soon.[/h3]
Here's what's new:
[p][/p][h2]🎥 Video Settings Overhaul (WIP)[/h2]
  • [p]New unified widget for all video settings, now accessible in-game with live preview and FPS display.[/p]
  • [p]Default key for graphics settings changed to F8 (previously DSLL was under F10).[/p]
  • [p]Simplified NVIDIA DSLL control and integration with standard settings.[/p]
  • [p]DSLL settings are now saved persistently.[/p]
  • [p]If DSLL is available, it runs silently in the background by default.[/p]
  • [p]First-time setup lets you choose your preferred configuration.[/p]
  • [p]In-game guidance now includes recommendations and bottleneck explanations — worth exploring![/p]
  • [p]⚠️ Note: Video settings are still work-in-progress.[/p]
[p][/p][h2]🌍 World Loading Improvements[/h2]
  • [p]Reduced micro-freezes during world streaming, especially on Nesoi, even for decent GPUs with lower VRAM.[/p]
  • [p]⚠️ If you experience freezes while exploring Nesoi, please report them on Discord with:[/p]
    • [p]Location of the freeze[/p]
    • [p]Your GPU VRAM and system RAM[/p]
    • [p]This helps us resolve it effectively — on my older rig (12GB VRAM, 32GB RAM), the issue doesn’t occur at all.[/p]
[p][/p][h2]🔫 Weapon Handling[/h2]
  • [p]ADS (right mouse button) no longer shows info if no weapon is equipped.[/p]
  • [p]Fixed ADS activation after loading a save when the weapon isn’t in hand — previously caused camera glitches.[/p]
[p][/p][h2]🧪 Crafting Fixes[/h2]
  • [p]Items used during crafting are now properly removed.[/p]
  • [p]Skill level updates instantly when using BASIC, even from the crafting menu (no need to reopen inventory).[/p]
  • [p]Removed duplicate Ferret items from the Training Center crafting box.[/p]
[p][/p][h2]🎮 Custom Keys[/h2]
  • [p]Custom keybindings now save and display correctly — even for new games.[/p]
  • [p]Default bindings are now active for all actions.
    UPDATE: Keys saving, but some interaction keys need update still, for example interaction \[E] still need default - hotfix soon, after checking all situations[/p]
[p][/p][h2]🎒 Weight & Inventory Logic[/h2]
  • [p]Improved detection of free space across all backpacks.[/p]
    • [p]Example: You can now pick up an Air Tank from the world even if wearing a small front bag, as long as space exists in another pack.[/p]
  • [p]Smarter weight checks across equipped gear, weapons, and hanging items.[/p]
  • [p]No more accidental overweight status when moving items between pockets and inventory.[/p]
  • [p]⚠️ Note: Some inconsistencies may remain in calculating hanging gear weight, but they shouldn’t affect item transfers.[/p]
[p][/p][h2]🧳 Backpack Dropping[/h2]
  • [p]Safer drop logic — backpacks should no longer spawn behind walls if dropped too close to one.[/p]
[p][/p][h2]🧩 Miscellaneous[/h2]
  • [p]Mushrooms are back on Nesoi![/p]
  • [p]Interaction is now blocked during loading screens after save/load.[/p]
  • [p]Temporarily disabled quicksave via F7 (was misleading; will return with difficulty selection).[/p]
  • [p]Updated old cabinets in Space Test to current versions.[/p]
  • [p]Improved Gift usage — no more temporary control hiccups.[/p]
  • [p]Reduced glow intensity of bright texts (e.g., in Training Center).
    [/p]
[p][/p][p]Thank you for your patience, and welcome to the next phase of testing. This version brings us closer to resolving the last systemic issues, paving the way for exciting new additions to gameplay and the evolving world of Ahra Prime. Your feedback continues to shape the journey — and what’s coming next will be worth the wait.[/p][p]See you soon, The Developer[/p]

📰 🪐 The Ahra Prime Times – Video Settings Guide | Week 5

[h3]🧭 HIRAETH – Video Settings Guide, Bottlenecks, and Stability Tips[/h3][p][/p]
Hello Travelers!
[p]We’ve prepared a detailed guide to help you understand how video settings affect performance in HIRAETH — and why FPS isn’t always the full story. Whether you’re optimizing your setup or troubleshooting crashes, this announcement is here to support you.[/p][p][/p][p]This guide comes from the updated Video Settings help panel — part of the new system arriving in a few days with update 0.9.8.1, alongside other improvements and fixes.[/p][p][/p][h2]What’s coming in the new Video Settings system?[/h2]
  • [p]Real-time preview of changes, shown on a selected scene (as in the screenshot below)[/p]
  • [p]Integration of standard settings with NVIDIA DSLL[/p]
  • [p]Persistent saving of all settings, including DSLL[/p]
  • [p]A dedicated help screen for Video Settings — containing everything covered in this announcement[/p]
[p][/p][h2]🎥 Understanding FPS and Settings[/h2][p]GPU is important, but not always the key factor. Lowering graphics settings doesn’t always improve FPS — if the GPU isn’t the bottleneck, the issue lies elsewhere.[/p][p]Auto Detect (Benchmark): The benchmark is based on rendering functions and your hardware. It works well with Recommended System Requirements, but it’s only a suggestion. HIRAETH is a live simulator — CPU handles many background systems that Auto Detect doesn’t account for.[/p][p][/p][h2]⚙️ NVIDIA Settings[/h2][p]You can adjust settings via the in-game panel or NVIDIA App (which may override HIRAETH settings). All DSLL features are available on GeForce RTX 50 Series. The panel auto-detects availability and sets them to enabled or disabled. DSLL runs in the background if available, and disables Vertical Sync by default. FPS is not the only measure of smoothness — DSLL improves responsiveness and visual flow.[/p][p]Tips:[/p]
  • [p]DSLL 4 is recommended over NVIDIA Image Scaling (NIS), if available[/p]
  • [p]Performance varies between Training Center and The Nesoi Island due to world size[/p]
  • [p]DSLL shines at higher resolutions — gains may be minimal at low resolutions[/p]
[p][/p][h2]⚙️ STANDARD Settings[/h2][p]Available for all GPUs. Recommended: Native Full Screen with Epic settings. Note: DSLL may override or misreport some settings in the panel.[/p][p][/p][h2]🧠 Bottlenecks Explained[/h2][p]HIRAETH uses NextGen systems for graphics and world loading. Performance depends on component balance — not just GPU power.[/p][p]Common Bottlenecks:[/p]
  • [p]GPU: Handles rendering, but not always the limiting factor[/p]
  • [p]CPU: Manages life systems, AI, and dynamic environments — critical for smooth gameplay[/p]
  • [p]RAM: Stores world data and textures — 16 GB minimum recommended[/p]
  • [p]HD / SSD: World Partition loads fragments dynamically — SSD (preferably NVMe) is strongly recommended[/p]
[h3]🔄 System Balance Matters[/h3][p]Even the best GPU won’t help if the rest of the system lags behind. Balanced setups ensure smooth gameplay.[/p][p]Unbalanced:[/p]
  • [p]RTX 4080 + i5 (2014) → GPU waits, CPU bottlenecks[/p]
  • [p]32 GB RAM + fast CPU + HDD → delayed world loading[/p]
  • [p]RTX 3060 + modern CPU + 8 GB RAM → micro-stuttering from memory limits[/p]
[p]Balanced:[/p]
  • [p]RTX 3060, Ryzen 5 5600X, 16 GB RAM, SSD NVMe → smooth performance across all maps[/p]
[p]If you’re upgrading, think holistically. It’s not a race for FPS — it’s harmony between technology and simulation.[/p][p][/p][h2]⚠️ Intel Core i9/i7 13th & 14th Gen Stability[/h2][p]Some Intel CPUs (Raptor Lake) may cause instability due to aggressive BIOS settings and high power draw. Symptoms: crashes, memory errors, sudden shutdowns under load. This is a hardware issue — not caused by HIRAETH or Unreal Engine.[/p][p]Solutions:[/p][p][/p][h2]🛠 Reporting Issues[/h2][p]Many factors affect stability and performance. Please report issues via Discord — Steam forum doesn’t support file uploads or screenshots.[/p][p]Always include your system configuration — it helps us diagnose display, UI, movement, and gameplay issues.[/p][p][/p][h2][/h2][h2]🧪 Legendary Stable 60 FPS – Tested Hardware[/h2][p]HIRAETH is developed and tested on older hardware:[/p]
  • [p]Intel® Core™ i7-6700K CPU 4.00 GHz[/p]
  • [p]32 GB RAM, Samsung SSD QVO[/p]
  • [p]NVIDIA GeForce RTX 2060 12 GB[/p]
  • [p]Windows 10, DX12[/p]
[p]On this setup:[/p]
  • [p]DSLL Ultra Performance → up to 50 FPS on The Nesoi Island[/p]
  • [p]Training Center → over 100 FPS on Epic, over 160 FPS on lowest[/p]
[p] After the announcement was published, on the test build 0.9.8.1, the performance I managed to achieve on Training Center at the lowest settings on my hardware described above. Setting the general graphics to minimum, I did not notice any significant changes on resolutions other than native.[/p][p][/p][h3]🏵️ Stable 60 FPS confirmed on The Nesoi Island (all Epic) with:[/h3]
  • [p]Ryzen 5 7600[/p]
  • [p]64 GB DDR5[/p]
  • [p]Radeon 7900 XTX 24 GB[/p]
[h2][/h2][p][/p][h2]🔜 Coming Soon[/h2][p]AMD FidelityFX™ Super Resolution


We hope this guide proves useful not only in HIRAETH, but in other demanding games as well. See you in the next edition of The Ahra Prime Times — or more likely, even sooner, when we announce the release of version 0.9.8.1 in the coming days.

[/p][h2]With gratitude and steady frame times![/h2][p]— The Developer ☵[/p]

📰 🪐 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]