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☵ HIRAETH EA 0.9.8.19 🏆 Fresh Achievements 🍲 Food Poisoning 🚶‍♂️ Faster Move

Welcome, survivors!
[p]I invite you to take a look at the changes in this new update. Alongside plenty of interesting tweaks and fixes, a major new feature has arrived: the Food Poisoning System. While there are already many improvements, the truly big changes are just around the corner![/p][p][/p][h2]🍲 Food Poisoning System Added[/h2][p]An important change. Many players have complained about the excess of food; now, even though the overall amount on Nesoi Island remains the same, truly safe food is much more limited. Recovering and managing spoiled supplies will soon become a vital part of gameplay.[/p]
  • [p]Fresh food never causes food poisoning.[/p]
  • [p]Eating spoiled food, however, carries a chance of infection — the more spoiled it is, the higher the risk. [/p]
  • [p]The probability depends on difficulty level: currently only Drifter is available, but once difficulty selection is introduced, Wayfarer (easy) will have little to no risk (still under consideration), while higher difficulties will increase the chance. [/p]
  • [p]The Survivalist skill level reduces the likelihood, but never eliminates it entirely. [/p]
  • [p]Food poisoning is sporadic, but meaning it may occur even on the very first bite of suspicious food.[/p]
  • [p]Symptoms are currently without special visual effects, though infection can be heard. [/p]
  • [p]Untreated poisoning progresses very slowly over many hours. Once it reaches a certain threshold, it causes pain and reduces overall health, which also impacts stamina. It also leads to dehydration and increased hunger — currently minimal, with final values to be adjusted after testing and difficulty balancing.[/p]
[p]Treatment is possible with Gutshield Tablets, which can be found in the world. You start with one pack in your pockets, and later you can craft additional tablets once you discover the blueprint. At present, treatment is fast and always effective, nearly instantaneous.[/p][p]
* You may find the tablets on Nesoi Island, but you should probably rely on them being made yourself.[/p][p][/p][h2]🏆 Steam Achievements Fixed[/h2][p]Steam achievements should now function correctly. This is especially important for the latest ones, such as Such a Perfect Week!, but also applies to both new and earlier achievements. We encourage you to catch up on any missed progress, as more achievements will be added soon with the introduction of difficulty levels.[/p][p]Please note that for the demo, no new achievements beyond the current set are planned.[/p][p][/p][p]Update: According to my Steam test with this update, some achievements have unlocked, some still need to be changed (probably after the engine change). I'm checking which ones work and will fix the rest soon.[/p][h3]Reminder:[/h3][p]Steam achievements only work on Nesoi Island - they are disabled on the Training Center and Space Test (some may work there).[/p][p][/p][h2]🚶‍♂️ Increased Movement Speed[/h2][p]Movement speed has been improved. This is an ongoing development, as many factors will change once difficulty levels are introduced. For now, you will generally move faster across the world.[/p][p][/p][h2]🛡️ Visual Armor Fixes[/h2]
  • [p]Removed conflict when equipping a helmet after finding another.[/p]
  • [p]Eliminated the possibility of equipping a second helmet or Neck Guard.[/p]
  • [p]Fixed the “visual unequip” issue when removing from inventory an identical armor piece that was not equipped. [/p]
[p]This fix requires broader testing — it works correctly on my side, but needs confirmation.[/p][p][/p][h2]🔧 Other Changes[/h2]
  • [p]Restored increase of MAX LIFT along with overall level progression.[/p]
  • [p]Nature food now requires one in‑game week to fully spoil.[/p]
  • [p]Scrapping screen updated — proper buttons and hints now aligned with other similar screens.[/p]
  • [p]Royalty Recycler[/p]
    • [p]Improved interaction, removal of the freezing widget.[/p]
    • [p]Capacity increased from 10 kg to 51 kg.[/p]
    • [p]Soon to become a highly desirable device…[/p]
  • [p]Repairing minigame: Rescan via assigned key (default E) now works correctly.[/p]
  • [p]Nesoi Island: some misplaced chests should now return to Mr Gilz’s place and Lisanne.[/p]
  • [p]Many other minor fixes and adjustments not listed here.[/p]
[h2] 📜 Final Note[/h2][p]I invite you to catch up on your Steam achievements and wish you success in finding fresh food! A major update is coming soon — possibly preceded by regular smaller ones — and certainly accompanied by the next edition of Ahra Prime Times.[/p][p]
Survive!
Author[/p][h3]
AFTER UPDATE SOME CONFIRMED UNLOCKED ACHIEVEMENTS
[/h3][p][/p][p]Such a Perfect Week should work, but need other confirmations [/p]

The Ahra Prime Times 7: Light Is Memory, Not Optimization

☵ Gratitude
[p]Thank you to everyone who responded to the recent call and left a review for HIRAETH on Steam! A few new comments helped shift the overall rating to MIXED — a small success, but the road ahead is still long. I’m doing what I can, but the future of the game depends on you — and even minimal activity makes a difference.[/p][p][/p][h2]☵ HIRAETH is a niche game[/h2][p]By design, that’s exactly what it’s meant to be. For those who value a specific atmosphere, an unusual kind of survival, and certain visual effects — even at the cost of hardware demands. As many of you know, I’m in direct contact with players, and I can confidently say this direction is the right one. What remains is the ongoing development and refinement of the game — and as you’ve seen, it’s happening step by step.[/p][p]But for HIRAETH to live and grow, it needs new players. If you believe in this world — share it, recommend it, leave a review. Even a few words on Steam can shift the tide.
[/p]
☵ HIRAETH vs Super Duper ARC Riders: Performance
[h3]
🛠️ Technical Differences: HIRAETH vs Typical AAA Games[/h3]
[p]Aspect[/p]
[p]HIRAETH[/p]
[p]Typical AAA Games (e.g. ARC Raiders)[/p]
[p]Lighting System[/p]
[p]🌕 Fully dynamic — lighting changes in real time, reacts to environment and gameplay[/p]
[p]🌓 Mixed/static — lighting is often baked or fixed per map; changes require reloading or switching modes[/p]
[p]Lumen (Global Illumination)[/p]
[p]✅ Enabled — dynamic lighting, real-time reflections, symbolic atmosphere[/p]
[p]❌ Disabled — traditional lighting for performance[/p]
[p]Nanite (Geometry Rendering)[/p]
[p]✅ Enabled — ultra-detailed meshes, no LODs, high fidelity visuals[/p]
[p]❌ Disabled — classic mesh system with LODs for optimization[/p]
[p]Visual Quality[/p]
[p]🌌 EPIC — light and matter carry symbolic and narrative weight[/p]
[p]🎮 Good — optimized for fast-paced PvPvE gameplay[/p]
[p]Performance[/p]
[p]⚠️ Demanding — higher hardware cost, varies by configuration[/p]
[p]✅ Stable — tuned for broad accessibility[/p]
[p]Design Philosophy[/p]
[p]🔮 World as protagonist — light, structure, and ritual are part of the story[/p]
[p]⚔️ World as backdrop — focused on action, tempo, and accessibility[/p]
[p]Team Scale[/p]
[p]🧑‍💻 Solo dev — independent, evolving step by step[/p]
[p]🏢 Large team — backed by technical infrastructure and budget[/p]
[p]These are major differences, but the dry facts above don’t tell the whole story. I created a test build of HIRAETH without Lumen lighting — here are the conclusions:[/p]
  • [p]lighting and rendering quality comparable to current LOW, at best MIDDLE[/p]
  • [p]no advanced light effects, no colored lights, reflections, or detail[/p]
  • [p]object shadows and overall depth — tragic compared to the current solution[/p]
  • [p]no way to improve quality beyond that baseline[/p]
[p]Below are screenshots from the current Steam version and the test “optimized” build (click to enlarge). In many other scenes — especially where light from windows mixes with interior lighting — the differences are even more dramatic, and always to the disadvantage of the “optimized” version. Depth, color, and atmosphere suffer visibly. The world loses its ritual weight, and Ahra Prime feels hollow.[/p]
[p]☵ HIRAETH Steam version now[/p]
[p]Traditional lighting for performance[/p]
[p][/p]
[p][/p]
[h3]On LOW settings, HIRAETH looks almost like the “traditional” version — yet performance is still lower![/h3][p]That’s true. But settings only limit visual quality — the Lumen system remains active underneath. Disabling it requires a separate build, a distinct compilation with no toggle option. Such a version might appear someday (as option), but that’s a distant possibility. And with GPU prices dropping and hardware maturing, it may soon be unnecessary altogether.[/p][h3]But there are older games with beautiful lighting and great visuals![/h3][p]Absolutely — but those are titles without dynamic lighting (day/night cycles), without open worlds, or without background world streaming. In those games, entering a building doesn’t require the sun outside to influence the interior lighting in real time. Compare HIRAETH’s lighting to many well-known and beloved open-world titles — and you’ll see the difference.[/p][h3]Something feels off — maybe that Training Center example just needs better setup to look good![/h3][p]Of course, the scene can be improved! I’ve created beautiful lighting even in older versions of the Steam engine. But that requires extra setup: reflection captures, manual tweaks, and many elements that HIRAETH’s current system simply doesn’t need — yet still delivers visual quality. It’s so labor-intensive, costly, and time-consuming that even AAA studios skip it in open-world environments. And with the planned scale of HIRAETH’s world, such manual lighting work is simply not feasible.
[/p][h2]☵ Summary[/h2][p]HIRAETH will never match the performance of ARC Riders — and that’s a conscious choice. But ARC Riders, and many other titles, will never reach the lighting quality HIRAETH offers.[/p][p]Think about it. This isn’t meant to shock or provoke — just to clarify the difference. [/p][p]Light in HIRAETH is not decoration — it’s memory [/p][p]Moreover, HIRAETH’s visual side will continue to improve — but no longer at the cost of performance or hardware demands. It simply takes time. I’m also still working on overall stability and optimization.[/p][p]Ahra Prime evolves in silence, but never stands still...
[/p][h2]☵ Yesterday’s Update[/h2][p][dynamiclink][/dynamiclink]I won’t repeat what many of you already know — judging by the likes, you’ve seen it. This is probably the most WIP-style update so far, as I’m working on many changes in parallel and wanted to share what’s ready. There will definitely be a fix or another update next week — a few things came up during testing:[/p]
  • [p]I’ll refine slope walking and enable sliding, along with the effect of crampons[/p]
  • [p]Overall movement speed will be slightly increased — not much, but enough to feel[/p]
  • [p]Mushrooms and meat now decay realistically, but hey — it’s still a game. I’ll extend their lifespan significantly, maybe a few days, maybe a week[/p]
  • [p]Beyond the planned changes, I found a few bugs — like overfilled crates and backpacks, or missing ones entirely[/p]
[p]This update also includes very early, minimal controller support. However, I won’t enable the official controller support option on Steam just yet — not until it’s more refined and at least partially stable in-game.[/p][h2]

☵ Steam Page Changes[/h2][p]Today I made a few small updates to HIRAETH’s Steam page:[/p][p][dynamiclink][/dynamiclink]I updated the short description and added a note encouraging players to try the DEMO before purchasing the Early Access version. I’m planning bigger, necessary changes to the Steam page soon — including a new description, and of course, an updated trailer.
The official website https://hiraethgame.com also urgently needs attention.[/p][p]Unfortunately, being a solo dev makes this part especially difficult. I always prioritize direct work on the game itself — but I know marketing is crucial too.[/p][p]By the way, if anyone’s interested in helping with the HIRAETH Wiki, you’re warmly invited! It’s been planned for a long time, but postponed due to lack of time. The Steam guide by Eagle is helpful, but I believe a proper game wiki — even now, and especially soon — is absolutely essential. I can’t imagine completing many games without the help of a good wiki.

Thank you for reading — I know it’s a TL;DR for some, but like HIRAETH itself, it has its fans. See you soon.[/p][p]— The Author[/p][p]
[/p]

☵ Experimental Update 0.9.8.17 – Movement, Decay, and Gamepad Input Rituals

[h2]☵ Welcome to Another HIRAETH Early Access Update[/h2][p]This isn’t a major update — but it brings meaningful changes across several systems. Most of them are still works in progress: useful already, but in need of refinement.[/p][p]Together with previous updates, these changes bring us closer to larger milestones, such as difficulty selection and other long-awaited features.[/p][p]You're invited to explore the full changelog below:
[/p][h2]🎮 Gamepad – First, Very Limited Test[/h2][p]This update does not introduce full gamepad support in HIRAETH. It’s only an initial test aimed at gathering your feedback and suggestions regarding basic functionality like movement and looking around using a gamepad.[/p]
  • [p]You can assign gamepad actions freely via the settings menu (default key: I). This is an early, unconfirmed version.[/p]
  • [p]UI support is partial — some menus may be navigable, but drag and drop does not work.[/p]
  • [p]Minigames like Lockpicking and Hacking are theoretically playable with a gamepad.[/p]
  • [p]Many simple widgets respond to gamepad input, but on-screen prompts still show keyboard keys.[/p]
  • [p]The current goal is to test movement and camera control via gamepad.[/p]
[p]📊 A poll is live on Discord to help shape future gamepad support. Improvements are planned, but the timeline depends on your interest and votes.[/p][p][/p][p]👉 \[ Link to the polls on Discord ][/p][p][/p][p]⚠️ Full gamepad support for drag-and-drop and mouse simulation is complex and time-consuming. It may not be prioritized unless strongly requested.
[/p][h2]🧩 UI Handling Changes[/h2][p]While working on gamepad code, I made several small but important UI improvements:[/p]
  • [p]Widgets like lockpicking should now close more safely.[/p]
  • [p]More keybinding hints have been added across the interface.[/p]
[h3]🎯 Keybindings vs. Focus Loss sometimes[/h3][p]The engine sometimes loses input focus after mouse clicks or other actions. This can cause visible keybindings to stop working temporarily.[/p]
  • [p]New engine solutions exist, but require additional work.[/p]
  • [p]I’m aware of this issue and will improve it gradually.[/p]
[p]🛠️ With gamepad support and other changes, many systems have shifted. A quick fix may be needed soon. As always, I invite you to co-create the game by reporting issues on Steam or — preferably — on Discord, where communication tools are stronger.
[/p][h2]🏔️ Slope Walk[/h2][p]Movement speed is now affected by terrain slope:[/p]
  • [p]On flat surfaces: no change.[/p]
  • [p]On slopes: uphill slows you down, downhill speeds you up — overall balance is neutral.[/p]
  • [p]In future updates, slope impact will vary by difficulty level — minimal for Easy – Wayfarer, stronger for harder modes. Currently, it’s averaged.[/p]
  • [p]A sliding system for steep slopes is nearly ready (crampons help!), but temporarily disabled for refinement. Sliding may lead to falls and loss of control.[/p]
[p]🌀 For now, yes — you can “cheat” the system by walking uphill backwards...[/p][p][/p][h2]🍄 Food Decay and New Cookable Ingredients[/h2][p]Food condition is now randomized at game start — currently for world-spawned items, and soon also for food in containers and backpacks.[/p]
  • [p]Food now decays over time, including stored items.[/p]
  • [p]Packaged food decays slowly (often up to a year in-game).[/p]
  • [p]Natural food like steaks and mushrooms spoils quickly.[/p]
  • [p]Cooking extends freshness — currently by ~3x, soon tied to difficulty level.[/p]
  • [p]Growing mushrooms stay fresh until picked — then decay begins.[/p]
  • [p]For now, spoiled food is inedible. In the next update, eating spoiled items may cause poisoning and require treatment.[/p]
[p][/p][h2]🧪 Other Small Changes[/h2]
  • [p]Updated collision for the Sport Rifle and many other minor, unmentioned changes[/p]
  • [p]Continued work (not included) on:[/p]
    • [p]Gamepad support[/p]
    • [p]Third-person view mode[/p]
    • [p]Head bob toggle option (as mentioned in the last Ahra Prime Times)[/p]
[p][/p][h2]🔮 Coming in the Next Update[/h2][p]Work is already underway on the next update, which will include:[/p]
  • [p]Refinements to today’s new systems and mechanics[/p]
  • [p]Changes to Nesoi Island, including:[/p]
    • [p]More diverse and intense environmental hazards (radiation and beyond)[/p]
    • [p]Significant terrain updates, new Points of Interest, and hidden locations[/p]
    • [p]General Nesoi improvements and fixes[/p]
[h3]
Have a great weekend — see you in the next update![/h3][p]— Author[/p]

📰 🪐 The Ahra Prime Times – Every Hand, Every Key | The Sixth Signal

[h2]🛠 Recent Changes in ☵ Hiraeth[/h2][p]It’s been two weeks of intense work since the last issue of Ahra Prime Times. The migration to the new engine version is now complete, allowing for a series of improvements: the inventory weight system has been refined, backpack dropping mechanics have been polished, and many other technical aspects have been addressed.[/p][p]With these foundations in place, Hiraeth is now ready to enter its next phase of development — from evolving the design of Nesoi, to expanding Ahra Prime with a brand-new, extensive location. Gameplay changes, difficulty levels, and other updates are also on the horizon, some of which you’ll read more about below.
[/p][h2]💬 Comments, Sales, and the Future of the Game[/h2][p]As many of you know, Hiraeth is a project created entirely by me — without any budget for production or marketing. For years, I’ve worked on it daily, often beyond my limits, which is reflected in the many updates released so far. I’ve managed to fix countless minor issues, as well as major ones related to game stability across different devices — made possible only now thanks to the new engine version.[/p][p]But this phase is coming to an end. Without even minimal sales, further development will become impossible or significantly delayed. Everything depends on you — the players.[/p][p]Initial sales, though modest, were enough to ensure safe and steady progress. Unfortunately, they dropped after a wave of negative reviews — many of which are now outdated and refer to issues that have long been resolved. From countless conversations, especially on Discord, I know that many of you play for hours and genuinely enjoy the game, yet haven’t left a review.

Even short reviews help — without them, the project remains invisible to new players, and its future grows uncertain. In a world ruled by algorithms, every honest opinion matters.
[/p][h2]📣 A Call to the Community[/h2][p]I encourage everyone to leave a sincere review on Steam — it’s the only path that truly supports Hiraeth’s development. If your review is based on issues that have already been fixed, please consider updating it.[/p][p]I know Hiraeth is a unique game — not for everyone. But I also know that many of you spend hours immersed in it and praise it in various places… just not on Steam. I understand the reluctance to post fake-positive comments — I don’t want those either. But the absence of reviews, even brief ones, puts the entire project in a very difficult position.[/p][p]Thank you in advance to everyone who chooses to support Hiraeth with even a single sentence. ːss2heartː[/p][h3]
Your words are like echoes among the forsaken colonies of Ahra Prime.

Let ☵ Hiraeth resound with your voice — for it is a voice that shapes the future!
[/h3][h2]
🌀 Echo Without Tremor: Head Bob and Full Body Awareness[/h2][p]For a long time, I’ve known that head bob is a concern for many of you — and I do intend to resolve it. But this isn’t a matter of simply refining code. It requires adding a new system alongside the current one, which many players appreciate.[/p][p]In Hiraeth’s chosen path of realistic Full Body Awareness (FBA), direct reduction or removal of head bob isn’t possible without breaking immersion. However, after studying other games — like ARMA 3 — I’ve found that with a thoughtful compromise, head bob can be eliminated by offering an optional FBA view with similar limitations:[/p]
  • [p]The camera will no longer sit precisely within the character’s eyes, but will be shifted forward — as seen in ARMA 3.[/p]
  • [p]Some visual shortcuts may appear — such as visible arms without a head, or missing gear elements like the Neck Guard. The head itself may be omitted.[/p]
  • [p]These limitations, common in other titles, are acceptable and will be part of an optional setting — one that reduces head bob to nearly zero.[/p]
[h3]When?[/h3][p]Development of this additional system has already begun, progressing alongside other planned features. If the project remains sustainable, you can expect head bob improvements later this year. Additionally, a third-person view mode is also in development, which may offer a satisfying alternative for many of you.[/p][p][/p][h2]🎥 Third-Person View: A Shift in Perspective[/h2][p]As an echo of the work on head bob, I’ve begun early development of a third-person view system. While Hiraeth is designed as a first-person experience with Full Body Awareness, I understand that for many players, third-person view is more than a matter of comfort — it’s a way to reclaim clarity, control, and immersion.[/p]
[p]Diving[/p]
[p]Walking[/p]
[p][/p]
[p][/p]
[p]The initial implementation is promising. The camera already behaves correctly both outdoors and inside structures. What remains is refining its position, movement dynamics, and field of view (FOV). Weapon aiming will still rely on the FPS perspective, though changes are coming there too — I’m currently improving weapon handling, with plans for hip-fire and other enhancements.[/p][p]Third-person view may arrive soon as an optional mode — allowing exploration and movement in TPS, while precise actions like item selection and interaction remain in FPS. Full polish will take time, and other critical tasks are still ahead, but the foundation is already in motion.
[/p][h2]🎮 Gamepad: Opening Hiraeth to Every Grip[/h2][p]Gamepad support arrives not just for comfort or habit, but to open Hiraeth to hands that need it most.[/p][p]With upcoming updates, controller support will begin to roll out.[/p][p]I’m planning full integration — both in gameplay and UI. The system is already functional on my end, but I have limited experience with gamepad design, so the first versions may need refinement. Some features might be simplified at first, but I’m counting on your feedback to help shape them.[/p][h3]Initial goals:[/h3]
  • [p]Full controller support across gameplay and interface[/p]
  • [p]Default bindings and player-customizable controls, just like with keyboard and mouse[/p]
  • [p]Glyph-based prompts (already available in many areas)[/p]
  • [p]Currently working with Logitech F310 — behaves like an Xbox controller; other layouts will follow[/p]
[p][/p][h3]🧩 Related Input Work — Full Custom Keys Everywhere[/h3][p]Alongside gamepad integration, I’ve been refining the overall input system — especially within UI widgets. For example, actions like exiting menus, previously hardcoded to Esc, will now respond to your chosen key or gamepad button. The same applies to interaction prompts.[/p][p]Additionally, main buttons will now display hints showing which keys are assigned to each action. These hints are currently in a provisional form — smaller text beneath the button, as seen in the Breaching example.[/p][p][/p][h2]🌍 Other Updates from Hiraeth[/h2][p]A major phase of the project is now behind us — the labor-intensive engine migration has been completed successfully. I’ve also refined many essential systems related to item handling, weight checks, and smooth inventory transfers. Now begins a long-awaited chapter: expanding the world and deepening gameplay.[/p][p]To prepare for this, I’ve spoken with many of you — thank you for your time and insights. These conversations were incredibly helpful, offering new perspectives and reminding me of things I had overlooked while focused on the engine transition.[/p][p]Here are some of the key directions and upcoming changes:[/p]
  • [p]Survival Survival on Nesoi is currently not much of a challenge — that’s about to change.[/p]
  • [p]Food, water, and resources Right now, the supplies found in Nesoi’s containers are enough to last around 20 in-game days (not counting hunting or foraging). Soon, with the introduction of difficulty levels, these resources will be much scarcer in modes other than Wayfarer (easy). Upcoming quests will also accelerate the passage of time and resource consumption.[/p]
  • [p]Movement Even for players seeking realism and challenge, movement currently feels off. The issue isn’t speed itself, but how it’s perceived. Nesoi is a desert-like environment with little terrain variation. The lack of visual landmarks makes distances feel shorter than they are. Solution: More POIs will be added — not necessarily fast travel points, but orientation markers worth investigating. New explorable locations will appear, often tied to gameplay. For example, the Athens station will soon be accessible. Adding foliage to barren areas will also make traversal more engaging. While even larger and more desolate regions are planned, they’ll arrive only once vehicles are introduced. Underwater terrain will also receive significant improvements.[/p]
  • [p]Environmental hazards Currently, hazards are rare, easy to avoid, and deal little damage. That will change. More varied threats are coming — not just radiation. Medkits and armor upgrades (via crafting) will become essential. While I don’t plan for extreme temperatures on Nesoi, other regions will feature heat and cold management. Some areas on Nesoi may also require thermal regulation soon.[/p]
  • [p]Other long-postponed changes[/p]
    • [p]Major improvements to roads — both in collision and visual design[/p]
    • [p]Expanded foliage (rocks and small vegetation)[/p]
    • [p]Underwater world population[/p]
    • [p]Final terrain polish[/p]
  • [p]Demo changes Based on your feedback, the demo will be slightly limited. It will never extend beyond Nesoi or a similarly sized future location. Its purpose is to showcase core mechanics and performance on your device — something the current version already does more than well.[/p]
  • [p]Gameplay and the world of Ahra Prime The ultimate goal is to introduce quests, gameplay systems, and expand the world beyond Nesoi. The points above outline the immediate directions for this next phase.[/p]
[p][/p][h3]Thank you for your attention and for all the suggestions regarding the game. I invite you to the next edition of The Ahra Prime Times — and before that, to the upcoming update planned for the week ahead.[/h3][p][/p][p]Warm regards, The Author[/p][p]

[/p]

🔧 Minor Update 0.9.8.15: Backpack Visibility & Interaction Fixes

[p]This patch addresses lingering issues with backpack visibility and interaction — one of the final adjustments required after migrating to the new engine version, which handles certain settings differently.[/p]
  • [p]In recent builds, the positioning of specific backpacks — including the Colonist Bag, Front Bag, and Tactical Bag — may have appeared incorrect in the [c]\[OPERATOR][/c] tab preview. [/p]
  • [p]Additionally, after dropping these items, players could occasionally encounter interaction glitches or visibility problems.[/p]
[p]This update should resolve those inconsistencies.[/p][p]Note: In games loaded from older saves, backpacks may still appear misaligned. However, they remain fully accessible, with their contents intact, and can be dropped or re-equipped as expected. The Colonist Backpack may be missing from the world in such cases — a minor compromise to avoid forcing players into fresh saves. This issue does not occur in new games.[/p][p]
[/p][p][/p][p][/p]