1. 异星家园 (XenoHaven)
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异星家园 (XenoHaven) News

DEMO – V.0.6.31.58205 Update Notes

[h3]Game Optimization[/h3]
  • [p]Progress flow optimization: Added safeguards to prevent mission rollback caused by save data errors; optimized task completion order to avoid blocking the main storyline.[/p]
  • [p]Language optimization: Added automatic language detection based on Steam language settings for the first game launch.[/p]
  • [p]Resource balance: Reduced feed consumption for sheep wool production by 50% and for cow milk production by 75%.[/p]
  • [p]Improved guidance: When a mission map is discovered, a yellow “!” marker will now appear directly on the world map.[/p]
  • [p]Familiar updates: Added new options for familiars to dig sand and stone.[/p]
  • [p]Storage improvement: Added item-type filters for chests.[/p]
  • [p]Behavior optimization: Improved servant behavior when eating, taking, or placing items.[/p]
  • [p]Settings enhancement: Added volume and sound effect controls, keybinding information, and improved several UI interactions.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed a livestock management bug where animals could not perform tasks. Players need to redraw the ranch area manually in old save files.[/p]
  • [p]Fixed a bug causing abnormal familiar food settings.[/p]
  • [p]Fixed an issue where the tutorial could not progress if all minerals were mined too early.[/p]
  • [p]Fixed a bug where walking in the swamp could cause the character to get stuck.[/p]
  • [p]Fixed an issue where Christmas turkey, beer, wine, and whiskey could not be consumed.[/p]
  • [p]Fixed a duplication bug where some shelf operations caused items to be copied when selling.[/p]

When Your Game System Keeps Falling Apart… We Made a Hard Choice.

[p]Hey everyone! I’m the developer of XenoHaven, our upcoming sandbox survival RPG. Our free demo is now live as part of Steam Next Fest, and we’d love for you to give it a try! Any feedback—big or small—means a lot to us.[/p][p][dynamiclink][/dynamiclink][/p][p]In today’s devlog, I want to continue sharing our indie development journey. If you prefer watching, check out the full devlog video here [/p][p] [/p][p]During our last update, I mentioned how many of our game systems have been scrapped and rebuilt from scratch more times than I can count. It’s something every indie dev fears—starting over, again and again, unsure if your design will ever truly “click.” Many studios have fallen apart during that cycle… but we refused to give up.[/p][p]After countless discussions, our small team made a tough call: to make the game public early. We decided to let players experience what we had so far—to test the foundation of the game before spending months building on it.[/p][p][/p][p]That’s how our first playtest in April came to life. The feedback was overwhelming—players had lots to say about the art style, optimization, and gameplay direction. One thing was especially clear: our art needed work.[/p][p] [/p][p]Originally, we planned to polish visuals after the core content was solid, so we wouldn’t waste time on assets that might be replaced later. But when we saw players dropping the game because of its visuals, we knew we had to act.[/p][p][/p][p]So even though art isn’t our strong suit, we rolled up our sleeves and started improving. We redesigned alien creatures to look truly non-Earthly, added more distinctive flora for each biome, and changed the surface minerals to match the alien atmosphere better.[/p][p][/p][p]If you’ve been following our devlogs for a while, you’ve probably noticed that our UI has gone through several iterations too. We’d love to know which version you prefer! Visual improvement is never a one-and-done thing—it’s a constant process of feedback, refinement, and polish.[/p][p][/p][p]Next, we plan to focus on environmental and character detail: better animations for workers and idle characters, fluid movement in water, more expressive NPC behavior, and enhanced lighting and shadows across the world. These small touches bring life to the game and make the world of XenoHaven feel more alive.[/p][p][/p][p]That’s all for this devlog! If you’re curious about how our journey continues, stay tuned for the next one.[/p][p]And don’t forget—the free demo for XenoHaven is live right now during Steam Next Fest! Indie development in China isn’t easy, and your wishlist or feedback truly helps us keep going.[/p][p]Thanks for being part of our journey—and see you in the next devlog![/p][p] [/p][h3]Join in our community to get the latest information![/h3][p]💬Discord: https://discord.gg/p8jHhK7QH2[/p][p][/p]

XenoHaven Demo is now live! Welcome to try it out!

[p]Hello everyone! The demo version of our sandbox survival building game, "XenoHaven", is now officially available on Steam![/p][p]Simply visit the game's store page and click to add it to your library and start playing![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]"XenoHaven" is a sandbox adventure RPG set on an alien planet. In this vast and boundless world, you will gather resources to build shelters, enslave alien creatures to work for you, and even run restaurants and shops to become the top extraterrestrial capitalist! Alternatively, you can explore dark and unknown underground realms, defeat evil insectoids and bosses, craft powerful equipment to arm yourself, and conquer this alien land![/p][p][/p][p]In this test version, you’ll be able to experience the first three stages of the tech tree![/p][p]Use these technologies to build your home, train your demon slave, and take down the bosses![/p][p][/p][p]We welcome all your feedback from the demo—please share your suggestions by our discord channel~[/p][p]Join our Discord:https://discord.com/invite/p8jHhK7QH2[/p]

From AAA to Indie: 2.5 Years of Building My Own Game

[p]Hey everyone! I'm the developer of XenoHaven, our upcoming sandbox survival RPG. The free demo will launch on October 13th as part of Steam Next Fest, and if the game looks interesting, it would mean the world if you added it to your wishlist![/p][p][dynamiclink][/dynamiclink][/p][p]For today's devlog, I want to share a bit of my personal journey and how our small team came together. If you'd like to watch the full video version, you can check it out here [/p][p] [/p][p]A few years ago, I was working at a big-name gaming company. On paper, it was a great job—but the longer I stayed, the more I felt like I wasn't making the kind of games I truly loved. Eventually, I made the risky decision to leave, and together with a few like-minded friends, we founded our own tiny studio to create what would become XenoHaven.[/p][p][/p][p]From the start, I knew I wanted to build a survival game inspired by titles like Necesse. Colony sim + survival crafting has always been my favorite genre, so it became the foundation of our project.[/p][p][/p][p]But not everything went smoothly. In early 2023, right when Vampire Survivors was making waves, we experimented with adding roguelike card-drafting elements to the game. It was fun at first, but after a while, it felt repetitive and clunky—especially when you already had powerful weapons, but still had to manage endless buff choices. Eventually, we scrapped the system.[/p][p][/p][p]We also tried a "living world" feature, where factions would rise, fall, ally, or wage wars dynamically across the map. It sounded ambitious on paper, but in reality, it was far too complex for a small indie team. The AI commands multiplied endlessly, the bugs kept piling up, and player experience suffered.[/p][p][/p][p]So we took a step back and re-focused on what we could build well. That's how we doubled down on the weapon system: bosses drop unique weapons and crafting materials, players can forge advanced gear, and upgrades keep the gameplay loop fresh and rewarding. It became the core identity of XenoHaven—a system we can expand on sustainably, without burning out.[/p][p][/p][p]Looking back, so many of our early decisions could have sunk the project. Sometimes it felt like we were one wrong step away from shutting the studio down. But we kept going, adjusted our vision, and slowly carved out the version of the game you'll be able to play in the demo.[/p][p] [/p][p]If you'd like to hear more about our development journey, let me know—we've got plenty of stories to share. And don't forget: XenoHaven's free demo will be live during Steam Next Fest in October. Please give it a try, and if you enjoy it, adding the game to your wishlist would be an incredible support for our small team.[/p]

Running out of weapons? Time to bring out the big guns.

[p]Hey everyone! I'm the developer of XenoHaven, our upcoming sandbox survival RPG. The free demo is landing on October 13th, and we'd love for you to give it a try and add the game to your wishlist on Steam—it really means a lot to us![/p][p]👉 Steam Page: [/p][p][dynamiclink][/dynamiclink][/p][p]During the last playtest, some of you said the weapon variety felt a little… limited. Fair point. So we went back to the workshop and re-forged the arsenal. Now, in addition to the classics—swords, bows, and guns—you'll find massive hammers, long polearms, mystical staves, and deadly throwing weapons, each with their own unique effects and upgrade paths.[/p][p]These new toys aren't just for show:[/p][p]● Bosses can drop rare weapons.[/p][p]● Crafting lets you forge gear from enemy loot.[/p][p]● Upgrades and deeper progression make every weapon feel worth mastering.[/p][p] [/p][p]Want to see them in action? Check out the latest gameplay video! [/p][p][/p][p]And here's more good news: XenoHaven will also be part of Steam Next Fest this October. Download the demo, experiment with the new weapons, and let us know what kind of chaos you can create.[/p][p] [/p][p]Thanks for sticking with us—we can't wait to hear what you think![/p]