Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem





Building the village has been one of the toughest challenges so far. To make it happen, we had to design modular wooden huts and a variety of other constructions like planks and fences.


Exploring the village means rummaging through hideouts, stash spots, and all kinds of curious little nooks and crannies.
Let’s not forget the stables and animals living near the tavern — so the cook doesn’t have to go too far with a cleaver to get lunch or dinner.
Everything looks great during the day, but the real visual feast begins after sunset, when lanterns, torches, candles, and moonlight start painting the world in their own mysterious ways.


Everything you see in these screenshots is connected to our day–night cycle and dynamic weather system.
That’s all for today!

Over the past few months, we have focused on improving game mechanics, optimizing locations, and enhancing character models (including new MetaHuman characters). We’ve also been working on NPC dialogues, quests, and building new locations.
Loading
