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Kenshi - An open ended, squad-based Strategy RPG
Reddit AMA
Thursday, 02 October 2014 09:44

Chris will be doing a Reddit AMA next Thursday 9th October from 11am GMT. Maybe you have some burning questions about the current update-in progress or maybe you just want to ask him about his favourite type of pie - whatever floats your boat...

 

It will start from 11am GMT (that's 7am EST and Midday British Summer Time), lasting the whole day. Drop by and say hi!

 
September Progress
Thursday, 25 September 2014 13:02

So here's the progress we've made so far this month - complete with percentages and charts n stuff due to popular demand ;) :

 

 

Dialogue & AI: The actual foundations/ programming of the dialogue are like 75% done, but there just isn’t much actual content yet. Content is <5%. The good news for this though, is that modders will have a lot more power and stuff to play around with.

 

Stealth: The stealth function itself is pretty much complete, just needs fine-tuning. This will allow you to sneak past enemies etc, and in later updates open up the doors for stealing (once actual steal-able content is added). AI is now scheduled, so shopkeepers now close their shops at night and shoo you out, and guard shifts and patrols change, later leading to possible burglarising. So not much thievery to do yet, but you can use the skill for escaping cannibal camps and avoiding bandits.

 

Pathfinding: The bane of us all... The foundations have pretty much all been finished for a while now, it’s just a matter of ironing out the butt load of bugs which keep cropping up, hence why we keep saying ‘it’s nearly finished, just a few more weeks now’. So apologies if ETA predictions in the past have felt misleading, at least now we’ve learned our lesson not to be too hasty with our ETAs.

 

Beasts: The good news is that beasts are going much quicker than we’d originally planned for. It’s still early stages, so at the moment all they can do is basic actions like running and walking. Just need to work on ragdoll and combat animation, plus more normal beast behaviour AI (the unfinished dialogue AI has been making them say some pretty random, hurtful stuff).

 

 

Weather System: Maykol has pretty much finished with the programming for the weather system so now we just need to start on the actual animation and visuals. Later on down the line the different weather will harm characters, damage machinery, ruin farms… that sort of thing. But that’s way ahead.

 

World Map: This won’t be released until nearer release in the beta version. The terrain is mostly finished now but it still needs most of the texture and foliage doing. We’ve still not started on towns and cultures yet either so it would be too dull to release without more content in it.

 

At the border of the Swamp Lands

 
More Beast Designs
Thursday, 04 September 2014 12:56

Here are some of the latest 3D beast models for Kenshi's planned wildlife. First up are Otto's designs - all that's left now is for the rigging and animation:

 

 

And, in case you missed the posts on Facebook or Twitter, here is one of the latest models from Bug Zen too:

 

Design & 3D modeling by Linda MacGill
3D adjustments by Stephan Samosevich

 
Dialogue & 64-Bit Victory
Friday, 29 August 2014 11:03

Good news! The new 64-bit engine is officially finished!

Now all that's left to do is for Sam to finish up the pathfinding system, then the next update will be ready for release. We still don't have an exact finish date, so please hold on a while more for an ETA.

Dialogue

In other news, we've taken on a freelance writer, Harald Hagens, for the next three weeks. He'll be working on writing dialogue for NPCs - this should give all the local inhabitants and bandits a little more 'soul', depth and meaning.  With this, NPCs will show memory and reactions to situations, to you as a player.

 

 

For example, town people may recognize earlier encounters of you saving their lives; bandits may start a fight with dialogue, rather than blindly attacking you on sight. The improved AI should make the world a whole lot more reactive and consequential in the future.

 

 
Slow But Steady
Wednesday, 06 August 2014 14:55

There have been a lack of updates recently while we work on the more complex jobs of the pathfinding, 64-bit engine and new world biomes. However, Sam has been making good progress and will hopefully be finished with the pathfinding and 64-bit engine soon.


That being said, when we take the potential bugs and glitches into account, it could still be a few more weeks until this next update - it's best not to announce an exact finish date until we are more sure, otherwise people just get mad and frustrated. Hence our quiet last few months while we get the game into a more stable state.

 

In other news, Chris has started working on the new stealth and thievery abilities. This should add a nice bit of variety for all those sneaky player types. Also, Maykol started work with us today so we now have an extra programmer to speed things up.



 
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