Just one last fine tuning comb-through before the new content drops, trying to make every existing detail as perfect as possible.
Please let me know if I missed anything!
I know it seems like it will never end, but I am just as committed to the final release date of August 26 2026, just as I have been committed to working on this project with every bit of free time I can find since August 2020. (This while working a full time job, as well as many other freelance projects so time is limited - but it's surprising what you can get done with a little time management!!!)
Gameplay:
Added a new timer for Mission 4, when waiting for backup so that the waiting section of the mission will always end after 2 minutes so as not to frustrate the player. (Since the player cannot leave this location until backup arrives.)
It is now easier to pull your bakkie out of the mud/trees/rocks etc when stuck.
Added a few additional helpful tooltips to the tutorial levels.
Brought back the "Carver" enemy. A poacher that can be found in the act of carving up a large animal, while not actually that threatening due to the delay they require to get their weapon - they do pose as some kind of threat and also add to the atmosphere. They had been removed while working on the new animation system but they are back now, in limited quantities.
Bullet Proof vests now won't be carried over to the camping bonus interlude mission as it defeats the purpose.
In Mission 8, there was a radio transmission warning about rewired drones AFTER the game U.I. warns the player. This has now been synchronized.
Bug Fixes:
Fixed a new issue causing an exploit that made the player invincible when driving a vehicle.
Fixed a recurring bug that caused Mission 4 to be incompletable for some players.
Fixed missing bullet "whiz" sounds from 90% of poachers.
Fixed issue causing Warehouse Interior level to have flashlight on by default even if the player does not yet own the flashlight.
Fixed missing advanced spine animations from the rhinos in the tutorial.
Fixed issue causing some enemies in Chapter 2 to not bleed.
Fixed issue causing animals to sometimes be found running around the reserve at full speed but while using a slow walking animation.
Fixed new issue that caused enemy weapons covered in blood (only on 'Extreme' violence setting) to play a weird animation on the blood when covering a players arms.
Fixed an enemy that would freeze upon death, that was only found in Mission 1 when playing on 'Hard'
Fixed an issue that would cause stampeding animals found outside the main reserve to be able to stampede into another animal of the same species who is currently dormant and get stuck.
Fixed some missing waypoints introduced in previous updates.
Fixed bug that made it possible to exit your vehicle in mid air, leaving it frozen suspended above the ground.
Fixed some invisible walls in Mission 5 that the B.I.R.D. scout would keep crashing into.
Graphics:
Fixed a rare yet specific 1 frame visual glitch when entering the vehicle which would occur only after getting into the vehicle , and then switching to third person mode, then exiting the vehicle and re-entering the vehicle again.
Fixed small issue with '?' waypoint showing small corner pixels at night in the alpha edges of the image square.
Fixed missing blood decals from rhino ragdolls, a new issue that was introduced in a recent update.
Increased realistic placement reaction of some rhino ragdolls.
Fixed some ragdoll issues causing zebra ragdolls to disappear when on the edge of the screen.
Improved stormy weather wind transition.
Fixed a few issues with General Van Jaarsveld' eyelid texture when blinking in the obstacle course.
Improved goat & zebra animation transition from walking to running.
Other Additions & Improvements:
Added subtitles back to introduction speech to match new audio.
Scorpions are no longer invincible.
Added missing button highlight in graphics and advanced graphics menus for the "back" buttons for each menu respectively.
Systematically fixed all missing references of all types in all 30+ game scenes.
Limited the amount of bullet decals enemies can make.
Optimized the culling of certain permanent blood decal fixtures in the map, such as larger decals used as set pieces in poacher camps. (As opposed to dynamically created decals made with bullets)
Optimized camping interlude code.
Removed some unused enemies from various scenes that were still stored in memory.
Removed some unused coverpoint placeholders.
Improved the usage of inner reserve animal culling to disable the more intelligent animals when the player is away from home.
Early Access Update V0.8.8.5
Gameplay:
Shotgun now keeps the aiming reticle when performing A.D.S. since it doesn't function the same as a classic scope aim, allowing for much more accurate usage of the shotgun.
Larger animals such as Rhinos that are hanging out closer to the main reserve will now attempt to avoid the poachers if they get too close by relocating. This doesn't guarantee their safety in all situations, but can avoid a few mishaps and keeps things cleaner in terms of general gameplay.
Graphics:
Improved tranquilizer dart rifle texture.
Added advanced spine rotation animation to stampeding hippo.
Fixed some grass in Hippo Mission with too low LOD threshold and thus were popping into existence too easily.
Fixed foot IK clipping issue with General Gideon when sitting on camping chair during Mission 1/2 bonus interlude camping mission.
Fixed "Lions Heart" powerup from making screen almost impossible to see anything, an issue introduced in V0.8.8.2 when switching over to linear color space.
Fixed a minor graphical issue causing waterfalls to cast shadows in a really weird way.
Fixed issue causing zebras to disappear when slightly off screen and if player is very close.
Improved appearance of main weapon scope lens when viewed from hip-fire mode.
Improved appearance of the rare Combat Shotgun weapon.
Fixed weird appearance of bulldozer window glass, as seen in Chapter 2.
Bug Fixes:
Fixed rhino ragdoll issues in introduction scene/speech.
Fixed bug causing introduction speech to not automatically go to the next scene without player intervention when completed.
Fixed a new bug introduced in V0.8.8.2 that was causing 3 of the enemies in the hippo bonus mission to just stand still after being either killed or tranquilized.
Fixed issue causing silenced tranquilizer rifles to play the louder sniper rifle audio.
Fixed issue in hippo bonus mission causing hippo to run on the spot.
Cardboard boxes outside shebeen are no longer un-destroyable.
Fixed issue where exploding your vehicle could sometimes reset your radio entirely, have replaced for a randomization (in the event of this situation) to help players discover more songs than they normally would hear in a single play session.
Fixed a NavMesh issue causing some enemies to walk through building in Mission 5.
Other Additions & Improvements:
Changed Steam store page screenshots to match the latest game version.
Improved hippo movement animation when circling a tree.
Improved audio quality of ranger stuck in tree during hippo mission.
Edited mission objective in hippo mission to be clearer about what the poachers are actually looking for, in this case not horns - but tusks.
Added an automatic checkpoint in hippo mission in case player is killed by a hippo so they don't have to start from the beginning of the level again.
Added cover points to enemy ambush in Hippo bonus mission.
Increased hippo stampede accuracy.
Added a new radio mission message for Hippo Mission Part 3.
More audio balancing on enemy voices.
Added more variation to nature ambience.
Optimizations
Optimized hippo scene memory footprint.
Shebeen location on map is now also streamed into memory when near like other locations to maximize performance when fighting inside the main reserve or anywhere other than near the shebeen.
Moved all remaining waterfall zones into the world streaming system, the entire world outside the main reserve is now essentially steamed in from memory when needed to lower the memory load on slower/older devices.
Some minor scene optimizations in general, related to animal locations during missions.
I am also working on some new content and some fun helicopter based missions, so stay tuned for those. I'll be back again next week with more!
- Rob/Twelv [Ingozi Games]
Early Access Update V0.8.8.4
A standard routine update featuring various fixes, improvements and quality of life adjustments. I'll be back again in a few weeks with another content based update (focusing largely on Chapter 2 this time), in the meantime the current update change notes are as follows:
Fixed some navmesh issues near gazelle herd that caused animals and in some cases enemies to walk through a few of the rocks or huts.
Improved shotgun appearance as well as fixed a one sided normal causing a see through face by the loader grip.
Fixed an issue with water at a certain waterfall cycling between specular color maps while standing in-between 2 separate waterfall zones used for asynchronous level zone streaming.
Fixed bug with gazelles that would sometimes cause their movement and animations speeds to not be synced.
Fixed some cactuses in Delta Zone that were missing their impact damage, and some with missing colliders.
Increased amount of enemies in Mission 3 to balance out O.P. new rifle.
Rebaked all navmeshes for each level, adding special optimizations based on which areas enemies will be in that part of the game.
Improved shotgun aiming A.D.S. appearance, while also removing the traditional scope type A.D.S. for the shotgun weapon as it does not fit the model in the same way an actual scope weapon does. This also means that the shotgun, unlike other weapons - will retain the reticle while holding down the aim button.
Some more removal of trees growing in places that makes no sense.
Fixed some missing colliders on tires in various zones.
Patched up a hole in a fence that lead to a dead area.
Removed some trees that were intersecting giant rocks, some of them almost entirely engulfed by the rocks.
Removed some more invisible trees growing entirely obscured, rendered yet never seen.
Smaller animals such as wild dogs and warthogs will now remove their colliders when killed in the wild.
Fixed issue with some areas being locked out for the game demo, but also being locked in the main game - such as PC, Ostrich Racing, Garage, Shebeen, Caves.
Fixed a few LOD culling distances on some items that were far too extreme, causing for example a rock to noticeably pop into view in the distance as you are walking.
Improved rhino stampede animation when rotating and taking corners/turning.
Some small memory optimizations.
Fixed issue with testing cheat code "day length in minutes" erroneously showing in vehicle garage regardless of code status.
Increased the price of sniper rifle ammo purchased from the camp shop as a game balance.
Fixed issue causing meat to stop cooking entirely on all sides once only one side becomes burnt, based on a timeout that now leaves meat left on the fire to burn entirely.
Completing a bonus interlude such as the camping interlude mission now awards a decent amount of XP/score.
Improved lighting in caravan to not obscure in-game computer screen.
Optimized shooting range memory footprint and file size.
Metal targets in the shooting range now make a realistic target sound when shot.
Fixed visual water plane intersection glitch by fishing pond.
Improved RPG weapon material appearance.
Some visual improvements to the Mission 6 warehouse interior back walls which previously were mostly rendering as plain black patches.
Fixed navmesh issues in Mission 7 that would cause enemies to walk into rocks near the warehouse.
Added some more Easter eggs, but I obviously won't be elaborating further on that.
Fixed a (recent) bug that could cause some enraged rhino to stampede in a frozen state and thus run on the spot in an endless loop.
Fixed incorrect screen space ambient occlusion in shebeen that was causing characters to have a perceived glow outline.
Improved groundskeeper NPC character clothing and hair material.
The groundskeeper no longer wears sunglasses inside, but will when appropriate.
Groundskeeper is now appropriately labelled in the U.I. so you know exactly who I am referring to.
Improved the visual quality of the 'Fumigation' shebeen random event.
While it may seem like just another background NPC, the groundskeeper actually notices everything that happens on the reserve—and even has its own fully developed A.I. system that hasn’t been activated yet. More missions involving this character will be added once the voice acting is complete and we reach that stage of development. This character plays a much larger role in Chapter 2 and beyond, and expanding their story is a key part of the release roadmap—including new missions and narrative content, even for players who have already finished the main game.
And just a quick reminder—the game is still in development until August 26, 2026, so if you have any suggestions or feedback, there's still plenty of time to share them!
Thanks again to everyone who's provided feedback so far. I've nearly hit 2,000 copies sold—a modest milestone, but a meaningful one for a solo developer like myself, and for the talented voice actors helping bring this world to life. Your support means the world to us, and I’m genuinely thrilled that so many of you are enjoying the game as much as I’ve enjoyed making it.
And of course, a huge thank you to everyone who’s purchased the game. I hope you’ve been enjoying the updates, and I’ll keep them coming.
Speak soon.
- Rob/Twelv (Ingozi Games)
Early Access Update V0.8.8.3
Early Access Update V0.8.8.3
Simple update fixing various user reported bugs & more.
I am currently busy with a much larger technical update that adds proper spinal and leg animations to wildlife as well as general improved animal behavior, but it's taking a lot longer than expected so I wanted to knock out a few quick necessary polishes so everybody knows I'm still alive and working hard!
A lot of progress has been made in the game in areas over the last few months that I wanted to explore, so much to the delight (or the chagrin, depending) of achievement hunters and gaming enthusiasts alike, I have added a huge heap of new achievements that include new challenges and ways to play the game never thought before, while also helping the player discover more hidden gems and secrets held within.
- On the subject of achievements, we now have a total of 68 - the plan is by final game launch to have 101 total achievements of which 100 will be regular achievements and the final achievement is awarded as a platinum trophy for achieving the other 100.
There are a few other small changes as usual, although the main focus of this update is the achievements and increasing gameplay time and quality of life through that.
The new achievements are as follows:
A Distant Cry - Take down an enemy tagged with binoculars.
Sangoma - Finish the game without first aid kits using only traditional healing.
Crowd Control - Destroy more than 5 drones in Mission 8.
Bootcamp - Complete the obstacle course.
Careful With Those Onions - Complete the bonus camping interlude mission.
Camping Enthusiast - Camp for 7 consecutive days in-game.
Untitled Game Achievement - Rescue a man from a horrible goose.
Herbology - Plant some herbs in your base.
Abundance - Harvest 20 medicinal plants.
Iron Liver - Drink more than 2 liters of hard liquor in a single sitting.
Quick Sticks - Take down more than 5 enemies within under 10 seconds.
Head Hunter - Land 10 consecutive headshots in a row.
Up Close - Finish a mission using only melee weapons.
Rampage - Take down 5 enemies while under the influence of the "Lions Heart" powerup.
Nightwatch - Take down an entire poacher squad at night without using a lantern or flashlight.
Crouching Zebra, Hidden Rhino - Take down an entire poacher squad while crouched.
Economize - Take down more than 6 enemies in a single magazine without reloading your weapon.
Trooper - Complete a mission without healing.
Untouchable - Complete any mission without taking a single hit.
Branch Manager - Collect more than 5 wooden statues in a single playthrough.
The change notes for the update are as follows:
20 new achievements.
Improved colliders of weapons dropped from enemies to prevent them from getting stuck inside rocks and other hilarious situations.
When it starts raining, the wind will now gradually increase instead of instantly appearing (which previously made the trees transition to windy animated states in a terrible way).
Changed sunrays to be a part of the default graphics settings. (Now that they have been made much more subtle in the previous update)
Improved culling and optimization system for animals in the main reserve vs poachers outside the reserve based on player location for increased performance while travelling.
Further ragdoll improvements and optimizations.
A few notes that were patched a few weeks ago after the V0.8.8.2 update but were not included in any change notes, so I'll add them here for historical purposes:
V0.8.8.2.1
Updated demo to latest version.
Fixed weird goat ragdoll issue that only occurred during the tutorial.
Fixed wrong scope texture on hip-fire main weapon view (main rifle default loadout carbine weapon).
Redesigned skin and eyes shader system for obstacle course commanding general entirely from scratch to handle direct sunlight better without getting washed out.
Reconfigured lighting for obstacle course to light the NPC better.
Fixed a few missing asset references in the asynchronous streaming load zones.
Fixed a an issue where leaving the tutorial from the obstacle course would take you into a game instead of exiting back to the main menu.
Apologies for not adding anything too exciting to this update, but I just needed to get these out of the way so that I could focus on more interesting stuff for V0.8.8.4
Lastly, I have done a substantial update of the demo. (For those who do not own the game) I have updated the demo to the latest version, and added some new content, and I have also removed some content. The content was not removed from the demo in any way to give less to players of the demo, but was done to increase the value of the product for users who do buy the game. It can be less rewarding if you buy the game but you've already explored the whole map. So I have now closed off certain features and locations during the demo. Players will no longer be able to enter the shebeen or go ostrich racing during the demo, and other limitations - but as a consolation I have added some new content to the demo that wasn't there before. So now after finishing Mission 1, Demo users will be able to play the camping interlude bonus mission (added in V0.8.8.2) from the radio tower in the main camp after completing the first mission. So if you don't own the game, but you do own the demo - you can play again for some new content, as well as experience all the latest improvements. And as always, the demo is fully shareware and contains no DRM so you can even copy it out of steam and share with friends on a USB I don't mind!
Thanks again for playing, and I will be back again once the new animal spine animation system for V0.8.8.4 is ready!
- Rob/Twelv [Ingozi Games]
Early Access Update V0.8.8.2
This is an simple yet exciting update covering a few key aspects.
In previous builds, the player would use the radio tower to advance missions when playing on Easy and use their bed when playing on Medium. Now - all difficulty modes use the bed for advancing missions and the radio tower now serves as a way to dispense bonus missions. Bonus missions from the tower will be played in sequence but are only available after finishing a main mission. Only one bonus mission can be activated per main mission complete. (Currently only one as stated below, but more on the way as we speak!)
Bonus mission "interludes" are similar to main missions in terms of combat, but have their own story and are checkpoint based within the mission without the ability to quicksave or save at any time like during a main mission.
Bonus mission "interludes" can't be saved during, but can be exited if the player wishes to rather play them again at a later stage. Once they have been completed then they cannot be replayed from the tower until starting a new game.
This build contains 1 new bonus mission that can be played at any time between missions through the radio tower in-between the first 4 missions of the game. This is the first of a series of bonus missions featuring General Gideon (Not to be confused with General Van Jaarsveld) and discovering the character in depth, as well as joining him on various antics.
The new mission takes full advantage of our new character system with expressive dialogue and interaction, with the characters facial expressions changing to react to the players actions.
Enemies can now only be looted once their death animation is complete, this prevents it from being far too easy to loot enemies before they've even hit the ground, considering the games generous interaction distance.
Fixed an issue that would sometimes cause shell casing ejections to be rendered through other objects.
Some minor audio balancing and weapon audio improvements on certain weapons.
Improved a few models and textures, and a few indoor lighting scenarios.
Fixed a bug that affecting the save game button in the main menu, but not the quick save or checkpoints.
Some minor ragdoll improvements.
Small performance optimizations.
A few small bug fixes.
Thanks as always to all, and a huge welcome to all the new players that have joined lately!
Happy Hunting.
- Ingozi Games
Early Access Update V0.8.8.1
Main Features:
Overhauled A.I.
New physics-based enemy death animations.
Active ragdolls.
New enemy behaviors.
Improved gameplay.
Further graphical & audio improvements.
Fixes & Optimizations.
The full change notes are below:
Enemies
New complex enemy death animations.
New advanced enemy ragdolls that combine animation with active physics for more realistic death animations possible.
Some enemies will now run and slide into cover.
Some enemies will now choose to stay in cover, with new cover finding improvements and can now fire from cover, instead of only using cover to hide
Enemies will now sometimes attempt to deploy strafing as a technique while firing and moving from one spot to another.
Enemies will now also sometimes attempt to move backwards while shooting, moving towards potential cover.
Enemies are delegated, so some will be denoted as tactical and others will be in "panic" mode where they engage without thought, based on game scenario.
A.I. now has variable crouch heights powered by inverse kinematics.
A.I. can now decide to stay crouched while shooting if they feel you too threatened by you blowing their cover, or the cover is low enough to fire from without standing, instead of only being able to stand up to shoot as in previous builds.
Improved various other small enemy animations.
Enemies can crouch lower now, and even run lower if needed.
Fixed enemy aiming interpolation issues.
Crouched enemies no longer shoot up in the air when killed.
Further enemy crouch animation improvements.
Each sniper shot now exponentially increases enemy awareness instead of a true/false comparison.
Further general cover finding improvements. [*[ Improved enemy idle animation. [*] Enemies are generally now more lively, even the non-tactical types.
Graphics:
Made vehicle lights for driving at night brighter.
Amount of blood made slightly more realistic.
Improved blood shaders and fixed new issues with occasional blue blood caused by linear color space.
Large permanent blood stain decal pools now fade in instead of appearing instantly.
"Sharp" is now the default anti-aliasing setting. Feel free to change back to "Soft" or "Overkill" if things are jagged on your screen, but for most purposed sharp should work perfectly. (I also wouldn't recommend using overkill unless you really need it as it uses a double antialiasing pass which might be unnecessary.)
Improved vehicle "on fire" particles.
Removed some ridiculously out of proportion grass meshes.
Improved some more materials to go with the new V0.8.8+ Linear Color-Space
Removed some more unrealistic tree placements on slopes.
Gameplay:
All characters now have double the sprint stamina than before, and the hiking boots powerup will still increase this even more.
Audio mix and level improvements.
Improved physics calculations.
Game balancing.
Chapter 2 is now a lot more chilled.
Bug Fixes
Fixed a rare bug that would sometimes cause random objects such as rocks and trees to bleed when shot.
Fixed some visual issues with buffalo dust clouds.
Fixed an issue that could leave you stuck in the garage.
Optimizations:
Optimized blood delivery system
Third person avatars now only stream into memory when they are needed, and only relevant to the character the player has chosen.
Please Note : There has been a lot of complicated systems introduced in this update, so there might be some slight performance optimization regressions on lower devices, but if that's the case let me know and I'll be looking into it.
Decreased the amount of simulation processing taken by birds flying in the sky when they are not visible by the player.
Improved animation culling for groups of flies that sometimes appear near fallen enemies.
Early Access Update V0.8.8
This update serves as a foundational update for 2025, with roughly 100 crucial changes paving the way for many new features and mechanics going forward by making sure the game is presented in the best possible way utilizing best graphics practices.
The primary focus of this update is to enhance the game's graphics to be more modern by utilizing the latest technology. This includes transitioning the game from a gamma space project to a linear space project with High Dynamic Range (HDR) rendering and finely tuned Academy Color Encoding System (ACES) tone-mapping and light authoring. These changes aim to produce a more realistic and vibrant interpretation of screen space color and ambient lighting.
Additionally, special attention has been given to significantly improve the game's graphics while simultaneously allowing room for continuous enhancements throughout the year.
The update also features a rework of weapon audio to enhance the "remastered" feel of the game, alongside numerous other quality of life improvements and fixes.
Lastly, both SteamDeck and PC/controller players will benefit from the updated info-popups, which no longer pause gameplay, allowing players to remain fully engaged in the action.
Main Features:
Overhauled graphics & textures.
Remastered weapon audio system from the ground up as well as player footsteps and other ambient audio SFX.
Advanced terrain shading.
Gameplay improvements.
Quality of life improvements.
A.I. Improvements.
Enhanced immersion & quality.
More logical/streamlined graphics menu.
A Reworked introduction scene.
Numerous bug fixed and optimizations.
The full change notes are below:
Graphics:
Improved color space from gamma to linear.
Improved textures.
Improved weapon materials.
Improved post processing.
Improved color balance.
Vastly improved terrain shaders.
More realistic terrain texturing, featuring more texture variety than before.
Improved grass rendering softness.
Realistic near-depth of field for weapon zoom/ads.
FPS Weapons now also receive post processing.
Reworked all interior lighting.
Improved physical appearance of dust clouds caused by stampeding buffalo.
Improved NPC eye shaders.
Improved quality of moon seen at night.
Entirely new rock materials and shader setup for increased realism.
Improved animal appearance and material.
Improved sunset/sunrise quality and interpolation.
Made blood darker and more realistic.
Improved quality of weapon muzzle flash.
Improved quality of distant horizon mountain backdrops.
New improved realistic convex scope glass for main weapon.
Improved some of the metal building construction/shanty's.
Shadows are now more defined and of a higher quality.
Improved quality of reflections.
Improved skin shader for first person weapon arms.
Improved glass shaders for vehicles and other items such as lanterns etc.
Improved appearance of grass dryness.
Improved tree and foliage appearance.
Improved sunshaft rendering.
Loading screens are back to the minimal black and white text from Poached V0.01 to offer a stark contrast between the new HD graphics.
Improved scope overlay realism.
Improved waterfall water-mesh material rendering quality.
General material improvements, as well as removing lighting errors where surfaces appear too bright to produce a color apart from white.
Improved Obstacle Course commander (General Van Jaarsveld) skin shader with new ambient lighting model that looks good from all lighting angles with basic subsurface scattering for skin simulation..
New gunshot audio, and more uniquely distinct sounds between rifles.
New Sound FX and nature ambience.
Improved player footstep audio.
Rifle weapons use an array of fire sounds different sounds for the "tail" of the shot versus the shot itself, thus to create a realistic sense of reverberation from the shots.
New intro scene monologue.
New voiceover for introduction scene.
New underground ambience for caves.
Gameplay:
Info popups no longer pause the game.
Game balancing.
Weapon wheel now shows mouse cursor when using PC/Mouse and is also more accurate.
Improved some zone bounds for more seamless world streaming.
Saving your game is now not possible during direct combat although available if enemies are nearby prior to battle. This is to prevent players from accidentally spoiling their save slots by quicksaving while 8 guys are about to blow your face off. The plan is to add infinite saves in a future update, but this will work for now.
Introduction scene now also allows dialogue skipping via holding space for 3 seconds. Featuring the new VCR-Style FFWD effect.
Daytime is now longer.
Item pickup highlighting is now much more noticeable than before, assisting in spotting useful pickups in the heat of battle or when exploring camp.
The radio switch is now interruptible if the player selects a weapon before the game selects the radio on level start.
A.I.
Made enemies slightly more decisive.
Improved enemy crouching/take cover animation.
Decreased the amount of times enemies will "blind engage" an area they think you are in when you've escaped from that area without them noticing.
Improved enemy hearing, specifically in terms of being able to hear each other pass on alerts.
Improved enemy general behavior, as well as new routines to help attempt to prevent enemies from attacking too close in large groups and will try harder to spread themselves out.
Fixed unrealistic delay between enemies exiting a crouching a crouch state and opening fire, as they will now aim their weapons as they stand up and immediately open fire as they stand up.
Enemy hearing can now react differently to louder volume weapons such as the sniper rifle.
Wildlife
Buffalo might decide to charge you. This will result in instant death so please don't get too close to the buffalo, they are officially known as the most vengeful animal in all of Africa so they might also attack you if you decide to kill another or fire your weapon near the heard. (Which you should not do)
Fixed an issue with Buffalo/Warthogs sometimes getting stuck on trees while running away from gunshots as well as sometimes disappearing in front of the player.
Some animals can now lie down to sleep.
Game now auto-saves when you enter a buffalo zone. [See first point]
Improvements & Additions:
Added a small amount of extra detail to some of the asynchronous world streaming zones.
Main menu now fades in naturally instead of zooming down.
Improved goat ragdoll falling animation by adding forced horizontal velocity as often the ragdoll ended up with it's bum in the air and then baked.
Blood puddle stains are now more moderately sized for increased realism.
Death screens and end-level stat/score screens are now plain static black and white (instead of a film "cutting" background" to reduce flashing lights and potentially headache inducing flickering over long play periods.
Various close-distance "texture detail" tiling normal map improvements.
Added some small additional details to some exploration zones, as well as adding some gravel paths/dirt roads.
Improved shebeen/bar interior.
Improved warehouse interior.
Improved caravan interior.
Improved scratch detail on metal surfaces.
Refined some of the hand gesture animations for NPC's.
Improved character selection screen hair shaders for character #4.
New high definition normal maps for buffalo and warthogs.
Improvements to asynchronous world streaming algorithm.
Improved and simplified anti-aliasing options.
Throwback introduction scene with improved visuals.
Removed redundant options from graphics menu and made layout slightly more logical.
Bug Fixes
Bug Fixes.
Fixed issue with certain enemy entities being loaded in a few second after loading a save game that was saved during a battle.
Fixed issue with cursor appearing in loading screens if the sleep action causes a new scene to load.
Fixed bug that made it possible to scare away animals by pressing the fire while your weapon was reloaded, now ensuring animals only react to actual gunshots.
Fixed issue causing radio station to sometimes lose it's timestamp progress when exiting the shebeen.
Fixed weapon wheel binding display not loading correctly and other small U.I. bugs.
Fixed bug causing some UI elements to crop weirdly after re-enabling the game hud from a game loaded in "hud disabled" state via the options menu.
Optimizations:
Performance optimizations.
Removed all remaining left over third party post processing solutions in favor of a fully built in approach.
Cleaned up enemy tracer spawning system to prevent error visuals and use less memory during intense gunfights.
Optimized trees to use a single shared material and texture for all 17 tree types.
Enemy animation optimizations.
Integrated the warehouse portion of the map into the game's asynchronous world streaming system.
Improved wildlife animation culling.
More FPS weapon textures are now only streamed into memory from disk if the player has the weapon, as before but now covering all weapons.
And as always, in addition to the comprehensive list above - many other small tweaks, secrets and polishes have been made, too numerous to mention.
Note: To show off all new features, at this time all post processing effects [except for motion blur] will be enabled on default for new installations and current, but please feel free to disable and let me know if it's not working for you. Sun shafts are disabled by default due to their experimental nature.(reflections/bloom/grain - enable it)
Thanks again for playing, and speak soon!
- Twelv
Early Access Update V0.8.7.9
I'm proud to announce this small update, the first for 2025! Amongst a few crucial fixes, I have been working hard on NPC animation and interaction to bring the game world more to life. I've done a few experiments before, and now with this update we are bringing a character to life.
'General Van Jaarsveld' who is heard providing mission briefings throughout the game, particularly in the early/first missions has now been brought to life as a living breathing NPC standing in front of you. Featuring procedural blinking, synchronized facial expressions, inverse kinematics/looking and dialogue hand gestures coupled with movement and A.I.
He will react to you differently depending on how you behave, and features a comprehensive voice acting performance by the Voice Actor recorded at Asylum Studios over these holidays, which I am very excited to share with you!
This appearance comes with a brand new obstacle course led by Jaarsveld himself, which you can now access by selecting the "Tutorial" option from the main menu. The original tutorial is still available, but the first part now consists of the obstacle course. Any of the 3 tutorial segments can be exited at any time.
Main Features:
A new character brought to life as well as new voice acting.
A new obstacle course level.
New NPC hand gesture dialogue system.
Enhanced NPC facial expression to dialogue syncing.
New dialogue skip mechanic with VCR animation. Activated by holding spacebar for a few seconds while an NPC is talking.
NPC spoken dialogue will change and react to your actions in the obstacle course based on weather you choose to take things seriously or not.
New NPC's added to "Noise Complaint" secret mission, as well as new improved dance moves.
New wind SFX.
Fixed bug causing arrow buttons on controller to select weapons while using the inventory.
When receiving radio transmissions, the player will now only automatically select the radio if there is no danger as well as being able to interrupt the radio switch by selecting a weapon.
New "Scope Strength" slider in options which can be used for increasing or decreasing the zoom scope lens lines.
A massive thanks to the users who have reported bugs to me on Discord as well as on our public Steam Forum. It's a great help and I please encourage people to let me know of any other issues they might find. Or even just to let me know what you did like, I am always down for a chat!
I hope you enjoy this first update of the year, it will be the first of many!
Early Access Update V0.8.7.8
A small update to kick off the festive season, focusing on environment and wildlife with other regular maintenance updates. I have quite a few updates planned this holiday so stay tuned for more!
Main Features:
5 New animals.
7 New locations.
Population of animals increased.
Detail of outskirt environments has increased.
New seamless sunset transitions.
Various game performance optimizations.
Various bug fixes.
Various other improvements, listed below.
Environment improvements and detailing.
Improved vegetation and terrain texture painting.
General visual enhancements.
Many new models and items.
New Wildlife:
Buffalo: Are mostly docile but are known to kill humans. Comes in two varieties, clean and dirty - the dirtier the buffalo the more flies it will attract.
African Wild Dog (Lycaon pictus): Not known to attack humans, but a fearless predator amongst its peers.
Scorpions: Good thing you're wearing those boots!
Geese: Known to chase people up trees.
New Locations:
Reserve Entrance: The reserve now has its own actual entrance gate which visitors and guests would use to enter.
Groundskeepers Cabin: The groundskeeper now has her own cabin and garden, this area will be further expanded on in other updates.
Chicken Truck: Is now available at anytime in the game for the achievement mission, as opposed to only in chapter 2.
4 x Warthog Zones: containing additional detail.
5 x Buffalo Zones: containing additional detail.
Forest Zones: shadowy biomes.
Other new hidden areas and secrets.
Fixes:
Fixed issue with enemies firing before they finished reloading
Numerous small other bug fixes and improvements.
Reduced terrain flickering.
Fixed some broken terrain seams.
Fixed some areas you could get stuck.
Fixed some skinned mesh renderers/animals/characters disappearing when halfway off the edge of the screen.
Improvements/Additions:
Increased likelihood of certain enemy bark audio.
Removed trees that were placed on slopes unrealistically.
New vegetation such as mushrooms and tomato plants.
Improved Gazelle Texture.
Improved warehouse exterior model material and texture.
Improved other small building[s] material lighting.
Improved intensity of "Sun Shafts" effect appearance, but can also be disabled from advanced graphics menu if not desired.
Sunset transitions are now seamless when playing on high environment settings.
Improved color quality and synchronization of distance fog at the base of mountains.
Decreased the monotony of certain tree clusters outside of the main reserve.
Improved the blending quality of certain asynchronous streaming zones.
Improved quality of transition from terrain to distant mountain objects.
Improved quality of waterfall rendering during night time.
Optimizations:
Implemented animation hashing for enemy reload action.
Limited the amount of "miss" bullet decals that enemies can produce globally.
Improved culling of bird flocks when not in camp.
Improved culling of enemies when player is exploring outskirts far away from enemies.
Removed more trees hidden under rocks.
Improved cleanup of animals that have become invisible.
Improved culling of animals and meshes inside the main camp while the player is out exploring.
Removed trees growing under rocks that weren't visible using precious resources for nothing.
Numerous other internal performance optimizations.
'Environment Quality' setting now affects the ambient lighting interval for time of day transitions.
This update now brings the total count of species in the reserve to 34. The list of all creatures is below:
Mammals:
Rhino
Zebra
Elephant
Giraffe
Wildebeest
Buffalo
Warthog
Wild Dog
Gazelle
Hippo
Ostrich
Goat
Rat
Insects:
Dragonfly
Dung Beetle
Rhino Beetle
Common Fly
Hornet
Scorpion
Snail
Amphibians/Reptiles
Crocodile
Salamander
Frog
Snake
Birds:
Pigeon (bos duiwe)
Crow (Swartkraai)
Owl
Sparrow
Chicken
Duck
Goose
More species & locations to be added soon!
As always, thank you everybody for the continued support, encouragement & bug testing. It is greatly appreciated!
Happy Hunting and Happy Holidays.
Early Access Update V0.8.7.7
While this update is relatively small in terms of content, it introduces a new system that paves the way for endless new content that is varied, exciting and provides a great new platform for the voice actors to express themselves as well as bringing life to the existing characters in the game.
Kicking off the new system is a short introduction scene that replaces the old cinematic introduction which featured a few fly-over shots with a voice over. You now get to meet in person the generals who are commanding you via the radio through the game, and one of them will communicate to you face to face. In future updates, you are going to be seeing a lot more of these NPC's and being able to interact with them directly and I firmly believe this is a necessary step for modern gaming to bring the world alive with living breathing characters.
The existing radio mission briefings will not be changed, only new content will be added featuring lip synced character NPC's, and will pave the way for hours of new content upcoming in 2025 and beyond.
Below are the main features, as well as other bug fixes, additions and optimizations as per usual.
Main Features:
New introduction scene.
2 New character models.
New character creation pipeline system.
Endless potential character faces.
New lip syncing system.
Over 50+ possible Facial expressions.
Procedural blinking.
More voice acting.
Fixes:
Fixed a recurring issue that would cause your ostrich race course progress to be reset if you played an earlier race again.
Fixed issue making it possible to shoot NPC's while scoped.
Fixed missing NPC colliders in ostrich racing.
Fixed some boss fight related issues that I won't list directly due to spoilers.
Fixed issue with B.I.R.D. scout being able to fly off and under the terrain bounds.
Fixed some issues with weapon wheel responsiveness when using a mouse.
Fixed numerical keys not working on Caravan PC main menu.
Fixed missing colliders near Mission 5 drone control station.
Fixed some issues with drone control station not triggering the next mission state correctly.
Numerous other small bug fixes.
Additions:
A few environment vegetation improvements.
A new 'Potjiekos' model. (Traditional South African 3 legged cauldron).
New "MelkTert" model. (A type of delicious milk tart pie).
New coolerbox model. (Gotta keep those beers cool).
Added better fencing for informal settlement area.
Improved terrain seams and various terrain texturing near borders of tiles
Optimizations:
All player triggers used for asynchronous loading now exist in their own layer so that they are never triggered by other non-player entities, even though only the player can activate them now the trigger is never called unnecessarily.
Added all remaining elephants and giraffes into the asynchronous loading system for improved memory usage, as these animals never venture into the main reserve area by themselves.
Deep analyzed texture compression and found (and fixed) a 21mb normal map used for the vehicle cabin down to 5MB without any loss in visual quality.
Optimized specular maps used for outside shebeen walls.
Converted some read-only static variables to constants for better memory efficiency.
NPC Gardener character in ostrich racing now uses a single instance repositioned per race instead of multiple instances pre-configured.
Implemented dynamic texture loading from disk for less common weapons that don't need their textures permanently stored in runtime memory.
Thank you everybody for playing! The next update V0.8.7.8 is going to focus on environment and wildlife, while I work towards a general large content update by V0.8.8. This is the beginning of an exciting new chapter, and I can't wait to share it with you all!
Keep those bug reports coming, and just general chats. You can always find me in the Discord or on the Steam forums, I look forward to hearing your thoughts!