Community Spotlight Video #3 & Advent Calendar Treats
Hello there, Kenshi fans! We hope the holiday season has been treating you well so far! Temperatures over here in the UK have dropped faster than our health in acid rain, does anyone know how well crab shoes hold up in the snow?
Before this year comes to an end, we wanted to share another Community Spotlight video, and let you know about our advent calendar!
Community Spotlight #3We are constantly blown away by the artists, modders and virtual photographers among the community and what they share with us. Here’s another round-up of what we’ve shared recently!
25 Days of Kenshi Facts and Trivia
We’re a little way into our advent calendar of daily Kenshi trivia and wallpaper giveaways. If you’ve not had the chance to have a look then head over to one of our social media website profile type thingymawotsits. If you don’t have Myspace then I guess we might be able to compile them into a post in the new year, if you behave yourselves.
We have some pretty cool people working on Kenshi 2!
Kenshi turned 4 on Tuesday 6th December, 2022!
We know a lot of veterans of the game have been playing earlier incarnations of Kenshi for much longer than that, with March 20th 2013 being the first release of Kenshi on Steam Early Access. But the official Steam release wasn’t until 6th December 2018, so we’d like to raise a glass to commemorate Kenshi’s fourth real birthday, and to say thank you to all those that have been with us before and after Kenshi 1.0. We would love to hear in the comments what your favourite memories of Kenshi have been over the last 4 years.
Be sure you’re following us on our social media channels to see what we share over the next few weeks! That’s all from us for now folks! We wish everyone a wonderful holiday period and we look forward to seeing you all again in the new year!
New Kenshi Merch Just Dropped!
Hey folks, hope you're all well!
We’re very happy to welcome so many new Kenshi fans to the fold in this latest update. Would you believe, we’ve seen more new players discover Kenshi this year than we did in 2021 and 2020, so first of all - a massive thank you to all our players, new and old.
New merch and a giveaway!
We were absolutely humbled and delighted with the response we’ve had to the previous shirts, and have frequently been asked if we’d be doing any more, so we are pleased to share three new designs, available in a range of colour options.
Rep your favourite skelly recruitable, your appreciation for the landscape or simply look hella cool in our new death metal-style Kenshi logo shirt. As always, if you pick one up, please share it with us on the socials.
We’re also launching a new type of product - you can now protect your desk from the long hours of playing Kenshi, Foodcube crumbs and Grog spills with this new desk mat:
Have a gander at the new range, available now, over at our merch partner RobaRoba! If you’re thinking about picking up some gear in time for the holidays, make sure to check the individual item’s page on RobaRoba for details on shipping time estimates.
Enter our competition for a chance to win free merchandise
To celebrate the release of the new merch we’re going to give away two new shirts and a desk mat to three randomly selected commenters across three different social media platforms.
There’ll be a shirt winner on Instagram, a shirt winner on Twitter, and desk mat winner on Facebook. For a chance to win all three, track us down and answer the questions there.
One answer per platform only - each platform answer counts as an entry for that specific prize . The competition is open to any country RobaRoba currently ships to (which is most; contact them if you’re unsure).
The competition opens now and closes on Tuesday 22nd November at 6pm, GMT.
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That’s all from us, for now! We’ll be back with another community spotlight blog at the end of the month, so keep tagging us in all your fanart pics and mods for the chance of a highlight.
Once again, we would like to thank each of you for your continued support. As always, be sure to check us out on social media and on our Discord server, and until next time, take care!
Community Spotlight #2 - Halloween Edition
Hey there Kenshi fans, we’re here for another round-up of excellent community content highlighting some of the amazing work done by the Kenshi modding community.
Did you know that there are more than 10,000 items in the Steam Workshop for Kenshi? Big up the modders, we appreciate all your efforts.
The world of Kenshi is pretty terrifying as it is but if you really want to get into the spirit this Halloween, we have 15 spooky mods created by the community to share with you.
Go hunting for a half man, half dog beast that’s been spotted in the Vain area, adding to the other cute and cuddly creatures that want to devour your insides.
This mod was made by Arkhiel back when we co-hosted a Halloween competition with the Kenshi Community Discord. Install this and you’ll find a pumpkin head (excellent), a broom (nice), and “a lot of dudes in a few biomes (border zone, swamp, desert, okran valley and a few more) wearing that and behaving like shrieking bandits, just because”. Lovely stuff.
Another entry from the old Kenshi Community Discord Halloween contest with some rather fetching Halloween-esque cosmetic items. Scare off your enemies by having a cleaver through your head or an arrow in your knee… whatever you’re in the mood for.
Hunt down or save the Fungoid race, who are known for their high farming and medical skills!
We hope you enjoyed this spooky mod showcase! Let us know if you’ll be trying out any of these mods and tag us on Twitter and Instagram with your screenshots or videos!
FCS Update 2.13
A few useful updates to the FCS plus one very minor change to the main game that might make a few sticklers happy.
FCS update currently found in experimental branch until next update.
Changelog
Added find and replace button to toolbar
Replacing with a blank string results in a confirmation popup
Escape or cancel button closes this
Searching for items in translation mode only checks wordswaps and dialogue lines
Window now has results section
Can open items from here
Field of found item also displayed
Added read only mode
Active file is locked so other programs can't write to it
Added a warning if you open a file that is already open elsewhere
Error resolution actions disabled in read only mode
Added support for custom background images / custom colours
Added settings window, no more text file editing for application settings
Added sorting on reference list columns
Added sorting to notes window
Added ability to add multiple notes at once
Added wordswap preview button to dialogue editor
Added [...] button to conversation window
Added [...] buttons to dialogue package form window
Added Delete Item to [...] commands
Added ability to disable dialogue branches in translation mode
Added display for notes in dialogue root node in translation mode
Added diff mode for use with subversion
Added key shortcut to add reference (Insert or +)
Added logging with options in settings file
Added support for custom autosave interval
Added filter timing display in navigation window title
Added ability to allow merging a mod to clear MISSING state
Improved custom columns with recursive field support
E.g 'residents.building'
Improved searching
Basic StringID search uses StartsWith to avoid partial matches with other items
Items added or removed from filtered list if they no longer match filter
Improved performance of translation mode dialogue tree view greatly
Improved change list
Reverting items in here now updates their state properly
Interjection and fail nodes labelled as such
Doesn't refresh on activation if no changes
Improved set field window
Now has open file button for path fields
Improved Errors window
Take Ownership error fix now tells you which mod you need to fix in if it fails
Dialogue errors now ignored for items deleted by a later mod
Added Copy ID action
Also available in merge window
Improved translation mode
Exported .po files now flag entries as needing work if original source text has changed or user has flagged them as needing work
Update lines box can now be closed with the escape key
Layout data now saved to appdata
Opening an item now restores minimised windows
Blocked changing stringID if any properties are locked
Browsing for files now default directory set to assets folder
Cannot flag new items to be discarded in merge window
ItemFilter assumes default value for MISSING fields
Changed how discarded changes work when merging mods
Now saves a message to the header to explicitly discard changes rather than relying on the save counters which could have false positives
Bug fixes
Loads of minor things not mentioned in this list
Fixed Close all windows button closing translation navigation window
Fixed SetField not updating reference values on references with no target
Fixed error message if saving failed
Fixed loading locked removed references messing up item state
Fixed merge button not being enabled sometimes
Fixed merge window check all action missing some items
Fixed merging mods not merging item rename changes
Fixed properties being set on wrong dialogue line if you right click
Fixed reference state marking LOCKED items as OWNED
Fixed stack overflow when reverting dialogues containing loops
Fixed states of modified instance data if nothing changed
Fixed translation item list not being refreshed after loading
Fixed Close All button sometimes being hidden in the overflow list if window is too small
Fixed LOCKED|REMOVED items appearing in change list
Kenshi Community Spotlight #1 Plus: How to install Kenshi mods on Steam
Hey folks, we've made a little video highlighting some of the awesome mods, fanart and screenshots we've highlighted in September. Enjoy!
If you're new to Kenshi or have never installed a mod on Steam before, and have been wondering exactly how to do it, then check out our tutorial below:
A new chapter of localisation for Kenshi 2
Kenshi 1’s translation was managed by Lo-Fi’s Lead Writer - Nat, and our Japanese Localisation, PR and Community Manager - Meg (now also Localisation Lead). The pair are now using their experience with Kenshi 1 to improve and perfect the Kenshi 2 localisation process so that non-English speakers can enjoy the game as it was intended.
In this month's community update, the two share insight behind the much-improved technique behind Kenshi 2’s translation and our future development plans for non-English players.
“The most frustrating challenge in managing localisation is not being able to speak the languages yourself to verify the quality and how it's going. You're completely at the mercy of trusting other people to know what they're doing or that they’re actually putting care into it. And it was hard to fully monitor this on top of my other work,” says Natalie, who had a particularly difficult time trying to manage the localisation of Kenshi in 8 different languages whilst writing the game.
“There are also so many complications with writing for Kenshi; I have to train new writers for so many months to get into good ‘Kenshi habits’, to understand how wordswaps fit together grammatically, to check sentences flow together nicely (procedural dialogue can fit together extremely clunky due to the many alternative combinations), even just drilling in Kenshi’s themes and consistencies. Kenshi writing is a whole other level of thought process - only half of it involves actual creativity, the other half is Kenshi-specific brain aneurysm level of technical weirdness.
It's hard that I can't check these things myself and properly train our translators to the same level. So I’m really glad to have Meg with us for Kenshi 2, she has more dedicated time and is actually working alongside the other translators ‘on the front line’ herself to communicate these issues and work more closely with them.”
Note the above grammar mistake caused by incorrect use of wordswaps. We’ve recently incorporated a ‘results generator’ in the FCS (an in-house development tool) which displays all possible permutations of written sentences. Lots of new technical features have been added to help solidify the workflow and reduce issues like this one.
Kenshi Post Mortem
We've been able to keep a tab on everything that didn't go so well for Kenshi 1 and use that newfound knowledge and understanding to set the foundation for Kenshi 2. The most important lessons we learned during Kenshi 1’s localisation were context and cohesion. Translators are essentially writers of the game in their own language. They're making decisions that they, the native speaker, are most equipped to judge, for example fitting names to their own language - do they translate literally? Do they keep nouns phonetically similar or perhaps create punchier words?
Cohesion
Kenshi 2 is still under development, so if a translator fails to understand the atmosphere or how something is used in the game, they can easily misinterpret meanings and tones. Localisers must also properly be able to reflect the themes and information intended and understand the game design and intended experience behind writing i.e. what we're trying to make the player feel, what we're trying to hint at or encourage them to do.
At many points translators are dealing with game-changing actions the player can make, and as writers, we need to really clarify the repercussions and weight of those player decisions. If a translator isn’t aware of the impact of certain lines, a game has the potential to become really frustrating with the player missing out on big opportunities or being heavily punished for things they didn't understand.
Essentially, the player's gameplay experience and fun carry much more weight than just fancy words and nice writing. We’re now working much more closely with translators and involving them in the development process with frequent catchups, workshops and Q&As, as opposed to localisation being an afterthought added at the end of development. This time around, we are starting translation alongside development.
Context
We didn’t plan to localise Kenshi 1 initially; it was already a huge development project for the 4-6 people involved. It only really occurred to us that we might want to translate the game into other languages when we first started to see it become popular in other regions around Europe and when players began making their own translation mods. Essentially, the localisation process was slapped on towards the end and handled by a bunch of outsourced companies, so we hadn’t laid the proper groundwork for documentation.
We now have a brilliant new internal wiki which is visually accessible and easy to use for other members of the team that’s easy to keep updated (lore evolves and changes constantly over development).
Not only can translators use our wiki to understand the background of the world and its cultures, but we can also use it to explain any regional speech styles, specific slang, personalities, key facts and relevant recurring names or themes in the game. Adding bios for all of the characters is also extremely helpful to a translator: Their gender, personality and role in the story - good or evil, for example.
We also have more organised naming systems which immediately give a bit more context and order to the items being worked on. We have lots of design documentation and guides, and, biggest of all, we have translation notes! These are notes that the writers can leave directly attached to items, dialogue strings and even GUI data that will display within the translation mode of the FCS. This includes things like overall context summaries, levels of formality, specific wordings that reflect deeper meanings, deliberate misspellings/mispronunciations, puns or humour which might get lost in translation.
If a translator is not seeing the atmosphere or purpose of how something is used in the game, they can easily misinterpret meanings and tones. The more information you can provide on context for your translator, the better. It has become a part of our everyday process in our writing tasks to 1) Update the wiki and 2) Leave notes on everything we write.
Team
We kicked off the first round of localisation with our original Kenshi 1 translators Paola (Spanish), Marie (French), and of course Meg (JP), which began in January. We plan to start others this year too, now that we've all worked hard in ironing out the initial kinks and teething problems (for example: lost data, missing translation notes, data export issues and crashes in our software).
Meg, who recently completed the revised Japanese translation of Kenshi 1, has now taken a role of localisation lead, training/supporting other translators while she works on Kenshi 2. Meg’s experience with Kenshi 1 was unique in a way that she herself is an avid Kenshi player who spent countless hours playing and watching Kenshi videos, and that she worked on re-translation of Kenshi 1 after it was translated multiple times by modders and other translators.
By retracing the mistakes made by her predecessors, she was able to suggest requirements that help improve the process of localisation that are now incorporated into Kenshi 2. It also helped that she knows Kenshi well, both as a player, and as a part of the community as a Japanese Community Manager. For more details on the challenges she faced translating Kenshi 1, read her interview on Game*Spark (in Japanese).
“I got involved in Kenshi 1’s translation after the game was released, so I was familiar with the world and the majority of the dialogue. There was also a wonderful Wiki created by fans both in English and Japanese to refer to.
By getting involved in Kenshi 2’s localisation from the development stage, it allowed me to communicate some thoughts and suggestions that could make the world of difference for translators. With internal wiki, translator notes, and improvements in FCS, the experience of translating Kenshi 2 is now similar to (or even better than) translating fully completed Kenshi 1, thanks to the writing and technical teams that kept localisation as one of the core considerations in the development.
It has also been great working with Paola and Marie from the early localisation stage. It provides us with the opportunity to share the issues that are incorporated in the notes and improvements in FCS. We are sharing whatever difficulties we are facing, however small they might be, with writing and technical teams, knowing that any answers we could find now could help other translators as they come along in the future. “ - Meg
Case Study - Catcrawlers
To demonstrate how the first three languages are being translated, here’s the sneak peek of an excerpt from Kenshi 2’s “Catcrawlers Handbook '' along with our translators’ comments. This was a particularly challenging task, as Catcrawlers don't exist in the real world and translating relies heavily on the translator’s imagination. The book also contains many made-up phrases that are created specifically for Kenshi, making the prose generally quite difficult to understand in the first place. Translating the Catcrawlers Handbook also required consistency between both Kenshi 1 and Kenshi 2, as the game appears in both eras.
English - Original
“The first rule of Catcrawlers: Don't try to play Catcrawlers. No, you've gotta breathe Catcrawlers, feel it in your bones. Don't even attempt to tug those digits 'til you've charged those wedgers, because you sure as hell can't lick a SPADE 'til you've understood the stone die on a spiritual level. Yes, the depth of Catcrawlers will be beyond most in these outlands. So, let's get started...”
Spanish
"La primera regla del Arrastra-Cat: No intentes jugar a Arrastra-Cat. No, tienes que respirar Arrastra-Cat, presentirlo, intuirlo cual corazonada. Ni se te ocurra tirar de esos dígitos hasta que hayas cargado esos nipeludos, porque fijo que no puedes lamer una COPA hasta que hayas comprendido que la piedra muere a un nivel espiritual. Sí, la profundidad de Arrastra-Cat llegará mucho más allá de estas lejanas tierras. Así que pongámonos manos a la obra…"
“Translating Kenshi is always a lot of fun but also can be hard work. Luckily the writers have always been very accessible and gave many tips, context and explanations about complicated, made up language, onomatopoeias and other stuff that comes out of their minds. I made up a word to translate another made up: nipeludo for wedger. It's a word that I use in my own world and now a present to Kenshi players in Spanish.” - Paola
French
“Première règle de la Course aux Cats: N'essaye pas de jouer à la Course aux Cats. Non, il faut que tu la respires, qu'elle coule dans tes veines. Ne tente même pas de mélanger des doigts avant d'avoir balayé les boulettes, parce que jamais de la vie tu n'arriveras à lécher un CARREAU avant d'avoir compris le lancer de dés à un niveau spirituel. Oui, la subtilité de la Course aux Cats sera inaccessible à la majorité sur ces terres sauvages. Alors, commençons…”
“I love the creative challenges of Kenshi translation, because it makes our brain stretch and is always interesting! One of the most challenging (and fun) aspects is the translation of made-up words and imaginary things, as you have to stay true to the meaning and effect from the original text, while being creative and steering away from literal translation…Catcrawlers Handbook is a great example of this balancing act!
One of my objectives when translating this text was to stay true to the spirit of the original: that is, a text that sounds like a serious handbook for a game, but is actually full of nonsensical and silly (sometimes slightly rude) gibberish. I found a website with the lexicon for card and casino games, and mixed some of these more serious words with nonsensical ones to create associations, actions and images that were as funny and absurd in French as they were in English.
For example, “lick a SPADE” has become “lécher un CARREAU”. I’ve kept the idea of licking something which was funny, but changed “spade” to the French word for “diamonds”, which is both a playing card suit and the word for “window”, keeping the double meaning and creating a comical image (the French word for “spade" didn’t offer this). - Marie
“It’s not possible to play with words in Japanese in this paragraph, so I translated more freely to emphasise the meaning. The second sentence is broken down into two, and as we can’t capitalise words in Japanese SPADE is expressed with『』. Overall tone is typical of any old world handbook you’ll find in Japanese. “ - Meg
Grab Kenshi at a whopping 60% off in the Steam Summer Sale
For those of you that already own Kenshi - thank you, we’re humbled to have made our way into your lives. We’re often asked by fans how you can help us out. Honestly the best thing you can do is to spread the good word of Kenshi, and right now simply tell a friend or two that we’re on sale on Steam at 60% as part of the Summer Sale.
For those of you who who don’t own Kenshi just yet - lookee, look look! SALE innit.
There's really not a lot we can say on this but...
Kenshi is 55% off until 23rd May!
Tell your cousin, buy a copy for your fish, inform your bus driver, deliver a message to your town crier, write to your local politician, ring the president, call the midwife, write home about it, send a telegram to your gran etc. All that stuff. Enjoy anyway.
Kenshi Easter Egg Speedrun Winners Announced
We recently launched a Kenshi speedrun content to celebrate the Easter holiday consisting of two “simple” tasks:
“Find three different types of egg. Sell them”.
The competition ran from 14th April through to 8th May, with the top 10 winners each bagging themselves a shirt signed by Lo-Fi/Kenshi top dogs Chris Hunt and Nat Mikkelson.
The submissions have been impressive. Very impressive. We have seen some amazing runs and it was incredible to see people getting their average run time down over time!
It was lovely to see some of the best challengers helping each other out, discussing tactics and theorising on what was possible in the YouTube comments. Such good sportsmanship!
As you might expect, people got quicker over time. Here’s a chart showing that happening. We’ve excluded a couple of longer submissions so you can get a better view of those super fast times!
Kura was the first person to break the below 12 minute mark on 17th April, which is when things started to get really heated. Then on the 22nd April, Vestige hit the sub 11 minute point, a truly astounding achievement!
We don’t think anyone thought sub 10 minutes was possible but my word, it was! Aiza clocked in at an incredible 9:55 on 28th April and nobody managed to beat the score for the remaining 10 days of the competition, despite many formidable attempts.
As stated in our rules - 10 signed t-shirts will go to 10 players, even if people are in the overall top 10 more than once (which did happen), meaning the winner list looks a little different to the overall top 50.
A huge congratulations to all of our winners and a massive thank you to everyone who took part, you excellent people.
T shirt winner list!
All the below entrants will win a signed Kenshi shirt. We’ll be emailing you soon asking for your details, so keep an eye on your inboxes!
1st Place Aiza 9 mins, 55 seconds https://youtu.be/p5AhDig5Yfo?t=1287
2nd Place Razleraz 10 mins, 1 second https://www.youtube.com/watch?v=ZzeIBbsRdOI&ab_channel=Razleraz
3rd Place Winter Remnant 10 mins, 9 seconds https://www.youtube.com/watch?v=g1bx6xAjvyU
Joint 4th/5th Place Vestige 10 mins, 10 seconds https://youtu.be/1Ty2b5LJbmE
Joint 4th/5th Place Natsugu 10 mins, 10 seconds https://youtu.be/77lSNhwWETM
6th Place NubMcMoofin 10 mins, 11 seconds https://youtu.be/8tsnj25b3O4
7th Place Shidan 10 mins, 21 seconds https://www.youtube.com/watch?v=hRouGbwXRMw
8th Place vegan 10 mins, 22 seconds https://www.youtube.com/watch?v=2KeX0SMEjHQ
9th Place sirokka 10 mins, 23 seconds https://www.youtube.com/watch?v=z4QFC-5Qbzo
10th Place chigasane 10 mins, 25 seconds https://youtu.be/4eqRpZMykVk
Top 50
Check out our website for the full top 50 list (Steam isn't too keen on tables it seems.
Hail Tanishi, the mighty Hive runner and the favourite of Egg Run Challengers!
Eggcelent FanArt
During the course of the event, a couple of quite beautiful eggy images were produced which we wanted to highlight. The “Beep is the eggiest” piece from Alex Thompson was very much a tribute to the competition. Thank you so much for that! We loved it!
This piece from G3er0 may or may not have been inspired by our egg hunt but it was produced during the competition so we live in hope. Either way, it’s a beaut.
Also, shout-out to redditor dagothdoom for working out how much Beep’s omelette depicted in the image is worth 😂.
Let us know what you want to see next!
Once again, thank you to everyone that took part, watched, commented, made fanart or complained about the rules (really, we needed to be better at clarifying stuff and you helped us work a load of stuff out, we’ll be better next time).
We’ll be running more competitions in the future, so do watch our various spaces.
Let us know what kind of competition you’d like to see next, and feel free to comment with any great clips like this lovely moment from PistonsPub.
Speedrun.com
There is now a page for the Kenshi Egg Hunt over on Speedrun.com, with a tab for official rules and a tab for those of the moderator on there. It’s now open to submission, and while you won’t be able to grab a prize by beating any times, you can still battle for glory! If you manage to beat Aizu’s time, let us know so we can help you show off about it!
The Kenshi Easter Egg Challenge
A Kenshi…speedrun? Yes. Yes indeed. And an Easter one…an EGG HUNT! WITH PRIZES! SIGNED SHIRTS! YES. YES. YES.
Entry dates: 14th April – midnight 8th May
Find three different types of egg. Sell them.
The ten fastest runs at the end of 8th May win an exclusive competition winner-only Beak Thing shirt signed by Chris and Nat.
RULES
Eggs must be in nests: you can’t just go into a shop and buy the eggs
Game options must be set at default values. Prove it by showing us the options screen at the start of your run
Rock bottom start
No save scumming/no reloads
You must prove you have turned off all your mods and are running the game entirely vanilla - show us you’ve done this by verifying the game in Steam (right click the game in Steam, click “properties”, “local files” and “verify integrity of game files”).
Choose ‘Rock Bottom’ start
You can add as many squad members as you like
All squad members must stay together at all times. Don’t let a few run off to the four corners of the world
No hiring mercs (folks you can hire by days)
Your first game character does not need to survive until the end
Three eggs means three different eggs from different species. Not three eggs collected from three different locations by one species
You can’t just buy eggs from shops
The challenge ends when you sell all three eggs at a shop
Clarifications - 19th April, 2022:
The game speed can be set to whatever you want, but be aware that this is a speedrun based on IRL time
Start your timer when the character lands in the desert - character creator screen time doesn’t count
Once your timer has started, in-game load times do count towards your time. Entries from streaming services such as Geforce NOW (which may improve your in-game load times) will be accepted, so long as all the standard rules are followed
As stated in Terms and Conditions - Entering multiple times is fine, but only one prize will be issued per winner. If someone has multiple places in the top 10, the next entries up will each receive one prize each until we reach a total of 10 winners with a prize each
If you wish to do multiple runs in one stream after verifying files and options just once, feel free to do so without having to go through the verification/options-showing process for each run. Please ensure that you add a timestamp for the start of the run that you’d like to be considered
Feel free to dismiss any character from your squad
Exploits are allowed, but no shift+F12ing
Rock bottom start (yeah one more time, why not?)
Clarifications - 26th April, 2022:
Dear Kenshi Easter Egg Speedrunners: Thank you so much for your submissions. We've had A LOT! The response has been incredible. Obviously a Kenshi speedrun is a bit of an odd idea considering the game’s quirks, but here we are. Sorry about that bridge, we know it does some bad things. What's incredible is that you lot embraced the challenges and ran with them, and are still continuing to do so. And what results! We had no idea this could be done so quickly.
Anyways: We've had some feedback on the rules, as you might expect, and we are listening. On the most part, there haven't been any issues, and everyone's been amazing and followed our directions to a T, which we know is quite the faff. We didn't ever want to give massive advantages to those with faster computers but we had to draw the line somewhere. Having said that, upon re-examining our leaderboard, we are going to go ahead and say:
Change the graphics options to whatever you want them to be. In fact: you can change anything in the options screen other than the stuff in the gameplay slider. All other previous rules still apply though: You still must show us the mod tab in the in-game options and the launcher. You must still go through the verification process. It has to be vanilla Kenshi.
We're sorry if that means you would previously have done some runs a little differently, but if we were to enforce the rule that the graphics options must be set to default values, then we'd have to wipe out 50+ runs, and that would be awful.
How to participate
You’re welcome to stream the video live, or record and upload at a later date, but the entries do need to be publicly accessible
No editing!
Please add timestamps in your video description for:
When you pick up your egg one, two and three
When you sell your eggs
No timestamps = not completed
Once you have completed your speedrun, please submit the link to your video here - lofigames.com/eggman.
Leaderboard
The leaderboard for the contest can be found at lofigames.com/egg. This is a manually updated leaderboard, so please bear with us while we check submissions. We’ll try to update it by the end of each working day (GMT).
Terms and Conditions By entering this competition you are agreeing to share your contact details with Lo-Fi Games. Our full competition-specific privacy policy can be found at lofigames.com/eggpolicy.
Privacy Policy By entering this competition you are agreeing to the Lo-Fi Games Competition Terms and Conditions, which can be found at lofigames.com/eggterms.
Kenshi 1.0.59 (experimental)
FCS v2.11 (experimental branch)
Fixed a bug that messed up dialogue events for a few NPCs