Rekindling cover
Rekindling screenshot
Genre: Simulator, Strategy, Indie

Rekindling

Weekly Update 0.54 More Polish

More polishing this update as we try to get to a more intuitive polished game.

Huge changes to the temperature system.

In prior updates the temperature system was very wonky. It took an incredibility long time to have a place cool down and a fire would heat up your whole camp to very high temperatures. As well weird situations like there being random points of heat/cold trapped in rocks/trees are fixed. We have heavily changed the system to be a lot more balanced and it should be a lot friendlier to keep things the correct temperature now.

As with the past couple of updates, we have a ton of small improvements. Such as, building floors on already existing floors won't make jobs for building over the old ones if they are the same type of floor.


Another largish change is to Job priorities. Survivors in past updates were not respecting the priorities of jobs 100% of the time when priorities got shifted around a lot. This has been resolved and survivors now respect the current job priorities 100% of the time.

Lastly we have added Information hovers on survivors and animals. We want to make it clearer to you guys what your survivors are feeling and doing. This is the first of many steps to help bring that information forward.



Thanks as usual for all the support and feedback. Let us know how we are doing. See you next week.

Full(ish) Patch notes below

    0.54.0

  • Added info displays for survivors and animals.
  • Added ability to edit Survivor names in game
  • Changed right click menu to be closed with esc key
  • Changed jobs queued by the autopickup to be killed if that item is turned off
  • Changed the camera to not be allowed to go far away from the map
  • Fixed bug when clicking notifications that would also trigger a mouse select
  • Fixed not being able to click on the bottom left when the menu is open
  • Fixed some Freaking sweet engine related bugs
  • Fixed Job priories not re-ordering as often as they should.
  • Fixed Heaters not actually heating
  • Fixed bug with waste zones not accepting change

Weekly Update 0.53 Better fighting!

Another early update this week to get some bad bugs killed sooner rather than later. Highlight of the update is attack jobs have been reworked a bit.

(yes that cat eats some of the dog after it died)

Some animals will now fight you back when you try to kill them. Animals will now also flee if they are being attacked and do not want to fight back. The days of taking out bears with your fist and coming out without a scratch are over. Zims have also been given some more smarts. If they are being attacked while taking down a wall they will stop attacking the wall and defend themselves. People should now also be better about defending themselves when attacked.

We have some experimental new rock textures. We want to make the rocks/trees and some of the other older graphics more inline with our new styles so we are testing it out with rocks first. Let us know if you like them or think they are awful. They are probably going to change again, but I wanted to go ahead and get some change out there.

Lots of other small bug fixes and quality of life things have been added such as information showing what items are produced from items that produce things (toilets/fisheries). We have been slowly sneaking in other small tweaks that we have gotten feedback on from your guys.

Keep the feedback coming and feel free to leave us a Steam review letting us know how we are doing is the best way for us to improve.

Full(ish) Patch notes below

0.53.0



  • Added health bar for animals
  • Added more tooltips for objects that produce items
  • Added some panes to the tutorial explaining autopickup
  • Changed survivors to check for things they need to refill more often
  • Changed rock texture.
  • Changed a lot of logic behind attacking. Animals attack now. Everything is more responsive to attacks
  • Fixed bug that would mess up your jobs for everyone if someone had that job not allowed
  • Fixed words overflowing on waste menu
  • Fixed bug that would place creatures in the walls of your pasture zones.
  • Fixed bug that let lamps produce light even without any power
  • Fixed bug that would hide wires below structures
  • Fixed refuel jobs not taking as many items as they should. (this mainly hurt turrets having 1 ammo)
  • Fixed animals not having their proper health
  • Fixed clouds not moving when it is raining
  • Fixed potential crash when everyone is dead or you killed all the animals
  • Fixed complain/talk bubble going under the enviorment
  • Fixed clouds going under rocks
  • Fixed crafting jobs not getting the nearest item
  • Fixed pickup jobs remaining even after the item has been used elsewhere
  • Removed sound effect when a job cannot be completed after a survivor has already started it.


0.53.1



  • Fixed zims thinking they are people and giving destroy jobs to them

Weekly Update 0.52 Better Info and Bricks

Early update this week due to the holidays in the USA later this week. Lots of quality of life improvements in this update.



We have been spending a lot of time watching people play Rekindling and something that people always seem to get confused about is the different game modes. So we took away the options for the game modes on the main menu and added them as a sub menu on the 'new game' menu. It should be more clear what game mode you are picking now and what it does.


We have also reworked the mouse hover tooltips. World objects will now say what they are and what they are made of when you hover over them. This should help new players learn what all the Items are and how to get them.


We have tweaked a lot of the mouse interactions to feel nicer and smoother. With small things like showing the dimensions on placing zones and when you are selecting large areas. Other mouse things like right clicking not working when you are not on the default mouse mode are fixed.

Lastly we have added bricks and moved some things on the research tree to accommodate for this. You now need bricks to build the brick looking wall (makes sense to me). You can make bricks by refining stone into bricks.



Congratulations to MasterGamingVR for being the leaderboard winner for this chunk of updates. The leaderboards have been reset so go get that top spot before mastergamingvr gets first for the 3rd time.

Lots of stuff in this update was inspired by you guys (most of it not mentioned above but tried to include all the changes below). Keep the feedback up and let us know what we are doing wrong and doing right.

Full(ish) patch notes below

0.52.0



  • Added hover info on all objects and items
  • Added Dimensions when placing, or selecting an area
  • Added game mode selection to the start game menu
  • Added bricks
  • Changed science tree slightly to have the miner unlocked later
  • Changed Walls -> brick walls and they now require bricks to make.
  • Changed item and object names to look nicer
  • Changed people will now go to eat and drink in freetime
  • Changed Pickup jobs to have a default lower priority
  • Changed you can only get Steam achievements in survival mode now.
  • Fixed hitting the autopickup or jobs menu button not toggling the view
  • Fixed allowing jobs to be placed outside the map
  • Fixed clicking on the edge of the map making things wonky
  • Fixed jobs that are chained jobs not showing on the screen that they are in progress
  • Fixed texture overlap on crafting menu
  • Fixed storage and waste warnings spamming when there is not enough storage/waste

0.52.1



  • Fixed research jobs not being taken.
  • Fixed specialized survivors not being super responsive

Weekly Update 0.51 Cats and squashing bugs

The main focus of this update was to improve the overall stability and use of the game. That being said what is the best way to get rid of vermin? Cats of course!



One of the bigger bugs/annoyances we have solved have been the weird "scroll" rules of the game not scrolling when a menu is open and instead scrolling on the menu. Rekindling will now scroll/zoom on whatever your mouse is over as seen below.



The other big thing we have done is we have re-done the pathing logic for survivors. What this means for you is survivors will no longer lag the game when trying to go to far off areas. As well they will now be able to find their way anywhere across the map when before they where limited to a smaller area around them.

Lots of the bugs and improvements we have fixed and changed this update have come from you guys! Keep the feedback coming.

Full(ish) Path notes below

0.51.0



  • Added Cats
  • Added some new animal textures for Penguins and dogs
  • Added builder trait (it was in older updates but got removed. its back now)
  • Changed night to be slightly less dark
  • Changed jobs will now update if they have enough materials way more often
  • Changed cost of wood floor to be wood instead of planks
  • Changed items to be more rare in abandoned structures
  • Changed work schedule change noise to be slightly more subtle
  • Fixed some weird job layering when placing floors
  • Fixed allowing conflicting jobs of building in the same spot to be queue
  • Fixed rare bug with animals becoming an item and disappearing making an endless place job
  • Fixed Pumpkins not spoiling
  • Fixed survivors having conflicting traits when randomly generating. (such as simple and scientist at the same time)
  • Fixed most bugs that happened around pathing failing.
  • Fixed most of the lag that happened around pathing long distances
  • Fixed items sometimes being able to be put in walls
  • Fixed bug that would make survivors try to get items out of solid walls
  • Fixed weird scroll mechanics with menus open
  • Fixed middle click clearing the selected survivor
  • Fixed tooltips on the science menu being off on larger resoultions
  • Fixed tooltips on tutorial menu blocking the bottom menus
  • Fixed rare bug that could allow survivors to get a job from a Zim
  • Fixed leaderboards to not show profane usernames.


0.51.1



  • Changed pathing to be a bit more responsive.
  • Fixed being able to make cooked fish without fish
  • Fixed Items starting in a unreachable state on world spawn
  • Fixed crash with pathing
  • Fixed People trying to pick up guns/hats in rocks forever


0.51.2



  • Fixed people not giving up on trying to reach items they can't
  • Fixed people sometimes not wanting to use doors.

Weekly Update 0.50 Friends and Scheduling

Big update this week! Lots of small fixes and tweaks as well as some larger things.

The first larger thing is we re-did the scheduler. Instead of a weird 14 sections to split the day into we made it so there are 24. One for each hour of the day of course. We also have added sleep as a schedule option. It was hard before to tell what part of the day you were in before without opening the menu so there is now a indicator saying what the current schedule is and a very light ding when it changes to a new type.


The next larger thing we have added is the starting of relationships between survivors! In this update it is very basic. People will start to like others that they hangout near more. They will be happier when they are near people they like and unhappy when they are near people they don't. Things like giving others your sickness will make people like you less. In the next couple updates we will be expanding this further to be more interactive and dynamic.


Oh and we added turtles too.


As usual let us know what you think! I love to hear from you guys.

Full(ish) patch notes below..

0.50



  • Added ability to give individual jobs to survivors.
  • Added display for current camp task
  • Added light ding when camp task changes
  • Added Turtles
  • Added Turtle shells
  • Added in a relationship system.
  • Added sleep as a camp task
  • Changed scheduler to have 24 ticks instead of 14
  • Changed some base animal stats. Bears are the most impacted they are stronk now
  • Changed people/zim/animal bobing speeds to be representative of their actual speed.
  • Changed menu for survivors to be not so weird when no survivor is selected
  • Changed some advanced crafting to require turtle shells
  • Changed people to go longer without needing sleep. Insomniacs also stay awake even longer
  • Changed the build speed on floors to be a lot faster.
  • Changed notification for raiders dying to be yellow and specify it was a raider.
  • Fixed bug that made stacks of guns spawn in natural buildings
  • Fixed annoying flash for health bar on trees
  • Fixed crash when you are very zoomed and it is raining
  • Fixed crash when survivors have a certain head and are wearing a hat and you view the job menu
  • Fixed UI bug with the scheduler on small screens.
  • Fixed Leaderboards to show only top 25

Weekly Update 0.49 Frighting Fall Part 3

The final part of the Frighting Fall updates is now out! We have reworked how attack jobs work as well as a lot of combat as a whole.

What can be scarier than other Zims? Other survivors. Raiding parties can now show up and assault your settlement. Randomly generated structures will also appear on new maps. Some of them contain later game items that you can get early now by scavenging such as Pistols and SMGS.



We have a bunch of other small changes and bug fixes in this update. Keep the feedback coming it helps us grow Rekindling!

Full(ish) Patch notes are below..

0.49



  • Added random raider raids
  • Added random structures and items to new worlds
  • Added random items in structures
  • Added health bar below survivors not at max health
  • Added discord button to main menu
  • Changed some menu textures sightly
  • Changed damage display to be more clear what is happening to who
  • Changed Zims will now persist between saving
  • Changed damage(++) and attack speed(--) on pretty much all the weapons
  • Fixed bug that could get survivors stuck on jobs.
  • Fixed bug that hid the name of the survivors when dead
  • Fixed bug that made dead survivors larger than normal ones
  • Fixed bug allowing survivors to go over their max stats
  • Fixed potential crash when survivors die
  • Fixed issue with particle effects being wrong on survivors
  • Fixed Survivors not fleeing when they are fighting and about to die
  • Fixed creatures having AOE punches.

No update this week, but some big news!

Update


Hey guys there will not be an update this week. I had some stuff planned to go out today, but I would rather hold it another week and add some more things and give you guys a big update next week. So Frighting Fall part 3 will be out next week. Combat is being reworked and random events such as raider attacks and rehabilitation of raiders to join your cause will be added. Among some other surprises ;)

Big news


Some big news, I will start doing development for Rekindling full time starting next Monday, This is my full time job now! What this means for you is the weekly updates will be even bigger and we will start doing more events involving the community. I wouldn't of been able to have the chance to do this without you guys. Thank you so much for supporting the ongoing development of Rekindling!

As always please let us know anything you would like to see in the game or any feedback in general you have for us.

Weekly Update 0.48 Frightening Fall Part 2



Hey guys update went out last night! Part 2 of 3 of frighting fall! We have made the scarecrows added last week actually useful now as they will scare away wild animals from nearby squares.
This is good because wild animals will eat foot that they can get to now so be careful! We fixed some other bugs as well as added some new spooky skins for the Zims. Lots of ground work was also laid for some neat stuff coming in part 3 next week... Stay tuned ;)

Per usual keep the feedback coming and we will keep improving based on that!

full(ish) patch notes below..

0.48



  • Added New skins for woozers
  • Added Animals will now eat unprotected food
  • Updated animal pathing to be more intelligent
  • Updated Scarecrows will scare away animals
  • Updated some more part descriptions
  • Fixed some UI tooltips being off
  • Fixed capture job sometimes killing animals
  • Fixed bug on saving/loading of animals

Weekly Update 0.47 Frightening Fall Part 1

Smaller update this week as it is the first part in a series of fall themed updates. We have added a new biome: forest, as well as pumpkins. The next couple updates will be focused around spooky things as Halloween approaches, such as new Zim types and food thieving animals!

Keep the feedback coming it is what helps us keep making this game better and better.

The full(ish) Patch notes are below.

0.47



  • Added Pumpkins
  • Added Pumpkin Farms
  • Added Scarecrows
  • Added Forest Biome
  • Added subtle item shadow effect
  • Changed world generation slightly for normal and snow biomes

Weekly Update 0.46 Animals!!

Hey guys sorry for the delay in the update! Updates will start regularly coming out on Mondays and Tuesdays instead of Saturday & Sunday from here on out.

In this weeks update we have re-worked and re-textured all of the animals in the game. Animals were some of the worst looking things in the game in my option and we have made an effort to make that no longer the case :) It is most apparent in the wolves and the bears. (seen below)


Lots of other changes to animals such as animal variants for snow worlds and there being baby versions of all the animals!! Hope you guys enjoy. As always keep the feedback coming, and let us know how we are doing!

Full(ish) patch notes below

0.46.0



  • Added Snow Rabbits
  • Added Polar Bears
  • Added Penguins
  • Added aging in animals
  • Added baby animals
  • Changed all of the animal textures to look way better
  • Changed animals to now have shadows
  • Changed animal composition in snow worlds
  • Changed animals to have different health depending on type
  • Changed animals will now age and grow into adults
  • Fixed bug with capture jobs not always being finished properly
  • Fixed bug that would stop saved animals names from being displayed