Caravanners
Steam News 14 February 20263mo ago

OVERHAUL DEVLOG #1

HELLO I am Akif Akdemir, the solo developer of Caravanners. I developed the Early Access version of Caravanners over the course of 1.5 years. The game was released in Early Access on October 31, 2025, and it has now bee…

Update log

Full Caravanners update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes3 additions1 change0 removals
  • Maps
  • Performance
addedMAP REWORKI am recreating the entire map from scratch. The new map will be more modern, better optimized, higher quality, more detailed, and built with longterm sustainability in mind. The improved optimization of the new map also enhances the multiplayer experience.
changedWhy not just improve the existing map? Why build a new one?Yes, adding improvements to the existing map would have been easier in the short term. However, due to optimization issues caused by the game engine, rebuilding the map became the only viable long-term solution even though it represents a major loss of time and financial cost for me. The current map was built using Unreal Engine’s World Partition system in order to optimize a large open world. World Partition improves performance by streaming distant objects in and out based on region. However, about two months before Early Access release, serious optimization issues began to appear. I was forced to apply temporary fixes just to keep things playable, but those solutions were not sustainable. At one point, even adding a few trees to the map would cause a 5–10 FPS drop. Due to issues within the World Partition system, the game became CPU bound instead of GPU bound . Even with an RTX 5090, the maximum FPS was around 80. Removing the city and trees entirely did not fix the issue. This problem stems from engine level limitations/bugs. The worst part is that World Partition maps cannot simply be duplicated or converted easily rebuilding from scratch is required.
addedWhy not just improve the existing map? Why build a new one?In short, it became a dead end. While trying to solve World Partition related problems, the project was delayed and player feedback began to increase. It took me over two months to fully understand that the issue was fundamentally unsolvable in a sustainable way. During the time I should have been enriching and expanding the map, I was forced to fight technical limitations instead. Additionally, World Partition created multiple complications in multiplayer gameplay and the save system. This cost me significant development time. After release, I made the decision to rebuild the map entirely. Through this process, I gained major technical experience. The new map will not use the World Partition system, and it will not suffer from the same optimization problems.
addedI am currently designing a brand new city.It will have a Beach City atmosphere , with a warm, slightly Miami inspired vibe a more positive, vibrant feeling. The new city will be larger, more detailed, and built with better performance and scalability in mind. The city images below are captured directly from the in game engine. No AI was used.

HELLO

I am Akif Akdemir, the solo developer of Caravanners.

I developed the Early Access version of Caravanners over the course of 1.5 years. The game was released in Early Access on October 31, 2025, and it has now been in Early Access for 3.5 months.

Taking your feedback into account, I published 8 updates within the first 1.5 months after release.

After 1.5 years of intense solo development, working day and night, followed by a very busy first 1.5 months of post-release updates, I reached a point where I needed physical and mental rest. Throughout December, I focused solely on resting and reflecting.

Month 1 – November: Released multiple updates. Month 2 – December: Took time to rest. Month 3 – January: Returned to development with full intensity. What am I working on right now?

I am currently rebuilding Caravanners from the ground up.

MAP REWORK

I am recreating the entire map from scratch. The new map will be more modern, better optimized, higher quality, more detailed, and built with longterm sustainability in mind. The improved optimization of the new map also enhances the multiplayer experience.

Why not just improve the existing map? Why build a new one?

Yes, adding improvements to the existing map would have been easier in the short term. However, due to optimization issues caused by the game engine, rebuilding the map became the only viable long-term solution even though it represents a major loss of time and financial cost for me. The current map was built using Unreal Engine’s World Partition system in order to optimize a large open world. World Partition improves performance by streaming distant objects in and out based on region. However, about two months before Early Access release, serious optimization issues began to appear. I was forced to apply temporary fixes just to keep things playable, but those solutions were not sustainable. At one point, even adding a few trees to the map would cause a 5–10 FPS drop. Due to issues within the World Partition system, the game became CPU bound instead of GPU bound. Even with an RTX 5090, the maximum FPS was around 80. Removing the city and trees entirely did not fix the issue. This problem stems from engine level limitations/bugs. The worst part is that World Partition maps cannot simply be duplicated or converted easily rebuilding from scratch is required.

In short, it became a dead end. While trying to solve World Partition related problems, the project was delayed and player feedback began to increase. It took me over two months to fully understand that the issue was fundamentally unsolvable in a sustainable way. During the time I should have been enriching and expanding the map, I was forced to fight technical limitations instead. Additionally, World Partition created multiple complications in multiplayer gameplay and the save system. This cost me significant development time. After release, I made the decision to rebuild the map entirely. Through this process, I gained major technical experience. The new map will not use the World Partition system, and it will not suffer from the same optimization problems.

I am currently designing a brand new city.

It will have a Beach City atmosphere, with a warm, slightly Miami inspired vibe a more positive, vibrant feeling. The new city will be larger, more detailed, and built with better performance and scalability in mind. The city images below are captured directly from the in game engine. No AI was used.

Source

Steam News / 14 February 2026

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