Update log
Full Concubine update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone,
Extracted changes
- Gameplay
- Performance
- UI and audio
First of all, we hope 2026 has been treating you well so far. 🖤 After our recent polish patch, we’ve been fully back in production mode, and we want to share a quick update on what’s happening next.
In our last post, we mentioned that the next major update would focus heavily on combat improvements, animations, and enemy AI. We’ve already started moving in that direction, and the scope has grown into something much more foundational than a quick follow-up patch.
Originally, we aimed to return with a substantial update on January 23rd, but after our latest internal review, we realized we wouldn’t be able to deliver the kind of quality we want within that timeframe. The work we’re doing involves deeper systems and more structural changes, which means things can (and will) break along the way, and we need proper time not only to implement improvements, but also to stabilize and polish everything afterward.
Because of that, we’ve decided to shift the release date to February 13th, and come back with a larger, more meaningful update, similar in scale to what we delivered before the new year.
What We’ve Been Working On So Far
Over the past days, we’ve already made solid progress across multiple areas, especially combat feel, animation consistency, performance stability, and content prep for upcoming seasonal moments.
On the combat and animation side, we’ve been pushing forward with a wide range of improvements: updates to jump states, weapon handling, new run hand keys for bow movement, spear light attack iterations, dual wield combat refinements, blocking improvements, and a lot of animation/retarget work to make movement and combat transitions feel more readable and responsive. We also resolved some major technical issues like root motion, fixed broken skeletons, and continued expanding weapon coverage and testing scenes to support faster iteration.
We’ve also been cleaning up stability issues and preventing future headaches. That includes fixing null reference errors, addressing boss aggro problems by reworking enemy class structure, improving localization pipeline reliability (including a converter bug that could affect Turkish PO files), and rolling out translation updates to keep things consistent across languages.
On the art and presentation side, we’ve done a large pass on texture import settings (especially UI-heavy assets), improved optimization for HDRI textures, and refined image padding/streaming settings to improve performance and consistency. We also made progress on cloth physics work, especially on Gilded Ottoman skirts, with the goal of making them behave more reliably and stop exploding during gameplay.
Finally, we’ve started early production and setup work for seasonal and upcoming content. This includes importing and setting up Chinese New Year base-building assets, collision setup passes for the level, fixes for third-party environment packs, and continued development of new enemy content such as Gulyabani and Mankurt which is still actively in progress.
Some of these features and improvements are still work-in-progress, and we’ll continue iterating on them until they meet the quality bar we’re aiming for.
What We’re Aiming to Finish by February 13th
Between now and February 13th, our focus will be on completing a full combat and AI pass while also delivering meaningful new content and seasonal additions.
On the content side, we’re preparing the Lunar Festival (Chinese New Year costume, decoratable base, decorations, lighting, and poses), as well as Valentine’s Day poses. We’re also working on marketing images for Steam and polishing presets and UI elements, including updated Pose Mode icons and better weapon hand pivot alignment for improved readability and consistency.
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