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Steam News1 February 20266mo ago

January update

New year, same old us! Posting our monthly progress highlights! Save system You know things are getting serious when you start working on a save system.

Full notes

Full Isle of trees update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions1 change0 removals
  • Gameplay
  • Performance
addedNew year, same old us! Posting our monthly progress highlights!
addedSave system You know things are getting serious when you start working on a save system. We knew this was going to be a major task and a lot of code had to be refactored to make it possible to implement. It took us about 4 weeks in the end (including all side quests) but we can now say we have a solid save system in place. There are over 300 variables being saved and more will probably have to be added as we continue the development. We wanted to make it possible for the player to save the game at any given moment which means there are a lot of things that need to be tracked. Proper testing will need to be done to check if everything works as it should but so far so good. Steam post image
changedUpdated Steam store page We started posting on Reddit towards the end of the year and had quite some success with it. A lot of people that visited our store page agreed however, that our trailer was quite poor (mainly regarding the fps rate). So something had to be done about it! What turned out to be the game-changer (no pun intended) was the Unity Recorder - we’d recommend it to anyone working with Unity. Our previous workflow was to record the game mode screen with ShareX and then edit the trailer in Adobe AfterEffects. Trying to do this at high resolution produced low FPS footage; for a while we thought we just need to get the right settings but we never figured it out. On the other hand Unity Recorder doesn't record the screen but the renderer output. It can therefore produce results at a constant desired FPS rate even if your computer is not able to handle both recording and rendering the game smoothly at the same time. Steam post image Enjoy February! M&V

Isle of trees changes

addedNew year, same old us! Posting our monthly progress highlights!
addedSave system You know things are getting serious when you start working on a save system. We knew this was going to be a major task and a lot of code had to be refactored to make it possible to implement. It took us about 4 weeks in the end (including all side quests) but we can now say we have a solid save system in place. There are over 300 variables being saved and more will probably have to be added as we continue the development. We wanted to make it possible for the player to save the game at any given moment which means there are a lot of things that need to be tracked. Proper testing will need to be done to check if everything works as it should but so far so good. Steam post image
changedUpdated Steam store page We started posting on Reddit towards the end of the year and had quite some success with it. A lot of people that visited our store page agreed however, that our trailer was quite poor (mainly regarding the fps rate). So something had to be done about it! What turned out to be the game-changer (no pun intended) was the Unity Recorder - we’d recommend it to anyone working with Unity. Our previous workflow was to record the game mode screen with ShareX and then edit the trailer in Adobe AfterEffects. Trying to do this at high resolution produced low FPS footage; for a while we thought we just need to get the right settings but we never figured it out. On the other hand Unity Recorder doesn't record the screen but the renderer output. It can therefore produce results at a constant desired FPS rate even if your computer is not able to handle both recording and rendering the game smoothly at the same time. Steam post image Enjoy February! M&V

New year, same old us! Posting our monthly progress highlights!

  • Save system You know things are getting serious when you start working on a save system. We knew this was going to be a major task and a lot of code had to be refactored to make it possible to implement. It took us about 4 weeks in the end (including all side quests) but we can now say we have a solid save system in place. There are over 300 variables being saved and more will probably have to be added as we continue the development. We wanted to make it possible for the player to save the game at any given moment which means there are a lot of things that need to be tracked. Proper testing will need to be done to check if everything works as it should but so far so good. Steam post image

  • Updated Steam store page We started posting on Reddit towards the end of the year and had quite some success with it. A lot of people that visited our store page agreed however, that our trailer was quite poor (mainly regarding the fps rate). So something had to be done about it! What turned out to be the game-changer (no pun intended) was the Unity Recorder - we’d recommend it to anyone working with Unity. Our previous workflow was to record the game mode screen with ShareX and then edit the trailer in Adobe AfterEffects. Trying to do this at high resolution produced low FPS footage; for a while we thought we just need to get the right settings but we never figured it out.

    On the other hand Unity Recorder doesn't record the screen but the renderer output. It can therefore produce results at a constant desired FPS rate even if your computer is not able to handle both recording and rendering the game smoothly at the same time. Steam post image Enjoy February! M&V

Source

Steam News / 1 February 2026

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