Oikizo
Steam News 9 December 20255mo ago

Project Migration to Full C++

Hello We are sorry to share the following news. After two weeks of testing on our development branch, we identified excessive complexity and numerous data-related issues within the current workflow of the game. To be fu…

Update log

Full Oikizo update

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

Repeated intro

Hello We are sorry to share the following news. After two weeks of testing on our development branch, we identified excessive complexity and numerous data-related issues within the current workflow of the game.

Extracted changes

0 fixes0 additions1 change1 removal
  • Gameplay
  • Maps
removedTo be fully transparent: the project originally started using Unreal Engine Blueprints before we transitioned to a hybrid Blueprint/C++ model. Unfortunately, although this hybrid approach works in its current state, it no longer meets our expectations. We are facing too many inconsistencies and leftover Blueprint elements that sometimes interfere with C++ behavior. Because of this, we have decided not to release the current dev version .
changedThis decision allows us to shift the project entirely to full C++ , which will bring better performance, cleaner debugging, and a much smoother evolution in the long run. We have already rewritten a significant part of the UI using C++, and we are currently working on the map generator. Until now, we relied on the VOXEL plugin — a powerful solution but ultimately overkill for the type of game we're creating. We have therefore decided to develop our own in-house generator to gain full control over its behavior and adapt it precisely to our needs.

To be fully transparent: the project originally started using Unreal Engine Blueprints before we transitioned to a hybrid Blueprint/C++ model. Unfortunately, although this hybrid approach works in its current state, it no longer meets our expectations. We are facing too many inconsistencies and leftover Blueprint elements that sometimes interfere with C++ behavior. Because of this, we have decided not to release the current dev version.

While the game remains mostly functional, continuing in this direction would quickly lead to situations that are difficult to manage. Therefore, we have chosen not to deploy an update for now and to delay the release of the next patch.

This decision allows us to shift the project entirely to full C++, which will bring better performance, cleaner debugging, and a much smoother evolution in the long run. We have already rewritten a significant part of the UI using C++, and we are currently working on the map generator. Until now, we relied on the VOXEL plugin — a powerful solution but ultimately overkill for the type of game we're creating. We have therefore decided to develop our own in-house generator to gain full control over its behavior and adapt it precisely to our needs.

Many other improvements are planned as part of this transition to full C++. Rest assured: after reviewing the project, we found that around 80% was already C++, so we are not starting over from scratch. What remains is mainly converting the last 20% of Blueprint logic and properly reconnecting everything.

We currently cannot provide a date for the completion of this migration, but we are working as quickly and efficiently as possible. Thank you all for your patience and support, and once again, we are sorry for this setback.

Source

Steam News / 9 December 2025

Open original