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Steam News24 June 202612d ago

Let's move!

Hello Starfinders ⭐ Last week we showed you Khali, from concept to 3D. This week, we hand it over to the animation team. For those who took part in our beta, animation was one of the common pieces of feedback.

In this update7

Full notes

Full Starfinder: Afterlight update

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

What changed

0 fixes1 addition3 changes0 removals
  • Compatibility
  • Gameplay
changedHello Starfinders ⭐For those who took part in our beta, animation was one of the common pieces of feedback.
changedStep 2 - In-betweensWith the key poses set, we fill in the gaps. These are called "in-betweens", the intermediate frames that smooth out the movement and give it weight
changedStep 3 - Gameplay feedbackOnce the animation looks good, it gets tested in-game. In this case, we had to reduce how far the character displaces during the action to make it work properly in combat.
addedNext Week:We hope you enjoyed the animation process. Next week, we will unveil a new level, stay tuned!

Starfinder: Afterlight changes

changedFor those who took part in our beta, animation was one of the common pieces of feedback.
changedWith the key poses set, we fill in the gaps. These are called "in-betweens", the intermediate frames that smooth out the movement and give it weight
changedOnce the animation looks good, it gets tested in-game. In this case, we had to reduce how far the character displaces during the action to make it work properly in combat.
addedWe hope you enjoyed the animation process. Next week, we will unveil a new level, stay tuned!

Hello Starfinders ⭐

Last week we showed you Khali, from concept to 3D. This week, we hand it over to the animation team.

For those who took part in our beta, animation was one of the common pieces of feedback.

Animation is a discipline that keeps evolving until the end of a project.

Our current priority is getting all animations in the game, and once that is done, we move into polish and refinement. Some animations may look rough for now until we get there.

Here is what that process looks like, step by step.

Step 1 - Key poses

First, the animator defines the key poses: the essential positions that establish the action and lock down the timing.

Step 2 - In-betweens

With the key poses set, we fill in the gaps. These are called "in-betweens", the intermediate frames that smooth out the movement and give it weight

Step 3 - Gameplay feedback

Once the animation looks good, it gets tested in-game. In this case, we had to reduce how far the character displaces during the action to make it work properly in combat.

Step 4 - Every ancestry

Once approved, the animation gets adapted to every playable ancestry. For example, a Vesk and a Ysoki are not going to move the same way.

Next Week:

We hope you enjoyed the animation process. Next week, we will unveil a new level, stay tuned!

See you in the Drift 💫

The Epictellers Team

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Source

Steam News / 24 June 2026

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