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Steam News3 December 20257mo ago

Development Summary - November 2025

Hey! I'm here with the monthly development summary from November, enjoy🙂 TFE Development Summary - November 2025 Resource Broker & Character Improvements 🛠️ Implemented Urgencies for Production Building stacks (Empty

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Hey!

What changed

1 fix1 addition2 changes0 removals
  • Gameplay
  • UI and audio
changedResource Broker & Character Improvements🛠️ Implemented Urgencies for Production Building stacks (Empty Input & full output have a high urgency and vice versa) 🛠️ Construction sites are prioritized higher than production demands 🛠️ Implemented backend architecture for prioritization mechanic (Internal Ordering System) 🛠️ Character Movement & pathfinding is now a lot more robust 🛠️ Further refactoring activities around character system
changedOptimization🛠️ Character Movement costs way less performance now 🎨 Lighting and Post Processing are now consistent across all graphic settings 🎨 Optimized fish flock system 🎨 GPU optimizations for shadows and reflections
addedVisibility & QoL🛠️ Made notification messages more clear (e.g. Cookhouse missing a nearby marketstall) 🎨 Indirect shadows are less strong on lower graphic settings 🎨 Terrain hilliness is shown with a radial overlay around the preview building now 🔊 Implemented an Audio Manager Subsystem that masters Music, SFX, etc. 🔊 Music is correctly played in a random playlist (for now) 🪟 Added Audio Volume Settings to the settings menu
fixedMore Stuff🛠️ New terrain leveling balancing 🛠️ Fixed many bugs (e.g. virtual shadow map overflow, minimap player colors, etc.) 🗺️ Rebalancing of start resources on TheLakeFalls map 🪟 Good counts are counted in the top bar UI as they're visible in the game world ✨ Secrets Thanks for your attention and let me know in the comments what you think about the update! See you next time. Best, Sebastian 🙂

I'm here with the monthly development summary from November, enjoy🙂

TFE Development Summary - November 2025

Resource Broker & Character Improvements

🛠️ Implemented Urgencies for Production Building stacks (Empty Input & full output have a high urgency and vice versa) 🛠️ Construction sites are prioritized higher than production demands 🛠️ Implemented backend architecture for prioritization mechanic (Internal Ordering System) 🛠️ Character Movement & pathfinding is now a lot more robust 🛠️ Further refactoring activities around character system

Optimization

🛠️ Character Movement costs way less performance now 🎨 Lighting and Post Processing are now consistent across all graphic settings 🎨 Optimized fish flock system 🎨 GPU optimizations for shadows and reflections

Visibility & QoL

🛠️ Made notification messages more clear (e.g. Cookhouse missing a nearby marketstall) 🎨 Indirect shadows are less strong on lower graphic settings 🎨 Terrain hilliness is shown with a radial overlay around the preview building now 🔊 Implemented an Audio Manager Subsystem that masters Music, SFX, etc. 🔊 Music is correctly played in a random playlist (for now) 🪟 Added Audio Volume Settings to the settings menu

More Stuff

🛠️ New terrain leveling balancing 🛠️ Fixed many bugs (e.g. virtual shadow map overflow, minimap player colors, etc.) 🗺️ Rebalancing of start resources on TheLakeFalls map 🪟 Good counts are counted in the top bar UI as they're visible in the game world ✨ Secrets Thanks for your attention and let me know in the comments what you think about the update! See you next time. Best, Sebastian 🙂

Source

Steam News / 3 December 2025

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