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Steam News1 July 20262d ago

DevBlog #70

Ariel - Programmer This month I was looking at various issues from the horde test and making related changes.

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What changed

0 fixes2 additions7 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
  • Store
  • Balance
changedAriel - ProgrammerThis month I was looking at various issues from the horde test and making related changes. I also made a small change to nesting; after taking an egg, the dinosaur will now automatically hatch after a while. This was done because there were cases of people taking an egg and never hatching, this way making those eggs unusable for others. Hopefully that won't be a problem going forward.
changedVisualTech48 - Environmental ArtistLast month there was a large conversion and usage of specific locations that were previously seen in GUTS. We combined a few locations such as the necropsy area and incineration pit into a dedicated multi-story building.
addedWedge - Sound DesignerCamarasaurus’ calls are going through more concepting and iteration. Since this is our first Sauropod making its way into Evrima we want to make sure each element – including its audio – is putting our best foot forward for this creature. I’ve been experimenting with more source material, pulling from a variety of new sound sources to help produce some interesting tonality and movement to its song-like calls. I’m also experimenting with a sonic palette that helps display this creature’s size and mass through bassy groans and tectonic transient clicks and thumps underpinning its soothing calls – representing the moving internal musculature and the kinetic energy needed for it to both move and vocalise.
changedWedge - Sound DesignerMeanwhile the rest of the audio team has put heads together for a slight revision to Baryonyx’s juvenile vocalisations, pulling from various sources to reproduce a sound palette similar to baby alligators and geckos without overlapping the deinosuchus. Because of the significant difference in tonality between the adult and juvenile vocalisations from this change it became necessary to include a subadult sound set into this creature's vocal call suite which is currently being designed.
changedWedge - Sound DesignerAvaceratops’ vocal calls are well underway with our newest audio team member. Capturing that signature sound many of you already know, utilising the recognisable elk bugles among other animals to faithfully recreate its distinct vocalisations, whilst respectfully giving the fidelity of these sounds the improvements they deserve.
changedKissenKitten - Animation SupervisorThis will be short and sweet since the bulk of what we’ve been doing is already fairly well known. The animation team is still plowing through the avaceratops’ sparring animations and we’re almost done. I refrained from adding more ava sparring animation clips since they’re relatively similar, but what I will do is show more progress on the parasaurolophus which is looking rather beautiful. Please enjoy the fruits of our labor. The ovi, bary and camara as mentioned previously, are just awaiting their HordeTest debuts. We completed their animations barring fixes and/or specific additions. Bye bye!

Ariel - Programmer

This month I was looking at various issues from the horde test and making related changes. I also made a small change to nesting; after taking an egg, the dinosaur will now automatically hatch after a while. This was done because there were cases of people taking an egg and never hatching, this way making those eggs unusable for others. Hopefully that won't be a problem going forward.

Other than that I got back to working on changing the camera system for the dinosaurs. This is something I'd worked on before, so I'm picking up where I left off. I managed to figure out how to set up the configuration in a way that provides the appropriate functionality while still being convenient to work with. Some dinosaurs can have very different shapes and sizes, so first we are looking at setting up the more unique ones and then moving on to the rest.

VisualTech48 - Environmental Artist

Last month there was a large conversion and usage of specific locations that were previously seen in GUTS. We combined a few locations such as the necropsy area and incineration pit into a dedicated multi-story building.

The main entrance is large and enters into an open interior where facility staff disposed of organic material. There are a lot of additional rooms to explore that have several connections. There are also numerous other ways in and out of the structure, including some unique passages for smaller animals.

The primary focus this month has been moving Jace's concept of the Hatchery to a completed state.

The hatchery is a massive brutalist science building where the animals were brought to life in artificial nests and nurseries. The Hatchery in particular features specific large halls meant to transport animals through the building and possibly to an adjoining animal hospital, as well as key spots for hatching, feeding, relocating, and socialization as juvenile animals were integrated into established herds and packs.

Wedge - Sound Designer

Camarasaurus’ calls are going through more concepting and iteration. Since this is our first Sauropod making its way into Evrima we want to make sure each element – including its audio – is putting our best foot forward for this creature. I’ve been experimenting with more source material, pulling from a variety of new sound sources to help produce some interesting tonality and movement to its song-like calls. I’m also experimenting with a sonic palette that helps display this creature’s size and mass through bassy groans and tectonic transient clicks and thumps underpinning its soothing calls – representing the moving internal musculature and the kinetic energy needed for it to both move and vocalise.

Meanwhile the rest of the audio team has put heads together for a slight revision to Baryonyx’s juvenile vocalisations, pulling from various sources to reproduce a sound palette similar to baby alligators and geckos without overlapping the deinosuchus. Because of the significant difference in tonality between the adult and juvenile vocalisations from this change it became necessary to include a subadult sound set into this creature's vocal call suite which is currently being designed.

Avaceratops’ vocal calls are well underway with our newest audio team member. Capturing that signature sound many of you already know, utilising the recognisable elk bugles among other animals to faithfully recreate its distinct vocalisations, whilst respectfully giving the fidelity of these sounds the improvements they deserve.

KissenKitten - Animation Supervisor

This will be short and sweet since the bulk of what we’ve been doing is already fairly well known. The animation team is still plowing through the avaceratops’ sparring animations and we’re almost done. I refrained from adding more ava sparring animation clips since they’re relatively similar, but what I will do is show more progress on the parasaurolophus which is looking rather beautiful. Please enjoy the fruits of our labor. The ovi, bary and camara as mentioned previously, are just awaiting their HordeTest debuts. We completed their animations barring fixes and/or specific additions. Bye bye!

Director’s Commentary

At the time of writing this, which is as you all know the absolute last second, the HordeTest should be sitting on the final build before being sent to Evrima.

There will be a quick turnaround at the end of the week for the next HordeTest. Austroraptor will once again be immediately available with a few other features rushing the door not far behind it.

Hillsliding will be coming in for all of the animals to help mitigate sliding down terrain to your doom but it won't save those of you that don't look before you leap. You'll also feel a notable difference in various animals moving up or down steep terrain with quadrupeds holding an advantage uphill.

Destructible foliage will be featured, where mass and speed are relevant to being able to crush smaller foliage underfoot or knock down trees. Some of the larger trees remain unaffected by this, as well as keeping the smaller plants so you can't turn a forest into a desert because I know if you could you would. All the same, seeing two massive animals clear out an area when fighting is pretty cool to see.

You all only broke it about seven times but the skin system now seems to function as intended which has allowed us to start hammering additional patterns and palettes out. As there's no other features planned for the system that interfere with the current functionality, additional patterns and palettes can enter the testing pipeline the moment they are completed, including some old favorites.

The wound system will be receiving one more small update. Much like the other effects that increase as you get below half health and below, individuals that grow increasingly injured will visually begin to limp and suffer speed penalties up to a cap, based proportionately on lost health. Visually, players can now more easily identify weaker targets before a fight begins or as wounds develop during an altercation. Moreover, truly injured targets can no longer flee at full speed while also approaching death's door. Commitment to fights matter and sometimes it's not about outrunning the threat, just your friends. And yes, the scratch marks that cover every animal when injured will be replaced.

This next part has nothing to do with upcoming HordeTest content. I just thought it was neat because Arborbursting. Time to get weird with it.

Lastly, playable roster info. The next batch of playables after spinosaurus has been decided, though the order of release amongst them is not. Internally referred to as the "Nebulous Five."

  • Shantungosaurus - Outrun anyone you can't stomp. Stomp anyone you can't outrun.

  • Ankylosaurus - President of the Honk Club.

  • Homalocephale - He's just a little guy.

  • Megalania - Lizard.Lizard.Lizard.Won'tBeFirst.Lizard.Lizard.Lizard.

  • Giganotosaurus - Running from him will result in dying tired.

Soul Pledges are now being accepted on the official Discord to influence release order.

Source

Steam News / 1 July 2026

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