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Steam News5 September 202510mo ago

The Last General - August recap!

August was a fun month for my nerdy and performance obsessed side. Spent days after days profiling, finding the worst offenders and optimizing them, reorganizing systems, read/write dependencies, parallelizing some more

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  • Performance
addedAugust was a fun month for my nerdy and performance obsessed side. Spent days after days profiling, finding the worst offenders and optimizing them, reorganizing systems, read/write dependencies, parallelizing some more things, unparallelizing some other things, caching a ton of calculations, applying spatial partitioning, rearranging entities and prefabs, compounding physics bodies, etc, and the resulting performance improvements were epic. Now the game runs about three times faster than at the end of July, and got a long list of future performance improvements to implement too in future optimization months. Dedicating the whole month only to performance was really nice and productive compared to optimizing smaller things here and there while developing features, so I will probably repeat it with another 2 performance months next year, before the demo and then before early access. As I didn't work on any features the whole month, there isn't anything new to show, but here is a video of the largest island size, that I captured in 1440p while stress testing some rendering optimizations. OBS studio was setup horribly so it doesn't look as smooth as it really is, but it gives an idea of the scale anyway:

The Last General changes

addedAugust was a fun month for my nerdy and performance obsessed side. Spent days after days profiling, finding the worst offenders and optimizing them, reorganizing systems, read/write dependencies, parallelizing some more things, unparallelizing some other things, caching a ton of calculations, applying spatial partitioning, rearranging entities and prefabs, compounding physics bodies, etc, and the resulting performance improvements were epic. Now the game runs about three times faster than at the end of July, and got a long list of future performance improvements to implement too in future optimization months. Dedicating the whole month only to performance was really nice and productive compared to optimizing smaller things here and there while developing features, so I will probably repeat it with another 2 performance months next year, before the demo and then before early access. As I didn't work on any features the whole month, there isn't anything new to show, but here is a video of the largest island size, that I captured in 1440p while stress testing some rendering optimizations. OBS studio was setup horribly so it doesn't look as smooth as it really is, but it gives an idea of the scale anyway:

August was a fun month for my nerdy and performance obsessed side. Spent days after days profiling, finding the worst offenders and optimizing them, reorganizing systems, read/write dependencies, parallelizing some more things, unparallelizing some other things, caching a ton of calculations, applying spatial partitioning, rearranging entities and prefabs, compounding physics bodies, etc, and the resulting performance improvements were epic. Now the game runs about three times faster than at the end of July, and got a long list of future performance improvements to implement too in future optimization months. Dedicating the whole month only to performance was really nice and productive compared to optimizing smaller things here and there while developing features, so I will probably repeat it with another 2 performance months next year, before the demo and then before early access. As I didn't work on any features the whole month, there isn't anything new to show, but here is a video of the largest island size, that I captured in 1440p while stress testing some rendering optimizations. OBS studio was setup horribly so it doesn't look as smooth as it really is, but it gives an idea of the scale anyway:

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Steam News / 5 September 2025

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