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Steam News30 November 20257mo ago

Pre-Alpha Devlog v0.2.0 – AI Behavior

In recent days, we’ve focused heavily on improving the game’s AI system and creature behaviors.

Full notes

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What changed

1 fix0 additions2 changes0 removals
  • Gameplay
  • Balance
  • Performance
fixedIn recent days, we’ve focused heavily on improving the game’s AI system and creature behaviors. Movement and animation transitions have been reworked, the walk–run blend system has been updated, and creatures now move more naturally in the wild. We also fixed issues where they could get stuck on each other, making their roaming behavior much smoother overall.
changedThe death and loot system has also been updated. When a creature’s health reaches zero, it enters a lootable “corpse” state, allowing you to gather materials such as hide and meat. Additionally, animation durations are now calculated automatically, synchronizing behavioral chains accordingly.
changedFinally, several performance-oriented improvements were made. Reference structures have been optimized, and various systems have been streamlined to run more efficiently.

In recent days, we’ve focused heavily on improving the game’s AI system and creature behaviors. Movement and animation transitions have been reworked, the walk–run blend system has been updated, and creatures now move more naturally in the wild. We also fixed issues where they could get stuck on each other, making their roaming behavior much smoother overall.

Combat reactions have been refined as well. Melee and ranged hits now trigger different responses, and creatures react appropriately even when attacked from outside their detection range. Aggressive creatures will start chasing you, while passive ones will quickly flee. This makes hunting and exploration feel more dynamic and unpredictable.

The death and loot system has also been updated. When a creature’s health reaches zero, it enters a lootable “corpse” state, allowing you to gather materials such as hide and meat. Additionally, animation durations are now calculated automatically, synchronizing behavioral chains accordingly.

Finally, several performance-oriented improvements were made. Reference structures have been optimized, and various systems have been streamlined to run more efficiently.

Source

Steam News / 30 November 2025

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