Kenshi - Sam
Out now on the experimental branch only. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums. Thank you.

  • Fixed a random crash
  • Fix for some situations where a carried person would never get put down if they died
  • Passive characters wont fire turrets unless attacked
  • Fixed dropping items onto portraits when view is scrolled

  • Japanese translation rollback to v1.0.22, last known best version. There is currently a mix-up with the japanese translation that we are working to fix, but we're not doing well because we don't understand japanese.
Kenshi - Koomatzu
Update 1.0.27 is out now! After some problems with the finished Japanese translation last month, we now have a fix. Both the main stable branch and experimental branch have been updated.

It's taken longer than expected but we thank you for being so patient with us. We'll be quality checking some more over the next few weeks but the vast bulk of it should be fixed now.

  • Japanese language update
Kenshi - Koomatzu
Out now on the experimental branch only. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums[]. Thank you.


-Fixed crash if combat is cleared in an EV_I_DEFEATED_SQUAD dialogue event
-Fixed characters having incorrect voice after changing race/gender in the character editor
-Fixed kidnap order on wild animals
-Added a new save logging system to help debug any save/load related problems
-Finally fixed the blood spider attack range
-Existing translations can be exported as gamedata.po
-Fixed exporting multi-line translated strings when exporting gamedata.po
-Added 'no longer used' description for deprecated values

We're still having some delays reverting the broken Japanese data files, but a fix is coming soon. Thank you for your patience.
Kenshi - Koomatzu
Update 1.0.25 is out now!

Please report any bugs or feedback to either the Steam or Lo-Fi forums[]. Thank you.

-A rare crashfix
-Fixed crash added in last update, if character has no clothing
-Fixed possible towns having null faction
-Removed unplaceable towns from town list in ingame editor

-Fixed crash if missing save folder
-Fixed limb stumps causing crash when changing race in character editor
-Fixed a few minor town guards that didn't respond to attacks
Kenshi - Koomatzu
Due to the great response Kenshi has had from Chinese players since launch, we're excited to announce that we're currently working on Simplified Chinese localisation, ETA Mid Summer 2019. Thanks for supporting us!


Update 1.0.22 is out now! 1.0.23 is out on the experimental opt-in branch, this includes the finished improved Japanese translation.

Please report any bugs or feedback to either the Steam or Lo-Fi forums. Thank you.
  • Changes to save file system to attempt to reduce saving errors caused by windows file locks
  • Fixed NPC's hitting many times at once if you get in a cage during their attack, causing instant death
  • Fixed player orders to bash gate
  • Fixed override towns not updating public state, which could result in aggressive town AI after a faction takeover
  • Fixed items in buildings being unowned if you import the game inside a building
  • Fixed crash if modded skeleton files are missing
  • Fixed a crash in character editor
  • Added a check all/active/none button to mod selection
  • Characters can be spawned with robot limbs
  • Fixed a crash exporting translations
  • Updated gamedata.pot
  • Japanese update
  • Fixed toggling block,hold,passive,jobs buttons not always working as expected
  • Fixed stealth KO animation restarting without moving if you try to KO someone else
  • Added "toggle HOLD" keybind
  • Characters spawning with robot limbs can be optional
  • Fixed all limbs being missing for characters spawned with at least one robot limb
  • Japanese improved translation now fully complete
Kenshi - Koomatzu
  • Fix for some cases where a base raid wouldn't leave
  • Fix for some cases where the carrying/bed/cage states could get mixed up resulting in the wrong context menu commands showing on a character
  • Fixed crash loading a physical item with non-existant mesh file
  • Fixed crash when loading character in bed where the target is not a bed

  • Tweaked missing item mesh fallback again
  • Fixed backpack contents not being imported for backpacks in containers
  • Fixed overriding newland/land/textures path in mods
  • Error message when game fails to detect a mouse
  • Fixed mod crash if character model is missing
  • Added error message for missing character model so you know why you are being attacked by something invisible

    We will be focusing the next update(s) on the save issues
Kenshi - Koomatzu
Update 1.0.19 is out now!

Please report any bugs or feedback to either the Steam or Lo-Fi forums. Thank you.

  • Japanese translation updated (proof reading 70% complete)
  • Fixed characters using low lod terrain height when jumping across the map (could cause characters to appear in weird places, like private buildings if they were in squin)
  • Fixed characters moving super fast after colliding with sloped navmesh edge (could cause who know what kinda issues)
  • Crossbow xp only increases if target is in range (exploit fix)
  • Fixed crash when recruiting someone if leader is following unloaded character
  • Town override states updated on import - fixes towns in map screen
  • Tweak for previous fix in .15
  • Pick lock task now displays 0% if below minimum lockpick threshold
  • Stopped import recalculating player town on buildings that don't create towns
  • 2 crash fixes
  • Fixed navmesh issues in spider factory and Bastion
  • Fixed treasure not spawning in spider factory
  • Fixed dismantle button not showing on empty containers
  • Fixed odd behaviour when switching to overlapped armour meshes
  • Fixed crash in peeler machine when chracters dont have 7 body parts
  • Portugese tweaked to fit GUI, translated tips
  • Russian update

Kenshi took developer Lo-Fi Games around 12 years to create, and it finally left Early Access in December. It's great—just give our Kenshi review a read—and more than a bit weird. And a follow-up to the massive post-apocalyptic sandbox is already in development. 

The Kenshi 2 announcement was made without much fanfare, hidden away in the Steam updates and announcements forum (cheers, ResetEra). Lo-Fi was planning on working in peace without the pressure that comes from announcing a new game, but pressure from another direction made the developer reconsider.

"Our original plan was to keep the new project quiet so we could work on it without public pressure and then do a big press release when we had something to show," studio founder Chris Hunt explains. "However it seems lots of people are getting confused or angry about us not still tinkering with Kenshi or leaving the world of Kenshi behind, so I'm going to go ahead and announce early what we are working on now, as I think it will put most people at ease."

Kenshi 2 will be set before the first game, a whole 1,000 years earlier, letting Lo-Fi dig into the world's history. This is when the Old Empire was apparently top dog. That's the ancient civilisation whose ruins you'll find scattered around Kenshi, so presumably we'll be taking a trip back to before the apocalypse. 

It will use the same engine as the first game, though it's being upgraded for performance. The upgrade will benefit the original Kenshi, too, as it will be applied as a free update. Other features could also be shared across the games. 

"Why keep the same engine? Because a completely new engine would break everything and take another million years to finish," says Hunt. "By sticking with the same code we are making the decision to prioritise gameplay instead of graphics. (Not to mention a much faster release date)."

What that release date will be is still a mystery. Probably sooner than 2030, though. 

Kenshi - Koomatzu
Kenshi Post Launch

How has the Kenshi 1.0 launch gone since December? We think it’s gone pretty good!... Kenshi has been getting some amazing attention since release and we've been making enough sales to fund future projects. We're especially enjoying the reception from our fans, plus fan art and fiction on the Kenshi subreddit since it's subscriber count blew up to over 12,000!

We've been seeing some amazing Let's Plays from Cohh Carnage, Aviticus Dragon, Rycon, Robbaz, Darkosto, Kokoplays, Matthas, and YY, plus more. Not to mention there are too many mods for us to even keep track of. Our average play time is 50 hours per player and we made it to the top 250 reviewed games on Steam in 2018! Plus we had some great articles including The Guardian,  PC Gamer and RPS's Bestest Bests. All in all, the interaction from our fans has been a great inspiration and motivator for us in these past few months, and we can now proudly say, after the bad rep associated with early access games, we did good on our promise as an early access indie developer.

New To Lo-Fi Games

With Kenshi's great success, we've since expanded our team to begin work on our next project. But hey, that’s still a secret for now...

We now have Vitali, our new 3D Artist, joining us remotely, and hopefully an extra programmer very soon to join us in our UK office. We also have a team of artists working with us on the concept for our next game. Among the various studios we hired was  Studio 5518 who we discovered after finding their own Kenshi fan art - Some of you may recognize this glorious piece of Holy Nation fan art which we shared on our social media some while ago.

Coming up

Before we get too far ahead of ourselves in new projects, we're still continuing with bug fixing thanks to player bug reports and feedback. A Japanese localisation re-haul is also due out this spring, which will address the odd translations and inconsistencies reported to us last year. Likewise, expect a slightly improved French update this spring too.

We're also working on some merchandise designs for our official shop, due open in the coming months. We'll be keeping the prices as affordable as possible to thank our fans for all their support, and just because we wanna see you all wearing Kenshi t-shirts. We ran a poll on our Twitter page and after input from our fans, we'll be carrying on more designs based on the requests we got back.

Happy tech hunting!

UPDATE: There seems to be a few misunderstandings that we're abandoning Kenshi. So we've clarified that our next plans are actually to work on the prequel, which Kenshi will share the same future engine and upgrades with - here.
Kenshi - Koomatzu
Update 1.0.13 is out now on the Experimental branch! To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability

Please report any bugs or feedback to either the Steam or Lo-Fi forums. Thank you.

  • Small AI performance optimisation, prevents cases where your frame rate could get destroyed if you were running a huge base with 100's of machines.
  • Fixed crash if character name uses missing wordswap
  • Also only show one error message per missing wordswap
  • Fixed game not exiting after failing to save.
  • Back thread save icon not stuck on when failing to save
  • Fixed platoons not saving if faction name contains *
    • French and Russian corrections

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