Trade is emerging as a vital part of your settlement's journey, and I’m excited to share how the new trading system adds both challenge and opportunity to your path forward!
In the early stages of the game, there is no currency — only barter. Trade means exchanging goods for other goods, offering your surplus in return for resources you cannot yet produce.
Some materials, especially early on, are simply unavailable through production. Trading provides a way to acquire those resources until your settlement evolves enough to produce them locally.
Your people don’t start with full trading knowledge. At first, they can only trade a few basic goods: wild food, reeds, and water — and those goods are cheap. Unlocking more valuable trade options requires research and development.
At first, your people have little understanding of trade value — you won’t see exact exchange rates, only rough outcomes. But as your society researches and gains trading knowledge - Barter Intuition, you’ll unlock clearer insights into resource values, helping you make smarter trade decisions.
[carousel]Trade isn’t static. The market is shaped by supply and demand, meaning exchange rates shift based on availability. Oversupplying the market with one good will devalue it, while rare items hold strong.
Through tech progression, you’ll unlock the Barter Hall, a unique building where you can train messengers and promote new goods for trade. This transforms raw materials into recognized tradeable assets — essential if you want to access higher-tier exchanges.
💰 For the future - From Barter to Currency
Eventually, through deeper research, your settlement will discover currency. This will usher in a new era of trading, with structured pricing, standardized value, and more complex market strategies.
Stay tuned — there’s much more to uncover in Rise of the Settlement.
🎮 Please consider joining our community:
👉 https://discord.com/invite/WSdrFVX9Ys
See you in the next update,
— Luki
Hotfix Changelog:
Tailgate indicator fixed
Prevented items from falling under the wardrobe
Prevented items from falling under the floor
Completed missing shop item descriptions
Resolved control lock issue caused by player overlapping with furniture upon drop
Fixed an issue where mission progress could stall in certain cases
Placed objects could still be marked as placement targets – fixed
Fixed an issue where a wardrobe not marked for moving could be picked up
Picking up that wardrobe could launch the player into space
PATCH 0.25.07.27
• Fixed item names not showing on items dropped from barrels.
• Cookers no longer switch off when their inventory are full.
• Cookers no longer switch off when their inventory are full.
• Cookers now produce ash for foods that do not have a burnt variant.
• Fixed custom name not saving on refrigerators.
• Fixed not being able to move refrigerators without inventory content being dropped.
• Added two new steam achievement - Explorer and Kill a Collector.
• Fixed steam achievement kill a player from not working.
• Fixed static rocks giving unlimited resources.
• Added new item Camping Stove.
• Added new item Small Butane Burner.
• Added new item Small Butane Can.
• Re-balance crafting grades RNG chances.
• Added Crafting RNG Multiplier to game settings.
• Updated FSR to 3.1.4.
• Added Butane Pumps to Rise and Legacy Island.
• Fixed The Crazy Express quest from not progressing.
• Added new quest to church town - Fine Wine.
• Added new item Flat Wheel.
Resistance Flag - Steam Store Skin
known issues • There is currently a UI bug within the engine which causes the UI to not render correctly, I have been trying to track this issue down but it's very hard to reproduce my end, I am sorry for the inconvenience this issue is causing ːsteamsadː.
• There are currently some known issues with vehicles not always syncing correctly when being dismounted when moving, this seems to be related to chaos physics in Unreal Engine 5, to avoid this issue I would recommend stopping before exiting your vehicle for the time being.
• Local Server - Due to level streaming trees will respawn if a player loads in away from their base location.
• Local Server - Some map stands are showing the incorrect positions for markers.
Localization updates do take time so if there are any missing translations, please be aware these will be translated in future updates.
If you wish to keep up to date with the games progress and current road map, please come join the official Rem Survival discord group.
As always if you find any issues or bugs, please report them in-game or via the discord group, if there’s major issues or you wish to discuss them in more detail feel free to on the discord group, I do try my best to test every update best that I can but at the end of the day I’m only one person :-). Thank you everyone for your support and feedback.
We’re back with another development update from Project Enceladus. This one dives a bit deeper into the techy side of things, so if you're into performance tricks, custom tools, and animation workflows — this is for you!
As our levels grow larger and more complex, performance becomes a bigger concern — especially in a puzzle-platformer where flow and timing are everything.
That’s why we built our own Data Layer system in C++. Unlike Unreal’s World Partition system, this gives us more precise control:
Load/unload actor groups using tags
Spread the work over frames with FTSTicker
Keep GPU usage stable and predictable
It’s lightweight, custom-fit, and perfect for our level design needs.
We also implemented Hierarchical Instanced Static Meshes (HISM) in our new Hangar level — a massive open space filled with detailed assets.
Let’s just say:
Before HISM? Our GPU cried.
After HISM? Silky smooth.
We're now updating earlier levels to benefit from the same optimization.
To bring our main character Darren to life, we needed fluid, believable hand animation — without a full mocap studio.
So we built our own VR-based mocap workflow using a Meta Quest headset, directly inside Unreal Engine 5.
The Setup:
Meta Quest VR headset
Full-body IK system
Custom Blueprint + code logic
In-editor capture tools
Clean-up and polish directly in Unreal
Exported animations used in gameplay
It's quick, scalable, and fits our indie toolkit perfectly.
Darren, our lead character, now has a finalized Metahuman model — and it’s looking sharp.
Since storytelling and expression are central to the game, we’re using the new Metahuman Animator plugin in UE 5.6 to drive facial performance and emotion in real time.
It’s still early days, but we’re excited about how much nuance we can capture. We’ll share facial animation tests soon!
Facial mocap testing and refinement
Finalize animations, extend the State Machine of Darren
Wrapping up Level 5 of Chapter I
Thanks for reading, and for being part of this journey!
– The Dev Team