Kenshi

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. 

Feb 22, 2019
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.

1.0.13
  • 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 *
  • TRANSLATION
    • French and Russian corrections
Jan 11, 2019
Kenshi - Koomatzu
Patch notes for yesterday's 1.0.10 release.

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

1.0.1
  • French missing data updated
1.0.2
  • Fixed again that pesky bridge in Rebirth
  • A fix for the AI constantly alternating between self preservation and another task
  • Announcement dialogs shouldn't get repeated, but if they do it won't keep snapping the camera to the location anymore, only once per raid
  • A fix for characters in crowds sometimes getting pushed through walls
  • Buildings town reassigned when new player outpost created (for walls). If you built your town walls before anything else they would be assigned the wrong town and the AI builders would ignore them.
  • TRANSLATIONS
    • Spanish tweaks
    • French update
1.0.3
  • A small number of people are getting an unexplained random crash, this is an experiment to see if something we did fixes it
  • A bug sometimes gives player buildings the wrong town, not sure how but sypmtoms of this will be the AI not getting food or items or building things. With this update you should be able to fix any broken towns by importing.
1.0.4
  • Fixed being able to reorder research to skip prequisites
  • Fixed multi-line datapanel text overlapping
  • AI fix where a crippled character with un-healable legs would still keep trying to heal them
  • Fixed some bugs with corpse disposal AI
  • Slaves can no longer claim bounties on other slaves in a slave camp
  • Fixed an AI bug in Okran's Shield where prisoners were all getting piled up by a be
  • TRANSLATIONS
    • Japanese, french, german, portugese, spanish missing data updated
1.0.5
  • Combat spark effects added
  • "Entered new biome" notification sound
  • Fixed a crash that could be caused by a bad mod
1.0.6
  • Truncated research data panel lines if name is too long
  • AI fallback for bad nest locations
  • Fixed game crashing if install path has non-ascii character
  • TRANSLATIONS
    • Changed the launcher saying spanish was incomplete, because it's not, it's finished
    • Spanish tweaks for some stat names being too long to fit on their GUI lines
1.0.7
  • Fixed the City Hero gang waiting for you by the wrong gate in Heng.
  • If you defend yourself from the City Heroes or similar bandits you should no longer get attacked by the guards
  • Fixed carpets disappearing from your buildings on re-load
  • 2 crash fixes, one caused by re-ordering the research list
1.0.8
  • A fix that should solve the problem of buildings and walls sometimes getting assigned to the wrong town, which led to bugs like characters not getting food or not building things
  • Nests can no longer spawn in inaccessible locations
  • More NPC AI fallback for bad nest locations
  • The point at which your health causes you to go into a coma, based on toughness, is now moddable in the FCS: ["max toughness ko point"[/*]
  • TRANSLATIONS
    • German update
1.0.9
  • Lots of AI fixes for police, so they shouldn't now forget to heal or release any prisoners
  • Fixed animation modding crash
  • Fixed gamedata modIndex value for modded animation load orde
  • TRANSLATIONS
    • Japanese update
1.0.10
  • Font scaling should be improved, increasing font size should no longer over-increase the line spacing
  • The font scaling slider in the options should no longer crash
  • Fixed animals sometimes replying to human speech
  • Fixed the bridge in Rebirth (again)
  • Doors use name of parent building in context menu
  • AI fix for inacessible walled off towns with an internal gate
Kenshi - contact@rockpapershotgun.com (Brendan Caldwell)

We ask the tough questions here at RPS. We re like Jeremy Paxman but in a very long bear costume. We once asked 15 developers what they d do if they were stuck in a room with a clone of themselves. This is important stuff.

Today, we ask another question: What would you gift the games industry for the holidays? We put this query to a bunch of game artists, writers and designers to see how charitable they were feeling. Today, you get to open these presents. Happy holidays!

(more…)

Kenshi - contact@rockpapershotgun.com (Alex Wiltshire)

You re not the hero in Kenshi. You re not the chosen one. There s nothing out there for you to save – other than your own skin. You re just another inhabitant of a huge open world that doesn t care about you. That s its magic, and it takes design to create a world so exquisitely uncaring.

Merry Christmas, everybody!

(more…)

Dec 11, 2018
Kenshi - contact@rockpapershotgun.com (Alec Meer)

I could, I suspect, dash myself against Kenshi‘s wind-bleached rocks for a full year and still feel ill-qualified to pass judgement upon it. You might as well ask me to review atmospheric pressure, or continental drift.

Kenshi is everything. Kenshi is nothing. Kenshi just is>.

(more…)

Dec 6, 2018
Kenshi - Koomatzu
Kenshi version 1.0 is now out!

After 12 years of working alone, working as a six man team, shrinking back to a four man team, and suffering the dreaded year-long pathfinding update disaster of ‘15... we kept going til the end and we finally hit version 1.0.

https://youtu.be/nN3BXvRGjBo

We want to thank all of our players who have spread the word, supported us along the way and never given up on us during our long development. And of course we want to give a special thank you to all of our moderators (Shidan, Hatsune and Lumi) and contributors (Gauthier, Vlad, Yuri, Yayoi, YangFu, Egoisto.j.k, Tanishi, Urakata and many more!) who have given us their time and help to make Kenshi as good as it can be.

We will still be supporting Kenshi so if you do come across any technical issues we may have missed, just make a report in the bug forums and we’ll look into it asap.

Happy explorations :)
Nov 30, 2018
Kenshi - Koomatzu
Update 0.99.26 is out now! This is on the main stable branch.

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

0.99.24
  • Artifact items quantity assigned to locations is directly proportional to town value rather than random (rewards more consistent) (optional: requires import to see changes)
  • AI fix for cases when a base had only one gate and the AI wouldn't go through
  • When other factions take over a Holy Nation town they break all the emperor statues
  • Fixed the city hero gangs not harassing players
  • Fixed EV_I_SEE_ALLY
  • Fixed indoor combat stat penalty
  • The non-violent food raids go home rather than hang around your food barrels for 4 hours
  • Fixed the Mongrel building in Black Scratch
  • Fixed loading screen when window resized
  • AI fix for guards that dont put the criminals in cages and just hold them while in shopkeeper mode
  • Untestable fix for "give up chase" dialog event triggering when people are just fighting and not even chasing
  • Road editor handles locked roads
0.99.25
  • Fix for raid campaigns repeating their announcement dialog instead of leaving/attacking
  • Floating damage numbers now include the cut-stun efficiency damage factor
  • TRANSLATION
    -Searching for text in FCS translation mode selects the line when dialog is opened
    -Japanese updated
0.99.26
  • AI shopping should now work, traders should buy stuff from your shop counters, NPCs will visit your town if it is set to public
  • Fix for characters being magically freed from cages after healing
  • Walls now twice as tough against smashing
  • Rare fix for AI getting stuck when pathing back home to a locked up base
  • Stopped captured NPCs disappearing on load when their town is destroyed
  • Prisoners who escape from cages will now bash their way out of locked doors instead of getting confused
  • TRANSLATIONS
    -Japanese rolled back due to errors, will update again soon
Nov 23, 2018
Kenshi - Koomatzu
Update 0.99.23 is out now! This is on the main stable branch.

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

0.99.16
  • Fixed up the slaver AI for the reaver HQ, also passing reaver patrols can gather up more slaves from the cages
  • Slaves no longer protect allies if in obedient slave mode
  • Slaves now get totally balded, because it looks more slavey
  • When an ex-slave finally reaches not-slave status, his hair grows back
  • Fixed imprisoned characters being set as slaves if they were once a slave before, when they shouldn't be, eg in police cages
  • Fixed not being able to loot bodies while crawling
  • Fixed bar NPCs not healing themselves when wounded
  • Character stats window updates progress when open
0.99.17
  • Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
  • A crashfix
0.99.18
  • Fixes for the Slave escape AI
  • Fixed the western path to Worlds end
  • Fixed slavers taking player's prisoners
  • Fixed stealth KO on prisoners setting them free
  • Fixed stealth KO on prisoners providing massive easy XP harvesting
  • Fixed broken navmesh in Tower of abuse, infested lab and far east tech lab
  • Fixed a rare random crash in the engine code
  • Fix for Hive hut doorways sometimes getting blocked
0.99.19
  • Added in some missing armour/clothing crafts
  • Tweaked some bounty character's wanted factions
  • A general AI fix that might have seen them running off to far away buildings
  • Another fix for AI campaigns where they go home without raiding your base first
  • Fix to prevent gaining stealth xp from the person you are carrying
  • Prevented slavers from beating up obedient player slaves when another player in the same squad was getting beaten
  • Fixed a crash when you kidnap a unique NPC and return to their town or something i dunno but i fixed it
0.99.20
  • You can now use tools or brute strength to unlock any lock, door, cage or container. Good for treasure hunters, not so good for thieves. Now non-thief characters won't feel forced to learn lockpicking
  • Tools are more heavy and expensive than before
  • Tools are single use, they break after opening the lock
  • Using tools is really slow
  • Brute strength only really works with very very strong characters on weak locks (strength needed = 3 x lock hardness)
  • travel shops now sell tools
  • Severed limbs are now properly bloody
  • Fixed hive interiors not showing
  • Fixed bandits not looting food from containers
  • An AI fix for certain gate/wall configurations
  • A fix for AI attacking freed slaves that should be no longer hostile after freeing
  • Fixed the corrupted item icons on ATI cards
  • Slightly more fishmen
  • Slaver cages have better locks, ancient safes have slightly easier ones
  • Fix for campaign data that got some values mixed up, resulting in traders being "war leader" for example
  • Fixed the blurry item icons
  • Tweaked GUI line spacing to try to fix main stats panel on some resolutions
  • Fixed put-in-bed order overriding dismantle order if carrying someone
  • Added sfx to NPCs buying stuff
0.99.21
  • Fix for a suspected crash
0.99.22
  • Escaping from an evil faction cage, like cannibals, no longer tags you as an escaped prisoner
  • Fixed using strength or tools to break out of prisoner poles
  • Fixed tooltips not showing for the "committing crime" and "escaped prisoner" panels
  • Fixed name truncation on character portraits for multi-byte characters
  • Update to the roads to fix NPCs getting stuck with long-range travel
0.99.23
  • Terrain and navmesh updated, probably nothing noticeable, move along
...