Kenshi - Breakoar


FCS v2.11 (experimental branch)
  • Fixed a bug that messed up dialogue events for a few NPCs
  • Minor bugfixes for FCS
Screenshot credit: @iunomesu
Kenshi - Breakoar


FCS v2.11 (experimental branch)
  • Fixed a bug that caused items to use old names
Kenshi - Breakoar


Small updates to Japanese translation in main branch plus experimental release of FCS v2.1.

FCS update currently found in experimental branch until next update.

FCS 2.1 Changelog:

  • Added documentation for FCS
    • Adapted from our own in-house documentation
    • Non-comprehensive, but it's a start!
  • Added improved item search functionality
    • Recursive property and reference searching
      E.g.
      • find squads with more than 10 skeletons
        • (In Squads section) squad.v0 > 10; squad.race = skeleton
      • find research items with ingredients with values over 1000 cats
        • (In Research section) cost.value > 1000
      • Building shells requiring construction materials with ingredients that have a value over 100 cats
        • (In Building Shell section) construction.ingredients.value > 100
    • Added ability to search using Regex
      e.g.
      • Find all dialogue lines with numbers in text
        • (In _lines section) text ? (\b[0-9]+\b)
    • Significantly improved performance of item filtering
  • Added an "Everything" section to search through all items at once
  • Added a new panel when translating conversations
    • Now displays what dialogue package references the conversation being translated as well as what event trigger can start this conversation
  • Added additional functionality to the "Set field" window
    • Can now remove references in addition to adding them
    • Can bulk modify values with addition, subtraction, division and multiplication
      e.g.
      • Can now select all research items and halve the amount of items required to complete
      • Can select any number of weapons and multiply bleed damage multipliers by 1.5
  • Added spell check feature
    • Works for any multi line item property
      e.g.
      • Descriptions for items, races, and buildings
      • Dialogue lines
  • Added option in merge window to show previously skipped changes
  • Added multi line display on single lines for change list and merge mod windows
  • Added ability to open items from the merge window
  • Added tree view for notes
    • Dialogue lines now parented to conversations
  • Added ability to more easily navigate merge and todo trees with arrows keys (left and right now expand and collapse nodes)
  • Added categories and filtering options to errors window
  • Added error reporting on more problems loading def files
  • Added number of errors to the errors window title
  • Added error to be displayed if fcs.def has invalid FCSEnum value
  • Added lots more error types as well
  • Added derived score to dialogue lines display
  • Added additional UI for Todo window, added delete option
  • Added ability to use Ctrl-A to select all items in a list
  • Added a reset columns function to turn off all custom columns at once
  • Added dialogue keyboard shortcuts
    • Ctrl+1-5 : change speaker
    • Ctrl+L : add line
    • Ctrl+I : add interjector
  • Added ability to restore backups when loading mods
  • Added modified dialogue lines under owning dialogue in change list
  • Added ability for TripleInt properties to be displayed with % signs
  • Added ability to show % symbols when displaying values in custom columns
  • Added copy dialogue line stringID action to dialogue editor
  • Added MODIFIED_MISSING item state
  • Added a warning when deleting an item with locked propertiesAdded check to stop accidentally trying to open hundreds of items at once
  • Added combined description panels in dialogue package editor
  • Added 'Expand Link' to dialogue context menu
  • Added warnings to a dialogue line translation when original text is changed
  • Added ability to change mod folder location in fcs_settings.def
  • Added ability for events to display descriptions from FCS_enums.def
  • Added assets folder path to fcs_settings.def
  • Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
  • Added restore option if a dialogue line was deleted by the active mod
  • Added additional checks to avoid creating invalid links when merging mods
  • Updated translation mode with new features/fixes
    • When updating duplicated text, a new option is given to update just the text in this conversation vs everywhere else
    • Opening a conversation no longer always opens a new form, if one is already open it is brought to the front
    • Updating duplicate text now refreshes all nodes/forms with updated text
  • Renamed ToDo toolstrip button to Notes and added an icon
  • Improved resizing behaviour of Errors window
  • Improved resizing behaviour of Notes window
  • Pressing down arrow key in 'add reference' window switches focus to item list
  • List References window opens all selected items when OK pressed
  • Clear changes command in error list resolves 'Modified item undefined error'
  • Listing references now shows what field item is referenced by
    • Added a bit more info when displaying what dialogue lines have effects that reference an item
  • Standardised descriptions in fcs.def when referencing val0/1/2
    • Sometimes we had val1/2/3 for extra confusion
Bug Fixes
  • Fixed custom column duplication
  • Fixed potential duplication of global settings and artefacts lists
  • Fixed todo list sometimes not filtering correctly
  • Fixed mod version number being overwritten
  • Fixed removed fields not appearing in misc section if there is a reference list of the same name
  • Fixed cleanup if there is a reference list with the same name as a removed field
  • Fixed system thinking a mod has changed if you just select a reference property
  • Fixed merge dialogue showing extra DELETED items
  • Fixed change list not displaying MODREF values correctly
  • Fixed some other incorrect uses of GameData Desc flags
  • Fixed custom column menu bug introduced by adding the reset command
  • Fixed reverting items not reverting all subitems
  • Fixed crash reverting subitems in change list
  • Fixed crash deleting items that own subitems
  • Fixed being able to modify locked dialogue packages
  • Fixed crash when cloning items
  • Fixed reverting MODIFIED_MISSING items
  • Fixed merge changes with only NEWREF or NEWINST data being tagged as conflicts
  • Fixed save file backups being deleted if save failed
  • Fixed exception opening missing reference errors in translation mode
  • Fixed bug deleting items that are deleted by a later mod
  • Fixed being unable to delete broken dialogue lines
  • Fixed being able to edit deleted line items
  • Fixed some issues with forms owned by merge dialogue
  • Fixed close all button making some windows unopenable
Kenshi - Captain Deathbeard
-Japanese translation update
Dec 13, 2021
Kenshi - Captain Deathbeard
1.0.52
-Towns can now be seen from miles away instead of popping into view at close range.
-Disguise quality is now affected by your UNMODIFIED stealth skill. Before your disguise would be negatively affected by things like the armour you were wearing, but this was the disguise itself so wasn't quite as intended

1.0.53
-Generate distant towns is now an option, disabled by default.
-Bed recovery rate multiplier now displayed in tooltip
-Font loading deferred to when splash screen is displayed (to prevent long initial black screen for heavy languages)

1.0.54 - 1.0.55
-Hotfixes
-Update to Japanese translation
Kenshi - Breakwhore
Greetings, oh followers of Kenshi, are you well? We hope so. Here in the UK we’re largely preparing for the festive season by hoping to Okran that Christmas isn’t cancelled for the second year running. Wish us luck and stay safe out there!

We promised we’d have an update to you as quickly as we could get it out there so here we are. We’re still working on a lot of top secret stuff we can’t yet talk about but here’s what we can show you:

Kenshi 2 Modding - District Divider



We’re doing everything in our power to make sure modders are going to be given a lot of the same tools we’re developing to create Kenshi 2. Here’s the district dividing tool for you to have a gander at. Sexy right?

This new system will allow settlements/towns/cities to be created with different districts for wealth, faction, race, you name it. Squads can belong to multiple districts or none at all. If you want a district in your NPC town for everyone called Dave, now you can!

Kenshi 2 Outtakes - Here Comes the Hotstepper



(better version of GIF here)

For the older players out there, you may remember how in Goldeneye on the N64, pretty much everything could cause an explosion if you looked at it for long enough (well, okay if you shot it a few times). Here’s our accidental tribute to that. It won’t be making it to the final product.

Kenshi 2 - Lighting





WARNING: THIS IS NOT EXACTLY HOW KENSHI 2 WILL LOOK. WE’VE MADE THESE PREPOSTEROUS LIGHTING CONDITIONS PURELY FOR THE SAKE OF SHOWING OFF TRANSITIONS.

In Kenshi 1 there were some subtle lighting changes for different biomes. For Kenshi 2 we’re taking this much further by providing our artists and modders with the ability to set up different lighting, fog and post processing effects for different areas of the world.

This means the Oversaturation Nation and the black and white Noir Ville can now become a possibility. How these effects transition between one another can also be configured to allow for more subtle or ridiculous changes. Obviously, we’ve opted for the latter in the above examples…did we mention this isn’t exactly how Kenshi 2 will look?

Also: JujaLand isn’t real, or in Kenshi 2. And it can’t hurt you.

New Kenshi Merch







We’re launching a range of new Beak Thing shirts and hoodies available for you to purchase from RobaRoba. We’re finally branching out from exclusively black shirts with a lovely maroon and a beautiful blue for you to pick from for these designs.

Stickers



I know we promised you stickers in the last update. Apologies for the delay; things kinda blew up and we had a lot of merch-related stuff to deal with due to your massive amount of support!

Stickers are now actually on sale! Check them out over at RobaRoba.

Kenshi 1/2 FCS - New Documentation and Updates - Coming in January

We’re constantly improving and adding features to FCS to help with the development of Kenshi 2. A lot of these changes are related to new features added to the game but a lot of them are done to improve the workflow for the rest of our team.

It’s these changes which we think would be appreciated by our (amazing) modding community as well our own team. We’ve gone to great lengths to ensure that most, if not all, of the upgrades we’re making to FCS for Kenshi 2 can also be delivered to Kenshi 1 players.

In this update we’re including a host of new features to help make mass data review and modification substantially more streamlined as well as provide detailed documentation for these features (check for Using the FCS.pdf in your games files!). I won’t go into everything here but we’ll include a full changelog of all the new features and bug fixes for anyone interested.

One feature that yielded some extra changes for Kenshi 1 was the addition of a spell check button for FCS. Turns out there’s been a couple of minor mistakes in GUI text and item descriptions for some time now. This was a good opportunity to clean these up.

We’ve also been preparing our tools for the localisation process of Kenshi 2. Whilst the game is not content complete at this current time, we certainly have a lot to be localised already.

As well as adding some improvements to our translation mode for FCS, we’ve also made a number of minor improvements for each locale for Kenshi 1 to give greater parity with the English version. This mainly includes making sure text doesn’t start and end with the wrong characters, such as when listing the requirements for crafting an item.

Revised Japanese Translation Update



6th December marks the 3rd anniversary of Kenshi’s 1.0 release, and Lo-Fi Games is delighted to push out a new and revised Japanese-localised version of Kenshi for the occasion.

Kenshi has gone through multiple Japanese updates since it was first launched in Beta, but they didn’t quite reach a standard we were happy with. As such, we have reviewed and overhauled the entire (humongous) text.

We have to take a moment here to thank our newest and rather fantastic full-time recruit Meg, AKA Gumstar, who’s been working with us for a long while, but has now joined Lo-Fi Games as a full-time employee. Meg took on the challenge of re-translating the entire text herself, at the same time as managing our Japanese community and PR.

Meg will soon be working on the Kenshi 2 Japanese localisation, meaning we’re going to be getting a very high quality Japanese edition of the game as soon as it’s released!

The new translation pushed out today focused on:

  • Making sure that dialogue is both conversational and functional, while maintaining accuracy. Some conversational selections during dialogue events can change the game experience, so it was important to translate accurately while still sounding like a normal conversation. There are also typically English ironies and jokes that were lost in translation. We retranslated them contextually without using the exact words that suited better for Japanese.
  • Consistency in terms and tones - Kenshi has been translated by multiple translators in the past, resulting in inconsistent terms and tones throughout the game. This updated version eliminated most of the inconsistencies.
  • Maintaining the World of Kenshi - This new version no longer contains ‘Keigo’ (Honorifics) and is translated in a completely gender-neutral tone. There are sections of the game where the characters are assigned with random dialogues, so having gender-specific tones or Keigo doesn’t work for Kenshi. We tried to translate the best way we could with restricted tones without spoiling the game world.
  • Changes in Proper Nouns - Some mistranslated or questionable proper nouns translated into Japanese are now changed or expressed in Katakana (phonics). Some of the changes include location names such as Eye Socket and Okran’s Shield. We pondered a lot about changing some of the location names that players have grown accustomed to, but we wanted to ensure consistency with some of the terms that might appear in Kenshi 2.
While it took us over 2 years to complete the revised translation, there are probably quite a few misspellings and missing words with just one set of eyes going through it. If you notice anything, please get in touch here or via our social media.

Thanks for waiting for a long time for the new update, and we sincerely hope that you enjoy the new translation.

That’s all, folks

Thanks for taking the time to join us for this little catch-up. As always, check out our Discord, find us on your favourite social platform and take care of yourselves!
Kenshi - Breakwhore
Hi everyone, welcome to our next community update. Sorry it's been a while but it's pretty difficult to put these together without spoiling juicy details to you. Relax (enjoy death), though, because we will be releasing another update much, much quicker than usual after this one to help satiate your cravings for more Kenshi 2 #content.

Things are good with the Lo-Fi team; we’re making excellent progress, sharpening our tools and constantly evolving our processes. That sounds like corporate nonsense we know, but the detail would bore you and basically it means we’re getting Kenshi 2 made at a good rate. We are fully on schedule, and even ahead of schedule in some areas, we’re just not telling you what that schedule is just yet.

Kenshi T-shirts Available Now, Stickers Coming Soon

So a few of you have been asking for merch and we are pleased to announce that we’ve partnered with the awesome folks at RobaRoba. They’re a spin-off of the excellent Indiebox, so they’re highly experienced with distribution and production.

We’re launching with a total of six different shirts for you to get your hands on. They’re going to be available in a range of sizes and will ship to a wide range of countries. For now, we’re only stocking the shirts in black but we will soon be adding some more colours, more fits and variations, and more merch in general.

Check out our official Kenshi shirts!


We also have some beautiful die cut stickers to get your hands on! They should be available on the RobaRoba launch but if you don't see them just yet, they'll be up there very soon.



Hivers

This week we’re going to take a little look at the design behind the beloved Hivers, which we have some big plans for in Kenshi 2. We’ll let our 3D Artist Vitali lead you in...

Vitali: “As our fans will know, in the first game, we had different Hive sub-races but they all were using the same model, and only had color variation in terms of textures. We decided to change things up with Kenshi 2 and give them the love they deserve by making a new unique design for all additional sub-races (the exact variations will remain a secret for now). As for the Western Hive we decided to keep it as close as possible to the original”

Christopher (Concept Artist): "The Hiver is beloved by fans, and a really interesting design. I remember being filled with wonder at my first encounter with one of those stick-legged creatures, wandering alone through the desert. So working on the Hiver for Kenshi 2, a main point was to not implement changes that are too drastic and would change its visual identity.



Our 3D Artist Vitali started out with the main body of work, modelling the Hiver while refining the design. After that I made some over-paints to try different suggestions we came up with and see if they would improve the design further.

For example: We tried implementing the softer wrinkled skin from the elbows, at the shoulder as well. The Idea was to create further visual distinction between drone-types, other than the head.



Another thing we tried was changing the look of the horns. The idea here was to strengthen the appearance of them and underline the fact that soldier drones would be able to utilise their horns in combat as well as in social disputes. We decided to keep the original appearance of the horns, but will keep the possibility of more length variations via morphs within the character editor.



In the end we decided for some adjustments and discarded others. The result after Vitali worked his magic can be seen here. The final version turned out beautifully."









Kenshi - Breakwhore


Kenshi update 1.0.55 (experimental) is out now.

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

Fixes:
  • Hotfix for mods not loading header info
Kenshi - Breakwhore


Kenshi update 1.0.54 (experimental) is out now.

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

Fixes:
  • Hotfix for the popup message box showing no text
May 27, 2021
Kenshi - Breakwhore
Hi folks, we’re here, it’s the next community update! It’s nearly June and the weather is absolutely horrific here in England where much of the Lo-Fi team are based (okay, so it's actually getting a lot better on the day of publishing this, thank Okran).

Since our last update we’ve still largely been locked down but we’ve just recently been able to get back into non-essential shops and (thankfully) back inside pubs again. Hurrah! 

Kenshi 2's River Raptor



Here’s an old friend rethought and remodelled for Kenshi 2: the River Raptor. On the process of getting to this point, Lo-Fi Games 3D Character Artist Vitali Ivanov said:

"I started from the Kenshi 1 low poly model, then I made a sculpt in Zbrush with what I consider to be more believable anatomy, while still staying close to the original.

Our Concept Artist Christopher Schlesag helped with the overpaint, and with feedback from head honcho Chris Hunt and our Lead 3D Artist Mohamad, we got to the point it’s looking at now. We used a whole range of references to influence its direction, but the ones we’ve highlighted here show the more pronounced features that I tried to implement in the new model. 



Raptors are omnivorous and are more like a vermin in Kenshi 1, so the idea was not to make it a ferocious predator but a clumsy, fat creature that’s not naturally aggressive but can fend for itself when need be. We'll be incorporating two variants of the model into Kenshi 2: one with and one without spikes.” 

Forgotten Construction Set Updates Abound! 

Over the past few months programmers Sam Gynn and Craig Tinney have been hard at work on The Forgotten Construction Set (FCS), making changes that will have an impact on both Kenshi 1 and Kenshi 2. 

For the uninitiated, the FCS is currently available to Kenshi 1 modders and is the exact same tool we use to edit the game.

This week we’re releasing an update to Kenshi 1’s FCS that brings in a huge amount of these changes (this will first appear in Steam's experimental build). We caught up to have a little chat about the update:

Dan: First of all, can you both give me a bit of information about what you do at Lo-Fi?

Craig: I’m Craig, I do programming, push buttons and occupy space. Sam and I are responsible for developing new features on Kenshi 2 and the Forgotten Construction Set application, which our writers use to write all the narrative for our games and much more.

Sam: I’ve been working at Lo-Fi for a long while. I’m a Senior Programmer: I press buttons, make bugs and try to fix them again!

Dan: So the lovely bonus of you working on the Kenshi 2 FCS is that we can incorporate some of these changes into the Kenshi 1 FCS. Can you tell us a bit more about that?

Craig: So there’s two elements: quality of life stuff that our artists and writers ask for, usually improving the usability of the tool, all stuff that can be easily brought over to the Kenshi 1 FCS. And then there’s things which we have to make code changes for that go straight into Kenshi 2, which can’t be hammered back into the first game for boring technical reasons. 

The update that’s coming out this week will be a load of bug fixes and quality of life updates that we’ve been sat on for a little while. 

Dan: What are the highlights in this update?

Sam: The biggest one is the ability to simultaneously copy duplicate dialogue objects, which hasn’t previously been possible due to how dialogue is actually many objects rather than being one. 

Craig: My favourite is probably the layout saving, which you did Sam; you can have a million windows open for editing and have them open back up again once you close the application. And it’s different for every mod, for example, you open up my [insert secret Kenshi 2 feature here] mod, and it’s got all the relevant objects open, whereas if I was to open the dialogue mod, I’d have all the dialogue packages and conversations open up that I was last editing, like dialogue stuff etc. which  It saves a lot of clicking around and makes things much easier. 

Dan: Do you have any expectations for what modders are going to do with the Kenshi 2 FCS?

Craig: Every feature is designed with the FCS in mind, and right now we’re working on a lot of features we can’t yet talk about, which are what I’m largely thinking about when imagining what modders will do. We are going to great lengths to make sure people can do whatever wacky stuff that they want, and our game (hopefully) won’t break as a result of that. 

Trust me, the new features are really cool, it’ll be amazing to see what people do with them. 

Dan: Is it safe to say Kenshi 2 will be friendlier to modders than Kenshi 1? 

Craig: I’d say just as friendly, yes.

Dan: Will the point of entry be similar in terms of knowledge for modders? Is there anything extra people are going to need to know for modding Kenshi 2? 

Sam: It should be about the same; it’s the same tool, so any knowledge people have picked up while making mods for the original game will be relevant, but with lots of fun new features to play with.

Craig: You should be able to identify things you might like to change in the game and edit them within a couple of minutes. It’s the same kind of data relationships, a very small amount of that has changed. 

Dan: So has the engine change not caused any issues with the FCS?

Sam: The assets we use have changed; we previously used ogre.mesh files, which I had to write an export tool for Blender for people to actually use, but that doesn’t work with Unreal, so we’re now using Unreal.asset files. But that is just the assets, the actual underlying data, such as lists of items, descriptions and all that stuff, that is just raw data that can just be read directly out of the files we use for the FCS, so it doesn’t matter which engine we’re using.

Dan: Will people that have some experience with Unreal be able to put it to use with Kenshi 2?

Craig: There has been some talk of modding blueprints 

Sam: We hope so. 

Creating buildings will require some knowledge of the Unreal Blueprint editor, as that’s where they’re created now, rather than how that previously worked where you’d be working entirely in the FCS. 

When creating buildings, working with doors and multiple floors will be much easier and more visual than it was before with Unreal Editor.

Craig: We’ll be making the same how-to documents available to modders that we give to artists, just with slightly plainer English so they can make better sense of them. 

Dan: Awesome! Well, to wrap things up, do you have any favourite Kensh 1i mods?

Craig: Yeah, the one I made to extend the spider attack range, as I don’t think it’s long enough. 

Sam: I tend not to use many mods. Though I do like the one that turns off the map marker, so I can properly feel lost. 

Craig: That is a good one. Actually, the one we were talking about the other week that makes it so that when someone’s arm’s cut off it says “LMAO, Kenshi vibes”. I really liked that one.

Sam: There are lots of amazing mods, it’s great to scroll through and see what crazy things people have come up with.

Craig: I’m also partial to “Hippety hoppity, you are now my property”

Dan: Thanks guys.

Full changelog:

  • Added auto-complete added dropdown certain dropdown boxes
  • Dialogue condition effects, targets
  • Reference lists for items
  • Added alphabetical sorting for dialogue conditions
  • Added alphabetical sorting for dialogue events, EV_PLAYER_TALK_TO_ME is still first in the list as it's the most commonly used
  • Events with invalid entries are now highlighted red
  • Added support for duplicating dialogue
  • Added additional error detection for dialogue data
  • Added window layout saving
  • Opening a mod will also load the windows last opened with that mod
  • Also remembers any custom columns setup from previous use


  • Added periodic automatic backups
  • Added notes to dialogue lines
  • Uses the todo list system
  • Notes are displayed in translation mode
  • Notes are exported to .pot files
  • Can close todo window with escape
  • Added additional detail to missing dependencies error
  • Now shows what specific items are missing
  • Added soft reference list limits
  • Added error suppression for loading a mod has just been merged
  • Added tags to conversation and dialogue packages to make sorting and organisation easier
  • Added a new mod merging system tracks versions on a per Item basis
  • Added a fcs_settings.def file for changing default root path and data folder location
  • Added ability to traverse item properties with just the keyboard arrow keys


  • Added filtering by reference count
  • Added find and replace function
  • Added button to search for assets that have been moved to a different folder
  • Added filtering on referenced items
  • Improved reference list filter speed
  • Selecting things in the reference list automatically changes the add reference button to the selected list


  • Clicking a merge checkbox will check all selected items
  • Delete value right click option hidden when not applicable
  • Fixed crash in dialogue validation on invalid references
  • Fixed being unable to delete invalid references in dialogue editor
  • Fixed exception if no layout data loaded
  • Fixed dialogue lines losing their link flag when deleting lines
  • Fixed a null property crash in Set Field window
  • Fixed crash if base mod directory does not exist
  • Fixed deleting an item not flagging as a change
  • Fixed custom enum column display
  • Fixed exception if filtering by enum with invalid values
  • Fixed dialogue conditions and effects being editable on locked items
  • Fixed deleting dialogue objects not deleting all associated line and condition items
  • Many other misc. bug fixes too boring or technical to mention here

Life at Lo-Fi and beyond

Colton David, Writer



Hi! I’m Colton! I’ve been a writer at Lo-Fi for a few months now and wow, I’m happy to confirm that the people behind Kenshi are as smart and wonderful as you’d expect them to be. Currently I’m working on the finishing bits of Kenshi 2’s first big faction and a giiiiant migration of our internal wiki to a cool new platform. Ooh, and we recently added some context to a controversial mystery from K1. I think people will enjoy the direction we’ve taken.

I’m coming in as a big Kenshi fan already, so being able to add to such a wonderfully crafted world is a real dream. It’s also nice to know what Kenshi 2 is going to be about. If you’re worried that more writers = more things to read and obscure knowledge to wonder about, worry not! So much of our effort is spent coming up with very, uh, “Kenshi” scenarios and creating experiences for you to build your stories around. The lore is still there, obv, and it’s very good, but Kenshi is a sandbox game with a rich world to immerse yourself in. My job is to add flavour to the broth, with the occasional spicy tofu thrown in.

Life Balance

A bit about me! Aside from writing, most of my creative juice goes into making small games with my friends at Bad Pet. Devil Express is our most recent project and I love it a lot. If you want a sample of my writing style that’d be the best place to look hehehe. The pandemic has killed most of my non-playing video game hobbies (drinking with friends), but I still make time for the important things (drinking with friends on Discord). I was exercising for a month, that was nice. Now I just play Satisfactory and order take-out with my partner.

Work Setup



I’m one of the few non-Bristol based staffers, currently working out of this wonderful coworking space in Toronto, Canada with my friends at Laundry Bear and Reptoid Games



Most people are working from home so it’s pretty quiet. I am counting the days until we can all work together and make jokes. There’s a Korean corn dog place (K Seoul Hot Dog) that I go to for lunch! It is the light of my life. Here’s a picture:



Okay, that’s all from me! Looking forward to sharing more of the very good things that are happening in Kenshi 2. 

Vitali Ivanov, 3D Artist (Character)



Hi, I’m Vitali, and this is my third year working for Lo-Fi. I'm currently creating characters, creatures and armour for Kenshi 2. 

I have many hobbies but I'm not committed to any of them, or maybe the only consistent hobby I have is playing video games. I played Kenshi a lot and it was the motivation to join the team so I can work on a game that I actually like and will play. I prefer indie games because they have a soul and are not bound by stupid rules invented by people that never played a game in their life.



I also have pets... right now I have a dog, cat, two rats and a hermit crab, at some point we had a rabbit, chameleon and a turtle (not at the same time :D) So although I'm home alone during my working hours it still feels crowded.



I used to do hang-gliding but I fell and gave up before I got any good, I tried riding a motorcycle but I crashed before I learned to drive properly... most of my outside PC hobbies are like that :D

And finally



Thanks for reading folks, don’t forget to join us over on our Discord, find us on your favourite social platform and, if you don’t yet have Kenshi, or you know a friend that’s been wondering whether to pick it up, we’re on sale at 40% off this weekend as part of Steam’s Open World Sale! Bye for now!
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