Kenshi - Breakoar
There's really not a lot we can say on this but...

Kenshi is 55% off until 23rd May!

Tell your cousin, buy a copy for your fish, inform your bus driver, deliver a message to your town crier, write to your local politician, ring the president, call the midwife, write home about it, send a telegram to your gran etc. All that stuff. Enjoy anyway.

Kenshi - Breakoar
We recently launched a Kenshi speedrun content to celebrate the Easter holiday consisting of two “simple” tasks:

“Find three different types of egg. Sell them”.

The competition ran from 14th April through to 8th May, with the top 10 winners each bagging themselves a shirt signed by Lo-Fi/Kenshi top dogs Chris Hunt and Nat Mikkelson.

The submissions have been impressive. Very impressive. We have seen some amazing runs and it was incredible to see people getting their average run time down over time!

It was lovely to see some of the best challengers helping each other out, discussing tactics and theorising on what was possible in the YouTube comments. Such good sportsmanship!

https://lh3.googleusercontent.com/wRGbw4MXQPzT4B9N5iaS_xqtxBY7crTwgRM7gkyX-qIFQMDEtncBCiYSRebXkasc9ulsHzdF_6NI43fRAlNfGcQoCLyD3UfPEe94sm8H6SvZwtDdB-zo0gulKhlqQWBLB9WbFMVWkQMLbsj0_w

As you might expect, people got quicker over time. Here’s a chart showing that happening. We’ve excluded a couple of longer submissions so you can get a better view of those super fast times!

https://lh5.googleusercontent.com/SA_uq4eJWasMvB9Ouj4ORL7b2-t6hts9h5KjYoJWFWbttwTFuX4WvF2Uj5-CmbEDf_4kr9xkXZGWX7RHXuDtDori3ss7JgV3tDvHEWqLFJCkWaR599cCehviBmmRTiVV7W2ybzTAfFl8RUtqNw

Kura was the first person to break the below 12 minute mark on 17th April, which is when things started to get really heated. Then on the 22nd April, Vestige hit the sub 11 minute point, a truly astounding achievement!

We don’t think anyone thought sub 10 minutes was possible but my word, it was! Aiza clocked in at an incredible 9:55 on 28th April and nobody managed to beat the score for the remaining 10 days of the competition, despite many formidable attempts.



As stated in our rules - 10 signed t-shirts will go to 10 players, even if people are in the overall top 10 more than once (which did happen), meaning the winner list looks a little different to the overall top 50.

A huge congratulations to all of our winners and a massive thank you to everyone who took part, you excellent people.

T shirt winner list!

All the below entrants will win a signed Kenshi shirt. We’ll be emailing you soon asking for your details, so keep an eye on your inboxes!

1st Place
Aiza
9 mins, 55 seconds
https://youtu.be/p5AhDig5Yfo?t=1287

2nd Place
Razleraz
10 mins, 1 second
https://www.youtube.com/watch?v=ZzeIBbsRdOI&ab_channel=Razleraz

3rd Place
Winter Remnant
10 mins, 9 seconds
https://www.youtube.com/watch?v=g1bx6xAjvyU

Joint 4th/5th Place
Vestige
10 mins, 10 seconds
https://youtu.be/1Ty2b5LJbmE

Joint 4th/5th Place
Natsugu
10 mins, 10 seconds
https://youtu.be/77lSNhwWETM

6th Place
NubMcMoofin
10 mins, 11 seconds
https://youtu.be/8tsnj25b3O4

7th Place
Shidan
10 mins, 21 seconds
https://www.youtube.com/watch?v=hRouGbwXRMw

8th Place
vegan
10 mins, 22 seconds
https://www.youtube.com/watch?v=2KeX0SMEjHQ

9th Place
sirokka
10 mins, 23 seconds
https://www.youtube.com/watch?v=z4QFC-5Qbzo

10th Place
chigasane
10 mins, 25 seconds
https://youtu.be/4eqRpZMykVk

Top 50

Check out our website for the full top 50 list (Steam isn't too keen on tables it seems.

Hail Tanishi, the mighty Hive runner and the favourite of Egg Run Challengers!

Eggcelent FanArt

During the course of the event, a couple of quite beautiful eggy images were produced which we wanted to highlight. The “Beep is the eggiest” piece from Alex Thompson was very much a tribute to the competition. Thank you so much for that! We loved it!

https://lh3.googleusercontent.com/TYiQ88xGz81GrjoBEVa-yfNvO9fjxjqnqBy86oisafYpBqDg76BoRzuV_fwkwZGuezpTTLN22_R2Dq7Qm-jrpCleETJsLuOt1qIEl2scHq5pShKmJ2rBCOWnQKZWv94SbjZawvNbYXk5kC0m_A

This piece from G3er0 may or may not have been inspired by our egg hunt but it was produced during the competition so we live in hope. Either way, it’s a beaut.

https://lh4.googleusercontent.com/DIoUxQ214PS-Cx6YfzzZxzHiD2CcuCsEAqSf1QEtxFvTtT4AbUu-t31gU9o56t6ZzAAHjEhUi0AT3Img5nwUPGwSUDDN_8ZXugHeU-9Z6P4gpnu0DN6NMXwjTLvnGyTtGE7hJxZsbhZY4nSMiA

Also, shout-out to redditor dagothdoom for working out how much Beep’s omelette depicted in the image is worth 😂.

https://lh6.googleusercontent.com/n8MBZTbMIaRAIDOdfs3GMjXPGU2GDoyLFkfSgmZVQbefmK_q67zPOcv4KJxnxjFgKd5iESyX4tfi0QKfR2yU_ybPmMPMiAbP4soGkH3u4bv7OUc-MaEA5ea_yVCWFXTWJ0l66-Q68XadjnGHjw

Let us know what you want to see next!


Once again, thank you to everyone that took part, watched, commented, made fanart or complained about the rules (really, we needed to be better at clarifying stuff and you helped us work a load of stuff out, we’ll be better next time).

We’ll be running more competitions in the future, so do watch our various spaces.

Let us know what kind of competition you’d like to see next, and feel free to comment with any great clips like this lovely moment from PistonsPub.


There is now a page for the Kenshi Egg Hunt over on https://www.speedrun.com/kenshi#Egg_Hunt, with a tab for official rules and a tab for those of the moderator on there. It’s now open to submission, and while you won’t be able to grab a prize by beating any times, you can still battle for glory! If you manage to beat Aizu’s time, let us know so we can help you show off about it!
Kenshi - Breakoar


A Kenshi…speedrun? Yes. Yes indeed. And an Easter one…an EGG HUNT! WITH PRIZES! SIGNED SHIRTS! YES. YES. YES.

Entry dates: 14th April – midnight 8th May

Find three different types of egg. Sell them.

The ten fastest runs at the end of 8th May win an exclusive competition winner-only Beak Thing shirt signed by Chris and Nat.

RULES
  • Eggs must be in nests: you can’t just go into a shop and buy the eggs
  • Game options must be set at default values. Prove it by showing us the options screen at the start of your run
  • Rock bottom start
  • No save scumming/no reloads
  • You must prove you have turned off all your mods and are running the game entirely vanilla - show us you’ve done this by verifying the game in Steam (right click the game in Steam, click “properties”, “local files” and “verify integrity of game files”).
  • Choose ‘Rock Bottom’ start
  • You can add as many squad members as you like
  • All squad members must stay together at all times. Don’t let a few run off to the four corners of the world
  • No hiring mercs (folks you can hire by days)
  • Your first game character does not need to survive until the end
  • Three eggs means three different eggs from different species. Not three eggs collected from three different locations by one species
  • You can’t just buy eggs from shops
  • The challenge ends when you sell all three eggs at a shop


Clarifications - 19th April, 2022:
  • The game speed can be set to whatever you want, but be aware that this is a speedrun based on IRL time
  • Start your timer when the character lands in the desert - character creator screen time doesn’t count
  • Once your timer has started, in-game load times do count towards your time. Entries from streaming services such as Geforce NOW (which may improve your in-game load times) will be accepted, so long as all the standard rules are followed
  • As stated in Terms and Conditions - Entering multiple times is fine, but only one prize will be issued per winner. If someone has multiple places in the top 10, the next entries up will each receive one prize each until we reach a total of 10 winners with a prize each
  • If you wish to do multiple runs in one stream after verifying files and options just once, feel free to do so without having to go through the verification/options-showing process for each run. Please ensure that you add a timestamp for the start of the run that you’d like to be considered
  • Feel free to dismiss any character from your squad
  • Exploits are allowed, but no shift+F12ing
  • Rock bottom start (yeah one more time, why not?)
Clarifications - 26th April, 2022:



Dear Kenshi Easter Egg Speedrunners: Thank you so much for your submissions. We've had A LOT! The response has been incredible. Obviously a Kenshi speedrun is a bit of an odd idea considering the game’s quirks, but here we are. Sorry about that bridge, we know it does some bad things. What's incredible is that you lot embraced the challenges and ran with them, and are still continuing to do so. And what results! We had no idea this could be done so quickly.

Anyways: We've had some feedback on the rules, as you might expect, and we are listening. On the most part, there haven't been any issues, and everyone's been amazing and followed our directions to a T, which we know is quite the faff. We didn't ever want to give massive advantages to those with faster computers but we had to draw the line somewhere. Having said that, upon re-examining our leaderboard, we are going to go ahead and say:

Change the graphics options to whatever you want them to be. In fact: you can change anything in the options screen other than the stuff in the gameplay slider. All other previous rules still apply though: You still must show us the mod tab in the in-game options and the launcher. You must still go through the verification process. It has to be vanilla Kenshi.

We're sorry if that means you would previously have done some runs a little differently, but if we were to enforce the rule that the graphics options must be set to default values, then we'd have to wipe out 50+ runs, and that would be awful.

How to participate
  • You’re welcome to stream the video live, or record and upload at a later date, but the entries do need to be publicly accessible
  • No editing!
  • Please add timestamps in your video description for:
    • When you pick up your egg one, two and three
    • When you sell your eggs
  • No timestamps = not completed
Once you have completed your speedrun, please submit the link to your video here -http://lofigames.com/eggman.

Leaderboard

The leaderboard for the contest can be found at http://lofigames.com/egg. This is a manually updated leaderboard, so please bear with us while we check submissions. We’ll try to update it by the end of each working day (GMT).

Terms and Conditions
By entering this competition you are agreeing to share your contact details with Lo-Fi Games. Our full competition-specific privacy policy can be found at http://lofigames.com/eggpolicy.

Privacy Policy
By entering this competition you are agreeing to the Lo-Fi Games Competition Terms and Conditions, which can be found at http://lofigames.com/eggterms.
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."









...