



	
The Steam Scream Fest is coming to an end, and Ajgal has found new voices.
Players, screams, nervous laughter, and a lot of feedback that keeps us moving forward.
We’ve entered the final phase of development.
Lately, we’ve been shaping a new creature tied to the Temple of Ashes, a chained figure, torn between the weight of the past and the need for freedom.
The world of Ajgal grows clearer, piece by piece.
Thank you to everyone who explored the demo, shared a thought, or a reaction.
Somewhere on an old desk, a photo from the Steam Scream Fest still remains.
A small reminder that somehow, it’s part of the game now.
A figure bound to the Temple of Ashes. The weight of chains, or the promise to break them.
The Ash Temple. Where everything begins, and everything fades.
	
	
	Hello Captains! ⚓
The world of Subnautic Raider just got deeper — I’ve added three new ocean floor variants, each appearing in specific missions. Every one of them has its own shape, depth, and character.
The first new ocean floor, featured in the Mined Gibraltar mission. Gentle, bright sands, some stones and smooth terrain contrast beautifully with the dark, dangerous waters above.

The second floor appears in the Yucatán mission. It’s wide, soft, and shaped by natural underwater dunes — no rocks here, but large depth variations from 100 to 500 meters, making it feel alive and dynamic.

The newest ocean floor has a basalt, volcanic character, with long, irregular rock formations and depths ranging from 150 to 500 meters. It appears in the Ascension Islands mission, giving it a darker, more dramatic look.

All of these environments were created in Blender using procedural methods, allowing me to generate vast, non-repetitive underwater landscapes without endless manual sculpting. The result is a more diverse and immersive world.
This update marks another step toward making Subnautic Raider richer and more alive beneath the waves.
Thank you for your ongoing support — it allows me to keep refining every detail of the game! 💙
See you beneath the surface!
	
	This is a longer update on some of the latest progress in the development of Folk Emerging.
It addresses a lot of the player feedback from the latest playtest (thanks again!), and adds new features and content, moving along the roadmap towards a polished demo.
Specialists & Production now more impactful
Territorial tile claims removed (structure claims remain)
Split-off bands have automated foraging, reducing micromanagement
Big content update for foodwebs & domestication
Big UI update with fullscreen/window settings, UI scaling, and QoL improvements
💼 Specialists
Specialist effects made more impactful overall
Each of the 4 main personality attributes now matter for Specialist effects
Character traits added as states (e.g. Wise, Herder, Ranger)
Specialists now upgrade based on character traits, each giving a unique bonus (instead of XP just giving an incremental increase of the specialist’s base effects)
Specialist roles can now be unassigned from their current Person
Each Person can accumulate XP for multiple Specialist roles over their lifetime
Lorekeeper and Master Crafter merged into 1 specialist role: Maker
Balanced Warmaster’s effect on risk of injury from battle so it’s more difficult to completely bring it to zero
🔨 Production
Production Focuses reworked to scale with Production and local/adjacent features, making Production much more significant throughout the game
Scavenging yields scale with adjacent Predator Threats
Wood and Stone are now gathered via Production Focuses, so these resources no longer accumulate passively
Farming and Herding are now Production Focuses, so Food yields from Farms and Pastures no longer accumulate passively (but other Farm/Pasture effects remain passive)
🚩 Territorial claims over tiles are removed (claiming structures remains)
🍏 Resources & Stockpiles
Stockpiled Food now goes to waste at a % rate each turn.
Resource stockpile limits are removed, instead there are now resource carrying capacities. Bands can stockpile any amount of a resource but when they move, any excess beyond the carrying capacity is left behind, cached on the tile.
Cached resources get added to the stockpile of the first Band to step on that tile. Cached Food goes to waste at a high % rate each turn.
Cooking tech now directly gives +50% Food yield, boosting Food from any source, not just foraging
♻ Foodwebs
Big content update: Added entirely new dedicated foodwebs for Steppe, Desert, Savannah, and Rainforest climates.
Added more megafauna (including Mammoths in the Steppe)
🌱🐄 Domestication
Big content update: Domestication outputs now vary based on species being domesticated (e.g. Sheep, Camels, Wheat, Agave), and each has unique & powerful effects
Domestication sped up to require less domestication points overall
The Maker role is now the only source of Domestication points, so Domestication can only happen in their assigned Band.
Effects of Farms and Pastures now vary with the type of Domesticated Item equipped in them
Farms and Pastures now decrease Food Forageable and Foraging Impact in adjacent tiles
⚔ Combat & AI
AI bands now retreat away from bands that recently defeated them in combat
Bands can now be conquered if defeated in combat and sufficiently outnumbered
⚙ Reducing micromanagement
Band foraging actions can be automated (toggled setting)
Split-off bands are now semi-autonomous offshoot bands whose foraging actions are automated by default.
Domestication being limited to the Band with the Maker specialist reduces micro as well.
🧭 Movement
Each band’s movement action has a “reminder” toggle, which can be turned off so a band can stay on its tile without needing to re-confirm every turn
Not showing movement reminder on the very first turn (movement can still be initiated via the Band Actions buttons)
⚖ Balance
1-turn boosts from opportunity events are now more powerful than related items that have similar effects
Hunting migratory herds now gives higher Food yields (5 → 10 default, 10 → 20 if adopted norm Ferocity)
🌙 Factions theme switched from animal worship to natural elements worship (e.g. Sun, Moon)
Added fullscreen settings with a borderless window option and windowed option for switching screens
Added resolution settings
Added UI scaling settings (1x-1.2x)
Made expected resource yields more noticeable and added color (e.g. negative Food yield is yellow by default, red when it will result in a food deficit; positive is green)
Resource carrying capacities are yellow when exceeded by the stockpile (meaning resources will be left behind when moving)
Structure banners on map now show equipped Item
Changed structure background to clay tablet
Adjusted position of map tooltip in bottom-right of screen so it's always right next to the minimap (independent from resolution/AR)
Changed tooltip background to be stone slab like other UI panels
Added a small question mark in the corner of the status button to prompt players to hover on it for the action tooltip
Enabled pressing Enter/Return key to press status button
Band map banners now show more info (e.g. specialists assigned, what is being produced, founder/offshoot type
When clicking on an unassigned Role in the pinned characters banners, the Band>Members sub-page now automatically opens, and if Person view is open it switches to the Person>Roles sub-page
Foodweb page now has background texture corresponding to that foodweb’s climate.
Made button highlights more noticeable, e.g. when cultural norms are available
Make victory points a hyperlinked phrase in more places so it’s clearer how they are earned
Unstaged any staged structure-placement action when another band is selected or another producible is selected
Enabled game restart via main menu without needing to exit and re-open app
Changed default light text color from white to ivory like interactable buttons
Updated arrows in foodweb, clan, and tech tree pages, with subtle animation shader where appropriate.
Made modifier text in tooltip breakdowns more descriptive
Enable hyperlinks on just icons without any text, for more compact tooltips
Fixed wonders not becoming available after researching Stoneworking
Fixed battle timeline buttons remaining clickable after fight is over, now player can't click "next step" multiple times to get multiple raid events
Fixed little green/red arrows for expected change in foodweb species population size not showing up on certain resolution screens
Fixed baseline audio volume, no longer quiet compared to other apps
Fixed adopted Council norm not being recognized in clan dispute event, outcome requiring it is now selectable
Fixed food forageable from foodweb species species sometimes being negative, now clamped to minimum 0
Fixed military view not updating to show newly selected band's units when switching selected band while military view is open
Fixed tooltip persisting and following mouse when it should disappear (e.g. when opening/closing panels)
Fixed wrong Happiness values after Band splitting
Text and event fixes
Minimized duplicate UI update calls
Optimized how inter-cell feature effects get applied to map entities
Added new modifier type: *additive* reference multiplier, e.g. get the Shaman's Charisma (e.g. 2), multiply that by 3 (= 6), and *add* that to an attribute's value
Upgraded project to Unity 2020.3.49f1
I'll soon post about next steps and plans going forward.
Sign up to the newsletter for more updates and access to future private playtests:
Cheers :)
	
	Update 1.8.0 includes:
- Introduction of a transit state for decisions;
- Ability to collapse decisions;
- VAT mechanics;
- New religions;
- New events;
- New political characters and new conditions for changing their traits;
- New backgrounds;
- Ability to go from the science queue icon to the science description;
- Changes to some of the doctrines desired by factions;
- Increase in US points from the type of capitalism flourishing in Europe;
- Changes to the effects of investments in the economy;
- New transitions in trade union and migration doctrines;
- Changes to the effects of technological embargoes;
- Changes to the conditions for referendums;
- Changes to the conditions for entering and leaving the Politburo;
- Rebalancing of the course of wars;
- New button in wars;
- New flag for the country;
- “Communism” now requires planned price reductions
- Changes to the effects of planned price reductions and unregulated prices;
- New achievements;
Enjoy the game! Thank you for being with us! More exciting things are coming soon!
	
Survivors, 🧸
We’re excited to announce that the official DayZ x Youtooz collectible is now live and available to order!
Bring a piece of DayZ home with this exclusive Brian Bear!
Don’t miss your chance to grab yours!
	The game revolves around 2 main actions, jumping and dashing.
Each time the player jumps, the input for your jump and dash actions swap!
Discover the satisfaction of mastering this unique skill!
VFX and SFX updates: More immersion and clearer visual cues.
QoL updates: Removed artificial difficulty. Jump right into the fun stuff for a smoother player experience.
More soundtracks!
	
	It’s been a few months since release, and I want to thank all of you who’ve stuck with the game, shared feedback, recorded playthroughs, and talked about your experiences. Your input has shaped this update directly. This patch focuses on improving clarity, usability, and fairness, especially for new players.
• On-Screen Item Pickup Prompts
When you collect a core item, the game now displays a short, clean prompt confirming it.
This should reduce confusion and help players track critical progress more confidently.
• Improved Guidance in Artifact 1
Artifact 1 has been refined to provide better visual and environmental cues without removing tension or exploration. This should help new players find their footing without changing the intended atmosphere.
• Minor Stability Improvements
General stability and consistency improvements.
• Nightmare Mode Soft Lock
Resolved an issue where, after Mr. Husk delivers the Nightmare Mode introduction, the artifact selection crate would sometimes not appear, leaving players stuck in the lobby while the timer continued down until the game is restarted.
Your feedback continues to shape the game. If you recorded playthroughs, reported bugs, or shared thoughts, you made this patch possible.
More improvements are in development and I'm open to any and all feedback to provide the best experience. So please feel free to share whatever you got in the Community Hub or Discussions tab, it genuinely helps guide future updates. Thank you.