Hello, everyone!
As promised, the content of last week’s 1.0 experimental build was not everything that we prepared for you ahead of Timberborn’s full release.
Today’s update features huge visual tweaks. This includes the addition of clouds and stars, as well as the movement of plants and trees (think: RTX mode ON). We’re also introducing Badwater Seeps and making some other changes to the new content based on your feedback. Please keep it coming, folks!
(By the way, yes, there are some Aquifer changes on the way. Stay tuned.)
The first batch of visual tweaks went live last week. While we’re still gathering your feedback, today we’re rolling out some heavy hitters. Please let us know how you like these changes - when discussing them, don’t forget to mention what graphical settings (Low, Ultra etc.) you’re playing on.
Added clouds to the skybox.
Added stars to the game’s night skybox.
Added bloom to the game. Hopefully, we haven’t overdone the effect, but if we have, let us know! Plus, you can always turn it off.
Speaking of turning things off, we’ve added granular graphics settings. You can now control the quality of various elements of the game and switch off some of the more controversial or performance-heavy effects.
Tweaked Bramble’s model to make it look better in large quantities.

GIFs do not give effects like this justice - watch the video above or better yet, check it in-game.
By implementing moving plant life, we also aim to enhance the game’s visuals and make the world more vibrant - but since it's a significant change, it deserves a separate section.
Added ents to the game.
Added swaying movement to all in-game plants - from crops to hedges to trees. You may notice that on a very windy day, the swaying becomes slightly more noticeable.

After reading all your feedback, it made sense to implement a separate counterpart to the Water Seep that spews out the less desired of the in-game fluids.
New map object: Badwater Seep.
Added extra effects to the water surface over Water (and Badwater) Seeps to make them easier to spot.
Added the object debugging panel, letting you inspect values stored by singletons and components of the selected entity. This feature is available in the Debug mode.
Updated tutorial’s visuals to better match the new style of alerts and notifications.
Tree stumps are now deleted immediately after marking them for demolition.
Updated icons for the "Unspecified recipe" and "Unspecified goods" warnings.
Changed the default Unstable Core’s explosion countdown to 10.5 days. Why ruin a perfect morning with some explosion-induced chaos?
Implemented the above change to the Cores found on the Pressure map.
Added Water to Steam Engine’s recipe (0.3 units per hour). Now that we’ve added “Steam” to the building’s name, it makes perfect sense.
Fixed map category tooltips that sometimes became covered by other tooltips.
Covering a large area with buildings - for example, placing down a lot of dynamite - no longer automatically removes the rubble beneath.
Unstable Core’s warning sound no longer plays when entering the starting settlement’s name - even if the map’s evil creator intended the Core to explode soon after start.
On a related note, Unstable Core now correctly explodes at the start of the game if its countdown was set to zero.
Fixed Unstable Core's panel not wrapping correctly.
Underground buildings, such as the Badwater Rig, now have the same depth as the sources they cover.
Fixed shadows not rendering properly after loading a game.
Fixed a crash caused by entering some dangerous characters in settlement names.
Fixed a crash upon loading caused by modded animated buildings found in the savefile (read: when loading a modded game without mods).
Fixed a crash caused by trying to route a zipline in a way that could result in a fatal collision with the Gravity Battery’s cable.







Hello,
This is the IfSunSets Development Team.
A hotfix update has been released.
We will continue to provide consistent hotfix support whenever issues occur.
Thank you for your continued support.
Fixed an issue where contamination levels in the Crimson Marsh increased abnormally.
Fixed an issue where players could use the glider during jump attacks.
Fixed an issue where blood effects were triggered when objects were hit by bows, Return Lances, or Blazing Chains.
Fixed an issue where Night Monsters would disappear if the "Apply World Settings" button was pressed during the Night of the Dead event.
Fixed an issue where some sound effects were excessively loud.
Fixed an issue where fishing-related achievements could not be completed.
Fixed an issue where some text in the Cooking Pot UI was not translated.
Fixed an issue where editing a map marker prevented other markers from being edited until the map was closed and reopened.
Fixed an issue where electric attacks from jellyfish would trigger visual effects on the guest’s screen when the host was hit.
Fixed an issue where, in multiplayer worlds, quitting the game during a Nightmare Night caused a normal Night of the Dead to occur upon reconnection.
Fixed an issue where certain elemental activation effects were not visible from the guest’s perspective.
We are continuously working on fixing crashes and errors in the game
If you experience any issues after the patch, please tell us in our discord.
Your feedback is always welcome. You can write your feedback on Steam or Discord.
Discord: https://discord.gg/Ifsunsets
Bug report form (link)

More than 800 players have stepped into In Silent Walls: Sujet 13 during the Steam event.❤️
Thank you all for playing, sharing your thoughts, and supporting this first solo project.
Every message, every video, every word helps shape the final version.
The signal is still growing.
And it will soon return. 📡

Hello, Steam community!
We are absolutely thrilled to announce that Centaurus Software has been selected as one of the winning teams in the Tranzfuser 2025 programme run by UK Games Talent & Finance CIC. Our debut title, Erebus-9, has earned official recognition and funding support, giving us the strong foundation we’ve been working toward.
What This Means for Erebus-9
Winning Tranzfuser means that our project has been judged as both creatively promising and commercially viable. The programme is designed to support UK teams who want to build original game IP and sustainable studios.
For us, that means:
We now have resources to take Erebus-9 Chapter 1 from prototype to full development
We can build the game with better tools and a clearer path towards launch
You, our future players and supporters, will get a richer, more polished experience and more frequent updates as we progress
A Bit About the Journey
From the very beginning, our goal at Centaurus Software was to create something bold that paid homage to the classics: a fresh IP steeped in atmosphere, narrative tension, and immersive gameplay. Erebus-9 was born from that ambition. We set out to blend exploration, mystery, and survival in a setting that pushes our creative boundaries.
We applied to Tranzfuser 2025 knowing it would be a challenge: the competition attracts well over 60 teams from across the UK each year. Getting selected, and now winning, is a testament to how far we’ve come, and a launchpad for how far we hope to go.
What’s Next For Us & For You
Here’s a rough roadmap of what we’re planning now:
Development ramp-up - With the Tranzfuser win behind us, we’re working on Chapter 1, refining core systems, upgrading our pipeline, and deepening the narrative and gameplay of Erebus-9.
Public demo - We’ve shared a playable slice of Erebus-9 so you can experience the world firsthand, give feedback, and help shape the game.
Launch objectives - Our aim is to hit Steam for full release of Erebus-9 Chapter 1 early next year, with a strong wishlist base, lively community, and polished experience.
Community building - You’ll see more dev logs, behind-the-scenes content, livestreams, and open feedback channels. We want you on this journey with us.
A Huge Thank You
A special thank-you goes out to everyone who has supported us so far; family, friends, mentors, collaborators, and you, the gamers who believe in what we’re doing. Winning Tranzfuser 2025 doesn’t just validate our work; it motivates us to deliver something truly memorable. We couldn’t have done it without every single one of you.
We’ll be posting updates here on Steam, on our website, and across social channels. Keep your eyes peeled for more info on Erebus-9’s next milestone soon. Wishlist it, share it, talk about it, and join us as we build something special.
Thank you for believing in Centaurus Software. Let’s venture into the darkness together.
The team at Centaurus Software

Step into the post-apocalyptic world equipped with Volkan Corporation’s cutting-edge space gear. Blast through hordes and pave the way for humanity’s next great leap in survival. Grab it from the in-game store now!

This bundle contains:
Volkan Exosuit — Tested in hostile environments, approved for cosmic deployment. Don this spacesuit to explore dangerous habitats on Earth before setting your sights on the stars.
Pulsecaster Hybrid — Blow the head off any threat, even those unfathomable to mankind. Comes with two unique modes, allowing you to switch between an assault rifle and anti-gravity bursts at will.
Phase Shard + Blueprint — Even the finest soldier needs a close-quarters edge. Strike fast with this compact yet deadly dagger that leaves enemies extra vulnerable to firearms.
Memory of Space Charm — A reminder of humanity’s aspirations, now lost to the madness of the world. This charm increases your chances of sending enemies hurtling into the air.
Aeroflux Paraglider — Whether escaping hordes or diving from orbit, sometimes it’s the simplest tech that saves the day.
https://store.steampowered.com/app/534380/Dying_Light_2_Stay_Human_Reloaded_Edition/
