
A WORD FROM THE STUDIO
The creatures featured in FEROCIOUS are inspired by real prehistoric animals; however, they are not intended to be paleontologically accurate representations. Within our game’s universe, the species you are about to see in the pictures below did not go extinct millions of years ago—they survived and continued to evolve. As a result, their postures, proportions, and other physical traits have diverged from what is known from the fossil record. Our small dev team aimed to create animals that would look impressive and have a visual impact while still drawing design inspiration from actual beasts from the prehistoric age. However, their design was not developed in conjunction with scientists and is not intended to be accurate.
Overall, our designs are speculative interpretations shaped by this fictional timeline. You will learn more about these changes as you experience the game’s story. We hope you enjoy the illustrations!























The dates for the second playtest have been announced: November 28 to December 5, starting and ending at 9pm PST! You'll get a whole week to try out the game this time! Once it starts, there should be a button on the Steam page to join and download the game.
There's been a ridiculous amount of improvements since last playtest on top of adding Yo-Yona as a playable character, so please look forward to it! More info on added features will be posted closer to the start date.
-joh
New Explorer HUD for clearer mission info and visuals.
Changed Distorted Reality evidence to Duplicity. As this was part of the previous evidence, it is clearer for players. Duplicity consists on objects that get duplicated but they look dark and burned, as consecuence of merging between realities.
Updated Instructions Board and How to play manual.
Increase 20% energy objects in UV01
Enabled 2 additional background music tracks for UV01 and parallel UV01.
Textures and shaders optimization for HUB and UV01.
FIX: Solved issue where V-sync or fix FPS wasn't kicking by default unless you force the change.
FIX: Now you can leave the expedition when you finish the game and you are inside the Hexeract during the expedition summary.
For over a week I was unable to upload a new version to fix a bug with story events not triggering correctly because of an issue in the game engine's login system. I had to revert the game couple versions back to a state where the story worked properly but it didn't have cool quality of life improvements I added in previous updates.
EVERYTHING IS NOW BACK IN THE GAME! 🔥
These things are back in the game:
Story events and Town Square events now trigger correctly!
Toxic Gas Puddle enhanced visibility
Wiki button inside game
14 new achievements
Fix for the achievements to not stop working after returning to main menu
Some improved sound effects
Thanks for patience guys, you're the best❤️ I am gonna keep dropping new updates and the BIG BOSS UPDATE is coming soon!! I'll keep you guys posted :)
Teaser of the upcoming update :)

Hello everyone!
I took a couple of weeks off to travel with my family. But now I'm back, batteries recharged, and ready to continue working on the game!
In this devlog, I'll talk about the rework of the entire questing system and how quests are now generated.
The current quest system was always meant to be a placeholder, something to provide basic progression. But I always knew it was insufficient and, frankly, not interesting. Until now, quests were generated like this:
Search for a nearby enemy site;
Create a quest on the spot;
Give the quest to the player.
Completing or not a quest has no impact on the world. They're repetitive and, most importantly, tell absolutely no story.
New quests are no longer generated when you talk to an NPC. Instead, events might happen during history generation, and those events may become quests.
For example, let's look at the toy quest I developed this week. The quest is to search for a person who went missing while foraging in the forest. The whole "lifecycle" of the quest looks like this:
Someone randomly decides to forage in the wilderness near a predator pack or bandit camp;
They fight and end up wounded or dead, creating an encounter;
A relative back in the city notices their disappearance and creates a quest;
The player talks to this person and accepts the quest;
The player investigates the area, kills the predators (maybe), and returns with the information;
The quest is completed.

At any point during these events, the outcome might change. The person might win the battle, bringing back loot or carrying scars for life. Or maybe they don't have any relatives or friends in town, and they simply become a lonely body you can stumble upon while exploring.
The great thing about this system is that even if a quest never gets created, a story still exists. A story that can be uncovered by the player, even if just for flavor.
I used the word "encounter" several times, so let's talk about that. I borrowed the term from D&D, where it means a small modular scenario with a map, enemies, and so on. In D&D, a DM creates encounters on the fly or picks them from a list, so we don't expect them to repeat. In the game, however, scenarios are chosen from a pool of possibilities. I took a lot of inspiration from the concept of "Zone stories" from Project Zomboid.
Encounters are essentially hand-made modules dropped into a procedural world. They bring flavor, style, and the developer's (or modder's) touch while keeping the replayability and unpredictability of procedural generation.
I also reworked the chat screen to be more functional and pleasant, although it's still not 100% complete. I've made some performance improvements and added a random event during history generation that allows people to migrate between settlements (previously each town was usually dominated by a single family).

I still have a few wrinkles to iron out in the new quest and encounter system, so next week I might not have much new to report besides "hey, I finished what I said last week." For the update as a whole, I plan to add a total of four encounters/quests (a 1:1 replacement for the old, boring quests) and a notice board in every city, so players can find all quests in one place.
I also want to add a new lower tier for all weapon types: a club, a makeshift sword, and a lumberjack's axe. These will be cheaper and weaker than the current weapon tiers, intended as starter weapons to increase progression. This will require quite a bit of rebalancing.
This is it for this week!
Hello all! Today is a special day in the life of We Who Are About To Die, as well as in my life, to be honest.
The game was in solo development for 7 years until Early Access launch, and has been in Early Access for 3 (with wonderful teammates for most of that!). Today marks the 10 year anniversary of the project.
The game is also 30% off to celebrate, please help share the word!
I started this project having absolutely no idea that it would come this far, changing my life the way it did and become my full time career. This thing has been with me for the better part of my adult life (I'm 34!) and the way it has evolved - especially the last 3 years - is nothing short of mindblowing to me. If you agree, let me hear some echos in the arena for my team who have been kicking ass! I'm so happy with the fundamental and fearless changes we've been doing since the game became available on Steam.
To me, it feels like I entered the "Indie Arena" and somehow came out victorious. But... no - because we're not done yet. This update, v0.85, will likely be the last before 1.0. At the very least, 1.0 is the next Major Update.
We have some ambitious plans with 1.0 - so it will take a while, but know that it's coming, and it will be the best 1.0 we can deliver. Put simply, you believed in me and my studio, Aegic Entertainment, and throughout this Early Access, I want to make sure you got your money's worth 10x over! I started something 10 years ago and I intend to finish it - gloriously.
I cut together a little gameplay clip to celebrate the 10 years! It's not much, but it's honest work.
Complete AI overhaul
We have completely rewritten the AI from scratch to be much more dynamic and challenging. In short, the AI is more competent and conscious of its environment and especially it's own Stamina! AI will switch between a tired and aggressive state much more clearly. Check out News post "Preview #2" for more context!
We also fixed countless glitches and AI bugs in the process and fundamentally rebalanced the game to go with this AI rework.

New Elite: Magistrate Magnus
New Elite: Khor the Warlord
New Elite: Sons of the Scormorii
New Elite: The Coin King
New Elite: Cultivator Cren
New Character Trait: Rabble Rouser
New Character Trait: Marked For Blood
New Character Trait: Harvester
New Character Trait: Hunted
New Character Trait: Collector
New Character Trait: Shady
New Character Trait: Showman
New Character Trait: Vain
New Character Trait: Eclectic
New Character Trait: Scrappy
New Character Trait: Multicultural
New Character Trait: Snobby
New Character Trait: Traditionalist
New Item: Linolian Captain Helm (Crested and regular variant)
New Item: Lophosi Temple Guard Helm
New Item: Lophosi Warlod Helm (Horned/Unhorned)
New Item: Owakhan Feathercrest Helm
New Item: Terantian Pitmaster Helm
New Item: Iron Face Mask
New Item: Lionslayer Dome Helm
New Item: Feathered Cast Iron Helm
New Item: Feathered Dome Helm
New Item: Linolian Captain Cuirass
New Item: Hanian Infantry Maille
New Item: Lophosi Furhide Chest
New Item: Linolian Tunic
New Item: Leather Bracer
New Item: Gold Bracer
New Item: Owakhan Obsidian Malala
New Item: Owakhan Kaapha
New Item: Lophosi Skullclava
New Item: Hanian Chaaka
New Item: Iron Talaschaka
New Item: Linolian Captain's Kromo
Idle characters' weapons now don't cancel/fumble attacks when you hit them. This should cause smoother combat and less random failures. Only weapons that are actively striking or blocking will interrupt an attack when the weapons clash
The Third Person Camera has been made more immersive. A better angle, dynamic camera movement based on attacks, a minor handy-cam noise, and countless other tweaks
Weight now affects throw speed and spin - heavier weapons slower, lighter weapons faster
Item Properties are renamed to Attributes and every item has been assigned logical and new Attributes
New Betting UI: You can now see Bets you took on inside combat, and whether or not you completed or failed them
New Stats Panel: We've rebuilt the entire stats panel and system in preparation for 1.0. This will reset your stats once you make a new character
The Weekly Report Panel has gotten a lot of small visual upgrades and a few more notifications have been merged into it
The loading screen will auto continue now but you can press a key to pause so you can read tips (Actually, we just found a bug with this so it's disabled temporarily, but we will patch it in ASAP)
General boost of player skills, rewards and a ton of other small things, to match the increased difficulty of the AI
Lowered AI max stamina (across the board but mostly affects early game AI)
Player gains (more) stamina when damaged
Player minimum speed at min 0 movement skill slightly increased (~10%)
Player minimum stam regen increased (~5-10%)
Player minimum max stamina increased (~5-10%)
Player minimum throwing ability (accuracy, speed, ...) at 0 throwing skill increased (~25%)
Increased player's regen a bit. Lowered attack speed overall at low skill
Acceleration minimum at 0 movement skill increased about 20%
Slowed down the pacing of combat a bit and overall damage is lowered a bit. Armor effectiveness is now 80%
Movement Speed increased back to 100% when holding attack (from 85%) (AI and player)
Movement Speed slightly increased during strike (120%)
Movement Speed slightly reduced while blocking with weapon
Boosted game-wide match payouts (gold fame) by roughly 10-20%
Increased Damage and improved colission on Strong Hammer
Changed the weight of the Strong Hammer from 1 to 9
Changed speed of the Great Chaka from 0.9 to 0.8
Resolved an issue where you could accidentally resize the game window in third person mode
Fixed a bug where some Match Bracket lvl's were not rising with the player rank
Resolved the issue where the heartbeat sound kept going after death or on pause menu
Fixed a bug on Grand Tournament and Pit Fights where the player would always start with one less ally than it should on the first round
Resolved an issue where clicking difficulty tabs did not count for rerolls
Fixed broken vegetable particles
Fixed the bug where the player's weapon got removed at the end of a tournament round because an ally picked it up
Resolved the issue where the gold pickup notification in the battle log did not register values over 1000 gold
Various fixes on Alluora events
Fixed/improved the stability of death ragdolls
Minor changes to the career menu character
Fixed stats and tags of various items
Fixed bug where the pause menu was opened behind the weekly report
Resolved issue where the weapon UI pick up is stretched on standalone
Fixed issue where AI gets stuck trying to walk into Draft
Fixed issue where grayed-out major traits had a minor trait background
Fixed issue where gamepad focus would be lost after returning from the pause menu
General performance stabilisations and improvements
Countless more smaller bug fixes!
Minor persisting issues concerning gamepad functionality and focus will be resolved in the next smaller patch
Much more we're forgetting!
If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.
And as always -we who are about to die salute you,
Jordy

As we are approaching the coziest part of the year, we're happy to announce our participation in the wonderful Cozy Quest, organized by our friends at Secret Mode. Cozy Quest is a Steam sales event celebrating cozy games. You’ll find our very own Snufkin: Melody of Moominvalley there at its deepest discount yet!
In addition to discovering great discounted cozy games, Cozy Quest also features a live digital showcase on November 17 at 10:00 PT / 13:00 ET / 18:00 GMT / 19:00 CET, which you can watch on Steam or on Youtube Hyper Games' game Moomintroll: Winter's Warmth will be part of the showcase with a brand-new trailer, and you’ll also see announcements from other wonderful titles such as Fangtopia, A Storied Life: Tabitha, Truckful, and many more.

