Solace Crafting - Malkere

Small patch for what we're still currently calling the beta branch. We'll have some changes to the way these are being managed very shortly, in part to also start bringing patches back to the live branch of SC.

I have to give a little speech about where I've been for the past couple of months, so if you only came for the patch notes, scroll on down. My finances hit the wall a couple months ago, and despite all the great stuff we've got in the pipe, a lot of it really just around the corner, I have to take care of my family first and foremost and had to redirect the majority of my effort into some freelance work to get our heads back above water. We're doing good now, and at the after this week is up I will be toning my side gigs back down to refocus on everything we've got going on in the Solace multiverse!

It's also been 37C+ (98F+) for almost 3 months over here!

Stay cool, stay safe, and happy gaming!

v 1.2.0.8 2025.8.25

- Fixed a bug causing some rocks to not disappear after being mined

- Fixed the sledgehammer shader causing problems at night

- Temporarily deactivating ugly desert cliffs altogether

- Updated starter tutorial quest's referencing masonry instead of bushcraft professions

What You Can Do To Help

If you wanna push us up, either one of these will support us more than you know

- Keep up the kind words on our Steam posts and the Likes

- You can get and support the builder here: https://bigkittygames.itch.io/solace-builder

- Drop by our IndieDB page to help make it visible: https://www.indiedb.com/games/solace-crafting-rebuild

- And of course, support on our Ko-fi page for our developer Newbery here: https://ko-fi.com/bigkittygames

Join us in Discord!

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Solace Crafting - Fab Mariani

Hello everyone,

Fab here. Not quite a Producer’s Letter but something like it ahead of time.

Based on some feedback, comments and conversations between us, we wanted to share a clearer vision of where Solace Crafting is headed. Not just for the beta branch or the upcoming Builder, but for the broader universe we’re building together. 

We also want to share some new screenshots throughout this post!

Prototying designs for Solace Builder

Classic Solace Crafting (Live Main Branch)

This is the version you know from Steam’s main branch: the original game, still online, shaped by years of development and the passion of veteran players. Classic Solace Crafting embraces an old-school, deep-fantasy RPG spirit and continues to be available for everyone who loves its endless progression and open-ended play. We have no intention to abandon or overwrite it. On the contrary, we want to maintain and improve Classic over time, honoring those who’ve made it part of their gaming life. It’s taking a bit of a backseat lately due to the foundational work we’re doing, but it’s not being phased out, shelved or otherwise abandoned.


Solace Keeper (Formerly "the Beta" Branch)

What’s been known as “the Beta” is actually a new and parallel evolutionary step: think of it as Solace Crafting 1.5 or even 2.0, and from now on, we’ll call it Solace Keeper. Solace Keeper isn’t meant to replace Classic. It’s about streamlining, and expanding what’s possible: bringing in a more painterly, colorful style; introducing modular world creation; and letting players build worlds, cultures, and rules in new ways. Our vision is for Solace Keeper to coexist alongside Classic, not overwrite it. Where possible, we’re working towards data sharing and compatibility, so your worlds and progress can move more freely between the two experiences.

Two in One

For the time being, the idea is to let you access both games from the same Steam key. It will remain like this at least for the duration of the development of Solace Keeper through alpha and beta. We’ll see after that, as we reach Early Access stage, whether it’s still the right way to do it or whether Solace Keeper needs its own Steam Page. Either way, owning Solace Crafting now means owning both Solace Crafting and Solace Keeper forever.

But let’s get deeper into all this!

An Evolving World

So, Solace Keeper is going through its growing pains and visual development. This transition phase has us in an in-between zone with focus on setting the right palette and moods. Our goal is to offer multiple aesthetics and moods within branches of the same game universe, reflecting both nostalgia and innovation. The current “Classic” branch features an old-school look reminiscent of early 2000s MMOs like EverQuest 2: a style we intend to preserve and eventually improve further. Meanwhile, the “beta branch” (which we now call the Solace Keeper alpha) embraces a more colorful, animated feel. Khora, the world of Solace Crafting, is a multiverse. It seems fitting to treat these two instances of the game as different worlds, different times, different rules, different aesthetics, same universe.


Modular Worlds and Cultures

Through the Builder and Solace Keeper, Solace Crafting is becoming more modular, both in map generation and in how cultures and biomes work: the Builder will be the first place to reflect this. Previously, Solace Crafting held to this “old school fantasy tinged with weird” orientation (mostly due to restrictions in asset choice and art direction). It allowed you to build square, blocky towns and warehouse-like houses. The Builder will begin introducing actual fantasy styles as “Cultures” from this Khora multiverse, reflecting various aesthetics and influences. The net result for the game, as these assets make their way into Solace Keeper, is that Players will be able to craft worlds “à la carte”. At world creation, you will be choosing which cultures and biomes to include, whether it’s a D&D-inspired adventure, a Tolkien-esque landscape, or even more exotic mixes in the future. Each culture will bring its own aesthetic and lore, and as broader modding opens up in 2026, we fully expect even more diverse worlds, embracing everything from classic fantasy to creative surprises, to come up.

The modular Elendor Tower

The Builder: Our Next Focus

Right now, our main focus is the Solace Builder, improving it and expanding its asset library. The Builder is central to how we’ll support ongoing development, both for Solace Keeper and for maintaining Classic. It will also help define the unique look of each culture. At launch, we’re focusing on three foundational cultures which have a classic fantasy feel. We’ll tell you more about them but in these screenshots, you can guess about the direction of two of them. Each culture will be linked to specific biomes, but nothing stops us from dreaming up lizardfolk jungles, fire elementals in molten halls, or whatever the community and our own creative energy can sustain. Some of those wild things were already in Solace Crafting, so it’ll just be a matter of filling up assets templates sheets to make them work for you as your own construction toys.

The Willowlane Mansion, all familiar underhill coziness

The Solace Ecosystem

Long term, we see Solace Crafting not just as a game, but as a living ecosystem: an ever-evolving set of worlds and tools for players, modders, and creators. Classic Solace Crafting will remain playable and receive care as we’re able, honoring the investment of veteran players and remaining the “Old Canon”. Solace Keeper, our next-generation branch, aims to take world-building to new heights, allowing you to shape landscapes, cultures, and rules from the ground up. The Builder is the gateway into this creative future: free to play, deeply moddable, and supported by optional themed support packs.

The Elendor Tower catching the light

Support and Community

In August, Solace Builder will launch as a free demo on Steam, followed by a live version in the fall (free as well). To support further development, we’ll introduce themed support packs, each one filled with special assets, props, NPCs, and more, usable in both the Builder and future Solace Keeper worlds. Your support will help keep the lights on, power future updates, and open the door to hiring talented freelancers impacted by industry changes.

Building custom structures is how we establish what parts the Builder will need crammed in

Vision for the Long Haul

We’re old school players over here, as are some of you. Having crossed over into game-making around a decade ago, we’ve naturally developed a vision not just for games and how they could or should be, but also about the industry, the job, the venture of making games and sharing them with audiences. We are creators, developers and players. We don’t think that for the past 10 to 15 years (arguably more), this industry has treated its creators, developers and players so well. So even though right now we’re just mostly two guys, we want to contribute to that at our little level, by creating a mutually supportive space between creatives, game worlds and supportive players.
It’s not just structures! It’s also props. Medieval tomatoes from another dimension.
Closing

We’re passionate about keeping Solace Crafting alive, growing, and open-ended. The “infinite planes of Khora” concept, written long ago by Kyle into the budding Solace Crafting lore, is only just beginning to take shape. By supporting and sharing, you help us build not just games, but a community and creative space that can thrive and surprise us all.

You know that what’s done here at BKG, through the history Kyle has set, is long term. On my own side, I have the same mindset of “never quit, never surrender”. If you stick with us, we’ll show you what we can do together. We’re committed to giving you fantastic tools and toys.

Thank you for being with us, for your feedback, and for believing in what Solace can become.

See you in the next update next month!

https://discord.gg/solacecrafting

Thank you, truly, for being here.

What You Can Do To Help

If you wanna push us up, either one of these will support us more than you know

  • Keep up the kind words on our Steam posts and the Likes

  • You can get and support the builder here: 

https://bigkittygames.itch.io/solace-builder

  • Drop by our IndieDB page to help make it visible:

https://www.indiedb.com/games/solace-crafting-rebuild

  • And of course, support on our Ko-fi page for our developer Newbery here: 

https://ko-fi.com/bigkittygames

Don’t trip, Johndude. Those battlements look very uneven.

Solace Crafting - Malkere

Hello fellow gamers, Kyle here.

Before we get into adding the full builder capabilities to the beta branch and a few extras that are going to make it that much more interesting in-game, I wanted to address several performance issues that have plagued the game for quite some time. Specifically, world generation.

As you run around in Solace Crafting the entire world, from the grass to the mountains is 100% generated in runtime. There is no level until the game is turned on and running. The game also of course has to handle monster AI, player animations, weather, audio, rendering, lighting, post-processing, there are all kinds of systems running at once. And you only get 0.008 seconds per frame to take care of absolutely everything the game needs to do if you want to run it at 120fps. Pretty tall order honestly.

Thankfully the beta branch does run over 120fps on my good ol' GeForce 1080, but it has had, since the beginning, some very sharp spikes when new terrains come on. Each terrain is 1,048,576 square meters! That's a lotta grass! But I was finally able to make some significant improvements to the world generation performance after many many attempts throughout the years.

The above graphic is not an accurate representation of the actual speed my computer runs it at as this is running what is called "deep profiling" with a Unity profiler attached to a special developer version of the game used to track down performance issues. In short, it slows the game down a LOT, but it help you spot the spikes. As you can see, there is a very noticeable difference in the severity of the spikes compared to how they were just last week.

There is still more to be done in this area though. I attacked the big 3 of 5-6 problems and they have made a very promising impact on the performance, but I will continue to work on the few remaining major culprits. In time we will of course focus on more wide-spread improvements that aren't quite the best use of our time just yet.

Having said all that, it's long time we fix some of these things on the live branch as well. As most of you know my firstborn arrived in November of last year, and it was kind of a whirlwind for a while there. I tried to make a live patch in December by walking months worth of version control backwards to before we started working on the new beta content, but it ended up breaking a variety of systems and I had to roll back the patch. So today I made a completely separate copy of the project specifically for the purpose of working on live patches as the live and beta branches are now too far apart to try and travel back and forth between them within a single project. I will first off implement some of these world generation performance upgrades into the live branch before starting to spend some time each week addressing bug reports related to the live branch. This first patch, as it is again such a long walk back from where the project currently is, will likely be posted on a test branch for volunteers to try out and make sure that there isn't some grave error that I've overlooked, but if all goes well we'll push it out to the public!

What You Can Do To Help

If you wanna push us up, either one of these will support us more than you know

v 1.2.0.7 2025.7.17

- Improved terrain generation performance
- Improved flora generation performance
- Changed global entity spawning to only spawn near the player
- Added "Bushcraft" profession to crafting and moved most unrefined resource based recipes to Bushcraft
- Removed the looping wind audio tracks that were overpowering the ambient soundtracks
- Fixed PoI terrain flattening
- Changed grass to scatter method
- Fixed grass density/range settings
- Fixed /targetframerate console command

v 1.2.0.6

- Fixed new stones in the plains not being harvestable
- Added a custom animation for lumbering that does not move the character forward

v 1.2.0.5

- Stalks are now triggers instead of colliders meaning they can be walked through
- Added a custom animation for reaping that does not move the character forward
- Reduced the size of the sledgehammer
- Fixed mountain stamps not auto-upscaling their heightmaps to the new increased terrain resolution
- Altered height fog and distance fog settings
- Fixed swamp random extra clutter positioning itself wrong causing objects to float and go underground
- Fixed plains bushes spawning in tree spawn positions sometimes
- Separated harvestable from non-harvestable trees in world generation
- Added the ability to specify tree collider size on a per-tree basis
- Added the ability to specify a tree collider offset on a per-tree basis
- Reduced maximum noise based ocean depth from 80m to 50m
- Added the ability to rotate spawned objects on all 3 axis
- Added the ability to specify random scales to non-tree objects
- Changed rock spawn types in plains biome
- Added randomly generated clusters of rocks to plains biome

Solace Crafting - Malkere

Hello everyone, and welcome to the long-delayed sixth Producer’s Letter for Solace Crafting.

I’m Fab. Today’s letter is dense with updates on where Solace Crafting stands and where it’s heading.

We’ll talk Builder, Optimization, Modding, Creatures, Dungeons, Landscapes, Solaces and more.

First, a little bit of Quick backstory:

A year ago, Kyle and I teamed up to revitalize Solace Crafting. For him, it’s his life’s work and livelihood. For me, it’s about taking projects and people I believe in to the next level. The survival game market has changed fast since Valheim, and we knew Solace Crafting couldn’t sit still.

We didn’t wait for perfect funding or timing. We just jumped in, pulled from ourselves what wasn’t provided, and started building.

At first, momentum was easy. Then life did what it does.

You know what that means. Things that should work but won’t. Upheaval in one’s personal life. Delayed resources. Morphing timelines. Tech that fails.
Yeah.
Not all bad. But gives you pause and delays all your plans.

Where We Are Now

Today, July 2025, marks our first year working together. It’s marked by the release of our first Builder demo and a wave of new developments, alongside the usual short-term challenges that need overcoming.

Some of these challenges are serious. But Kyle and I don’t quit. If there’s no smooth path forward, we’ll brute-force it with grit and resilience. Your support, through your likes, comments, and shares, has grown warmer and more encouraging, and it helps us tremendously. Keep it coming.

Staffing

Our first issue is right there. To reach where we want to go, we will need more staff. 

We had begun solving that with the onboarding of Newbery, a developer I have personally worked with for years. I have nothing but great things to say about Newbery, he’s a fantastic guy and a fantastic developer. 

Unfortunately, we lost him some months ago to the drying up of our resources and a missed appointment with funding. He’s been on standby ever since and everyday we feel the pain of his absence.

Newbery has given a lot, and we can’t just ask him to work for free, he has his own family to take care of. So our absolute first priority, and the one if there was only one to focus on, would be that one. 

Newbery is a gameplay developer, very versatile, it’s thanks to him that the game will find its flow, its smoothness, its richness in terms of sheer experience. We need him back! 

Another developer or two would not be too many, for sure but we’ll take one Newbery over a bunch of strangers. So he’s our top priority.

Quality

In many areas, we are still below standards. Some of you have seen our recent in-engine screenshots, or our general visual upgrades: game logo, company logo, key art. That’s the outer layer. The beast itself needs some serious improvements first and foremost on performance and optimization, then on game design and user experience quality. We are working on all this. It’ll be impossible to make it where the game needs to be and where you deserve to be, without addressing all that. The recent releases, both small (visuals) and bigger (builder demo) are, to us, a kind of statement of this upgrade of standards we want to redefine BKG with from here on out. We have a lot to do, but we’re doing it. This is why we need not only Newbery but maybe another couple of him, as well as other collaborators. But we’re doing it.

Sustainability

Solace Crafting is a product. Companies survive and thrive on business models, which products are a part of. So we need to bring some improvements to the way Solace Crafting exists and makes its living. We will be exploring two ways to do so.

The first is by adding more products to Big Kitty Games’ lineup. Fear not, this is not something that will take us away from Solace Crafting: the Builder defines our approach: 

Some of these new releases will be new entry points into Solace Crafting and products and experiences that help develop it. Part standalone thing for those who do not care about Solace Crafting, part modding tool for those who do.

Some of these new targets will be to turn prototypes I have developed over the years into opportunities to offer you more games, small but fun ones, through associations with other partners. Some of these will expand the worlds of Solace Crafting. Some of these will be new IP material entirely. All of it should be fun, wholesome and colorful, for that is BKG’s identity.

The second is offering you meaningful opportunities to support us. The Builder, connected to Solace Crafting, will enable us to inject support packs into our lineup, focusing solely on cosmetic function. We are defining the approach that feels right for BKG, one where those packs are designed and distributed in ways that work and don’t feel excessive, intrusive, awkward or otherwise inappropriate. Most of all, they’re supposed to give you, Solace Crafting and BKG value, not just transfer cash. 

First and foremost, we are players, equally disgusted as most of you have been by the way the market/industry have gone and we both literally put our lives and livelihoods on the line to take a shot at making games in a way we’d keep finding healthy and wholesome. So both these goals (new products and value-rich support opportunities) must fit that bill.

Future Plans

We just released the builder demo. Now here are our plans for the rest of the year.

  • Builder. We’ll keep updating the builder into a more rounded and more content-rich demo, which we will release for free, with its own Steam page. That demo will allow you to build more detailed structures and more lived-in spaces. We will keep supporting it until its September-October release. The demo will ship with cosmetic preorder packs. Our hope is to generate enough traction to stabilize our resources and secure our core needs.

  • Optimization. We will optimize the game for acceptable performance. It is our current primary focus. It might require us to make some strong choices to how the experience presents itself, maybe dial down some features initially, maybe not. But I think we all agree that walking back the game’s scope for a while to rebuild clean foundations to thrive better and longer on, is better than releasing broken betas that fall apart and set fires to GPUs.

  • Modding. The builder is the first step towards modding. We have said it elsewhere: we don’t want you to be able to just build characters and buildings. We want you to be able to build worlds. See a cliff you like? See a large tree you want to bring to your backyard? Want to turn this corner of the world into a custom biome? Want a herd of cows grazing your land? The builder is the first step.

  • Creatures. Brice, a senior 3D artist has kindly lent us his skilled hands to provide new animal assets for the game. We’re starting with the wolves that have been chasing you around and expanding into other forest animals. The wolves come in five forms: Grey Wolf, Brown Wolf, Snow Wolf, Timber Wolf, and Warg. Each has a Young, Adult, and Alpha version. These will be in-game soon. We just need to rig them properly, finalize the swaps, and set up their spawns. Other animals will join them, for you to hunt, be hunted by, or tame and add to you little sanctuary.

  • Dungeons. We’re improving dungeon assets to support more coherent and organic layouts. The secret here is that dungeon pieces will eventually also be included in the Builder, so you’ll be able to design and share your own dungeons for Solace Crafting. While this is a longer-term, content-heavy development path, it’s a central part of the game’s identity. We’re treating it as a cornerstone of our user-generated content strategy.

  • Improved Loops & Landscapes. The landscape generation system has stabilized. What it now needs are proper landscape features. The broader creative revamp of Solace Crafting is about giving you more power over the worlds you generate and shape. This new loop will enable you to explore the map for natural structures, then use those structures to customize your world, in effect playing landscaper with rocks, trees and various environmental assets. All you have to do is find their natural blueprint and collect the needed resources to replicate it. We love the idea of a play experience where you don’t have anything other to do than walk around, find and collect impactful, meaningful things to build your world. No UI or metrics to monitor, no creatures to fight, just good old exploration.

Can I bring this tree home, I wonder?

  • Solaces. Putting the Solaces Back in Solace Crafting is another priority. In a previous Producer’s Letter, we shared our plans to bring more meaning and mystery to Solaces. The first step is to implement them as major landscape features using the Points of Interest system. Solaces will no longer just be the core of your hub. They will become places of power, each offering unique effects: energy to harvest, resources to mine, world-shaping mechanics to experiment with, buffs. They’re becoming actual destinations and solid gameplay nodes.

The past few months have been relatively quiet on the public front, mostly because we’ve been deep in this work and juggling multiple challenges. As you can see, quiet doesn’t mean inactive. Communication-wise, we’ve remained most active on Discord, where you’re welcome to join us and follow more casual and more frequent progress posts. For those of you who dislike Discord, don’t worry, we are never far from the Steam Page.

https://discord.gg/solacecrafting

Thank you, truly, for being here.

What You Can Do To Help

If you wanna push us up, either one of these will support us more than you know

Solace Crafting - Malkere
Introducing the Solace Builder – Build Your Sanctuary

1. What is the Builder?

The Solace Builder is a standalone creative tool designed to let you build your own sanctuaries, homes, fortresses, and villages in Khora, the endless world of Solace Crafting. You can design structures and environments using the same systems we use to create the world of Solace Crafting, giving you hands-on access to shape and personalize your space.

This early demo allows you to start building right away, experimenting with layouts, aesthetic details, and environmental storytelling. Your builds will eventually be exportable into Solace Crafting through save files and Steam Workshop support, letting you live and adventure inside the spaces you’ve designed. Not only will the building interface be implemented directly into Solace Crafting, the build files from staff and community alike will be used to populate the world with curated hand-crafted content.

2. Why Are We Releasing This Now?

We’re sharing the Builder early because we want you to be part of this process. By testing, experimenting, and sharing your creations and feedback, you help shape the Builder’s future as we refine the system toward our planned Steam release in September.

Our goal is to make the Builder a robust, user-friendly creative tool for players and a platform for artists and students to distribute curated content within the Solace ecosystem, ensuring we build a player-driven world while supporting human creativity in game development.

We have a lot of improvements and developments planned. The nature of such modular, parts-based creative tools involves lots of complex use cases that may reveal all kinds of unexpected situations. 

Different players will use the tool in different ways to create different things, and run into different glitches, bugs and interesting situations. Help us root them all out! We've got a lot of content and features still left to implement.

3. Our Roadmap
  • Early Demo Release on Itch.io: Play around, test, and share feedback.

  • Wishlist on Steam: A dedicated Steam page for Solace Builder will go live soon to prepare for the September launch.

  • Extended Functions: Landscape modification, lighting and atmospherics, parts deformation, UI, UX and QoL improvements.

  • Cosmetic Packs and Cultural Themes: Horse Lords, King’s Men, Firstborn, and Quaintlanders cultural packs will add new building parts, furniture, flora, and decor options.

  • Biome and Companion Expansions: Post-launch updates will add themed biomes, animals, and NPC companions to enhance your builds.

  • Steam Workshop Integration: Export your sanctuaries directly into Solace Crafting.

4. Our Vision

We believe in empowering players to build and personalize the worlds they play in, creating spaces that feel meaningful and personal. We’re also committed to building systems that support creators, artists, and students by giving them a platform to share their work within the game ecosystem, ensuring that human creativity thrives in game development.

The Builder is the next step in expanding the Solace universe, making it a world shaped by its community.

Download the Builder Demo Now

https://bigkittygames.itch.io/solace-builder style=button

Join the Discussion

If you have questions, want to share feedback, or want to hang out with other builders, join us on the Solace Crafting Discord.

Screenshots and Media

Closing Note

Thank you for your support, whether you’ve been with us since the early days of Solace Crafting or are just discovering our world through the Builder. We’re excited to see what you will create.

Solace Crafting - Malkere

Hello!

It's been some time we haven't given a public update to the steam page: we've been very busy. We've been pretty active on Discord, so this is a good reminder to join us there if you haven't already: you'll get more real-time previews and feedback on what's cooking.

We have lots to announce and discuss and truth be told, we've been trying to figure out how to split it, to not overload. So bear with us as we do a bit more figuring out for a while longer and in the meantime, we can show you some screenshots of the progress we've been making revamping the game visuals and world feel. We hope you enjoy them!

We'll see you very soon with the next Producer's Letter, long overdue.

Solace Crafting - Malkere
Lots in this beta patch, though I need to make it clear this is another foundational bug fix / optimization patch, not bringing in a lot of new content or systems.

As we finish up dealing with these little bugs and kinks in all the new systems we've implemented I've also been hard at work on an entirely new building system and a standalone tool specifically for building design. We'll be doing a deep dive into that in the near future. It's hard, but it's always best not to get ahead of ourselves as we'll make everything clear and available as soon as it's all ready.

We've had some pretty deep discussions in Discord lately regarding the future of the game as well. Everyone is welcome to drop their two cents as we make the tough decisions moving forward with Solace Crafting!

Lot's to come!
Happy adventuring.

- Malkere

v 1.2.0.4 2024.5.13
- Fixed some resources looking for "axe" instead of "hatchet"
- Fixed sledgehammer not coming out
- Fixed tool strength not being used properly in such cases
- Upscaled terrain resolution 4x
- Improved terrain performance
- new plains noise
- object height problems fixed
- new plains noise not flattening starting area fixed
- stopped objects from spawning in the first 32m
- Fixed stone tools being smithing recipes
- Fixed stone tool recipes showing up twice
- Fixed equipping stone sledgehammer tutorial step not updating
- Fixed sickle wind not working/throwing errors
- Fixed sickle damage not working properly
- Fixed environment biomes calculating at old heightmap 256 res scale
- Improved player torch lighting and repositioned to light up face better
- Disabled player auto-facing nearby targets during combat/harvesting
- Monsters are granting exp
- Bandits are dropping loot
- Players will now attack in the direction the camera is facing
- PoI loot will be saved once interacted with
- Fixed map UI using old biome math
- Fixed a harmless bandit error
- Fixed staff & tools sizes
- Fixed attacks movement
- Fixed sledge hammer double hit
- Fixed stone club
- Fixed some weapons wind costs
- Fixed a missing mace

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Solace Crafting - Malkere
We had a debilitating bug plaguing the beta branch causing quite a bit of concern and negativity. Rightly so as it was pretty game-breaking, and something I would have liked to have fixed in just a few hours after it was reported. Unfortunately it was not a bug. Bugs you can track down and squash, and I've got a LOT of experience doing that. I couldn't find this one and called in help to try and figure it out. We finally found it this morning and it was actually a timing issue, meaning the code was correct and working, but sometimes things would happen in the right order, sometimes they would happen in the wrong order. It was a very elusive problem and I'm sorry it took this long to get it sorted out.

This patch should have that cleared up, ore nodes have been repaired and had their spawning locations upped a bit. Early next week I should have more ready to talk about, but we always want to make sure we don't get ahead of ourselves ːsteamthumbsupː

v 1.2.0.3 2025.3.22
- Fixed an animation timing issue causing combat and harvesting modes to get stuck and become unresponsive
- Fixed the old sledgehammer showing up on the player model and removed a lot of outdated code
- Fixed ore not mining properly
- Increased ore spawns in Grass and Swamp biomes

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Solace Crafting - Malkere
Hello everyone, and welcome to the fifth Producer’s Letter for Solace Crafting.

I’m Fab, and today we'll take a moment to contemplate the journey so far and look towards the future for our next step.

We embarked on a hell of a journey with this overhaul, one that will likely take us late into 2025 for all the core changed envisioned to fully materialize. As you’ve seen from work gone into the beta branch over the past few months, this is a complete rebirth of the game. It is also a structural changes to operating procedures, both things in full respect of what keeps some of you so faithful: the actual soul of the game, and the personality of its creator, Kyle.



After causing substantial chaos on the beta branch through autumn and the first part of winter with all the stuff we’ve rewired, we’ve used the past couple months to bring the branch back to its original playability in line. The goal is then to update the main branch and resume the game’s regular life cycle, while continuing its profound transformation into a better, sharper, tighter version of itself.

As the latest post announced, two areas of focus will be tightening the gameplay loops (or bringing them in when they’re missing) and deploying user content and modding tools. To us, this is really the essence of this next phase: making Solace Crafting and its worlds, yours.

Remember the world customization screen when you create a new world? Well, what if that kind of control was not just a one-off thing at world creation. Rather, we envision it as an entire relationship with the world extending not just to biome setup, difficulty, resource abundance but contents, lore, rules, you name it. We want to make you architects of destiny within the planes Khora.

In the latest patch, we’ve updated the graphical elements for houses and towns; this is just a small beginning. Not only are we going to improve their looks and config, but we’re overhauling the building system to be more responsive and easier to produce beautiful homes with.



Dungeons should soon follow, with new assets coming in. As part of the user generated content approach, we fancy the concept of you being able to build and share your own dungeons too. We’re not quite there yet but it’s certainly on the horizons. Either way, sharing your creations is going to be a key dimension of this next update cycle.

The foundational updates to the world creation system continue with the implementation, shortly, of new tools enabling us to dish out a lot more new areas to populate worlds. I’ve kept on referring to this as “static islands in a procedural ocean”. The idea being that right now, the world is fully procedural, right? PoIs were the first step in a transition. Just the same way you currently encounter PoIs, which are static (as in they are pre-built objects with built-in variability), you will encounter entire world chunks, mini-worlds, in effect, giving your experience a lot more anchoring and familiarity as each biome acquires its set of locales. We’ve been validating tools for that, so finalized development and implementation will be coming this spring. The goal is to give your Solace Crafting world a sense of wonder and exploration, a sense of grounded and tangible and at the same time enhancing replayability by making worlds more meaningful and surprising.



Additionally, one more word on gameplay loops, which have been mentioned a few times here previously but it’s really something that is going to be key to take Solace Crafting to its potential. By gameplay loops, we certainly do not mean theme park-like play circuits. Simply, we mean the flow of goals, tasks, incentives and underlying systems into one another that give structure to your experience. Whether you decide to step out into the wilderness or go craft a new weapon, each should organically take you through a sequence of events, thoughts and emotions that is much more purposeful and rewarding and is more than “stuff to do in the game” and more like building Solace Crafting-specific experiences.

This also means further updating the RPG aspects of the game, starting with character creation, to give it that “assign stat points and create your build” experience.

And finally, another word on visuals. We are still transitioning to more marked and game-specific visuals. Currently, we’re very bright and somewhat cartoony at times. Understand that what we want to keep is the freshness and vibrancy that make the visuals more catchy and easy on the eyes but the style will evolve. This is still a kind of reset phase. Our ideal scenario is to pay homage to the 90’s rpgs and old school fantasy we grew up with while achieving a crisp, modern, enchanting look. Tall order but we’re preparing that meticulously, collecting refs and hands to help us through this process.

That’s it for today!

We have so much to do but as you’ve seen over the past few months, we are committed and bold. As you’ve seen with Kyle for the past few years, he is relentless. So one by one we’ll clear all the necessary steps to take the game where it needs to go and deliver you many great experiences both along the way and at destination.
Solace Crafting - Malkere
Hey everyone,
Kyle here, super excited to drop a massive beta update just in time for the Steam Spring Sale! 🎉

Though we're still keeping this on the beta branch, this has been a long time in the works, and brings back a lot of functionality to all the new and improved systems.

What’s new in the beta update?
✅ Major system upgrades – We’ve overhauled key parts of the game to deliver a stronger, more dynamic experience, including a new Points of Interest system, and steadily evolving action combat system.
✅ A fresh foundation – While content is still growing, this update lays the groundwork for bigger and better things ahead with heavily revamped world generation.
✅ Completely re-imagined art direction – Greater contrast and more colorful all around, this new style allows us to create and work with assets as a greatly improved speed.



What's soon to come?
✅ Powerful new dungeon generation – Allowing us to seamlessly connect caves and dungeons, as the first step towards more long term goals for deep and rewarding dungeon crawling.
✅ Community-driven content – We’ll soon be introducing tools that will let YOU create dungeon rooms, quests, and points of interest—your creations will become part of the game!

Steam sale – Get it at a discount!
For a limited time, the game is on sale! If you've been waiting to jump in, now is the perfect time. Not only do you get a discount, but you'll be among the first to help shape the next wave of content.

How you can help
🔹 Play the beta! Let us know what you think—we’re actively improving it.
🔹 Leave a review! If you enjoy the game, reviews help a ton during Steam sales.
🔹 Join the community! We’re building something great together, and your ideas matter.

Find something that isn't working? Let me know, I'm quick to fix problems as long as I know they're there!

This update is just the beginning of a huge leap forward for the game. More content, more tools, and more ways to play are on the way! Thanks for being part of the journey.

🔥 Play Now & Grab the Sale While It Lasts! 🔥

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!

v 1.2.0.1 2025.3.14
- Most skills are working with the new systems, though they are a work in progress, and scheduled for a complete redesign
- Character customization is now working with the new systems, though body morphs are not yet available
- Added stalks to most biomes
- Added more combat points of interest
- Revamped biome noise a bit
- The starting area will now flatten out a 75m ring at a static height and always spawn the starter platform at the same position
- Removed over 5GB of old assets
- Retextured building pieces until the replacement system and models are ready
- Added more tools and weapons, still an ongoing process
- Player health and damage once again tied to stats
- Monster health and damage once again tied to spawn distance
- Town buildings temporarily replaced with a generic building
- Town NPCs temporarily replaced with nudists (actually they're wearing underwear)
- In game armors replaced with new models, though some duplicate still, more to come
- Fixed tool damage not properly applying during harvesting
...

Search news
Archive
2025
Sep   Aug   Jul   Jun   May   Apr  
Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002