From the studio

News & notes

Announcements, devlogs and new looks at every world, straight from the teams making them. RSS

NoteDevlog

The Nihil turret's cold core is now visible

The Nihil turret in Shattered Rift now shows its cold core through an open-waist housing. Narrow-root barbs replace the opaque shapes that used to hide it. The screenshots are close renders. The first shows the revised turret, the second shows the original, and the third shows the revision from a higher angle. Hit radius, health, materials and flying roles are unchanged. Some thorns still block the view at oblique angles. This is a limited readability improvement, not a final art pass, and the images are not flight footage.

Shattered Rift
NoteDevlog

Enemy edge arrows no longer cover descent panels

The enemy edge arrows on the Shattered Rift HUD now stay clear of the surface approach, descent and ground-contact panels. The arrows keep their target, edge and bearing, and the limits on how many nearest threats are shown stay the same. The first screenshot is from combat after the change. The others show the old overlap and the corrected placement. We checked the HUD at five screen resolutions. This is a limited readability fix. Wider art, motion and performance work is still open.

Shattered Rift
NoteDevlog

Smoother loading for damaged worlds

Loading damaged worlds in Shattered Rift is now more responsive, with the original geometry and ship mount positions preserved. In one short comparison, the worst loading frame for world fragments dropped from 198 ms to 23 ms, and for ship rigs from 246 ms to 68 ms. Total load time rose slightly, to 11.51 seconds, and streaming still causes a 194 ms hitch, so our 3-second load and 60 FPS targets remain open. The screenshot is from the player camera.

Shattered Rift
NoteDevlog

Steadier hull lighting when the camera turns

We fixed a lighting bug in Shattered Rift where turning the camera could wrongly brighten an entire hull. Under the old lighting, hulls visibly changed as the camera rotated; now the edge lighting holds steady. The first screenshot is from the combat camera, and the others compare the old and corrected lighting in controlled test scenes. Existing hulls, faction colors, hit flashes and status effects are preserved. Hull and detail art, and sustained performance, still need work.

Shattered Rift
NoteDevlog

Graphics presets and a clearer extraction marker

Shattered Rift now offers High, Balanced and Performance graphics choices in the menu, and the HUD stays sharp whichever you pick. We also moved the extraction label and arrow so they stay clear of the canyon discovery panel. The screenshots show it before and after. Shield hits now reuse prepared arcs and lights instead of creating new ones on every hit. Frame pacing in moving canyon scenes and loading speed still miss our targets.

Shattered Rift
NoteDevlog

Credits text enlarged for small screens

A small-screen text pass in The Dead Don't Rest has enlarged two credits lines after a review of the real menus. In the paired captures, footer and status text now stand taller on screen, and four menus render with zero engine errors. The wording and bindings are unchanged, since this is a readability patch only. The image shows genuine paired captures at a 1280x720 content view. Review on actual hardware and in gameplay is still pending.

The Dead Don’t Rest
NoteDevlog

Rebind your keyboard and mouse controls

Shattered Rift now supports keyboard and mouse remapping for 14 flight, weapon, mining and power actions. If a new binding conflicts with an existing one, the game offers to swap them. You can reset your bindings, and your changes are saved. The flight guide, mining and trade prompts now show the keys you have actually bound. The screenshots show the bindings in the Options menu. Checks with physical controllers and wider usability review are still open.

Shattered Rift
NoteDevlog

A first-use guide in the Cradle, and clearer thrusters

Shattered Rift now has a first-use campaign guide that appears in the Cradle. Its prompts switch between keyboard and gamepad, it remembers seven milestones as you reach them, and you can turn it off in Options. We also fixed a glare problem in the chase camera, where flame particles were piling up behind the ship. The thruster ports and rear hull panels now show clearly. Broader flight, controller and art review is still ongoing.

Shattered Rift
NoteDevlog

Hospital performance improves, with work still to do

Performance work on the hospital in The Dead Don't Rest has moved forward on its imaging floor. In matched runs of 600 frames each, mean frame time dropped from 29.04ms to 24.10ms and draw calls fell from 10,000 to 5,153. Both runs used the same camera, 157 enemies, 14 civilians and production lighting. The result is still 41.5 FPS, below the 60 FPS target, and a 165ms hitch and stutters across the full route remain. The image is a measurement chart. Acceptance is pending.

The Dead Don’t Rest
NoteDevlog

Military art gets weathered finishes and parked vehicles

Military art in The Dead Don't Rest has moved forward with weathered finishes, physical entry signs, local practical fixtures and parked vehicle shapes. The image shows paired captures from the production camera. All 135 collision shapes match, and the four vehicles stay inside their original collision footprints. Separate checks on the art's performance cost are underway. This is still a local candidate, and acceptance is pending.

The Dead Don’t Rest
NoteDevlog

Keyboard and pad bindings get a dedicated remapping screen

The Dead Don't Rest now has a dedicated remapping screen for keyboard and pad bindings. Saving and restarting, restoring the default bindings and moving focus through the menu all pass checks run with synthetic input. Acceptance testing on physical controllers and other devices is still open. The image is a windowed capture from the game.

The Dead Don’t Rest
NoteDevlog

Accessibility controls now working in the Settings screen

Accessibility controls in The Dead Don't Rest are now working in the real Settings screen. The new controls cover subtitle size and background, camera shake and the damage vignette. They sit alongside field of view, window and video settings and four audio levels. The image is a genuine screenshot of the Settings screen. Fullscreen, physical controller and live player vignette checks are still being handled separately.

The Dead Don’t Rest
NoteDevlog

Zoo habitat signs get a visual pass

The zoo in The Dead Don't Rest has had an additional visual pass on its habitat signs. All eight habitat sign supports now meet the ground and end inside the lower frame, clear of both lettering faces. The image is a before-and-after render. The animals are posed differently in the two captures.

The Dead Don’t Rest
NoteDevlog

Office desks and terminals get a visual pass

Office desks and terminals in The Dead Don't Rest have had an additional visual pass. They now have measured legs, drawers, housings and quiet screens. Repeated placeholder furniture that should have been retired has also been fixed. The image shows the furniture before and after the pass in a single render.

The Dead Don’t Rest
NoteDevlog

Mall escalators and kiosks get a visual pass

Mall escalators and kiosks in The Dead Don't Rest have had an additional visual pass. The escalators now use diffuse satin-steel shell panels, service joints and edge channels. Kiosks have laminate, clearer existing glass and a restrained framed header glow. The image is a before-and-after render.

The Dead Don’t Rest
NoteDevlog

New lettering for the transit hub

The transit hub in The Dead Don't Rest has had a full scene-text pass. Station and subway wayfinding is now backlit, and internal bay and blockout names stay hidden from view. These images are from a visual review only. They are not gameplay captures and not release acceptance.

The Dead Don’t Rest
NoteDevlog

New lettering for the airport

The airport in The Dead Don't Rest has had a full scene-text pass. The existing departure and gate boards now use bounded, consistent typography. These images are from a visual review only. They are not gameplay captures and not release acceptance.

The Dead Don’t Rest
NoteDevlog

New lettering for the graveyard chapel

The graveyard chapel in The Dead Don't Rest has had a full scene-text pass. The chapel now has a mounted parish identity plaque with readable rural lettering. These images are from a visual review only. They are not gameplay captures and not release acceptance.

The Dead Don’t Rest
NoteDevlog

New lettering for the history museum

The history museum in The Dead Don't Rest has had a full scene-text pass. The lobby now has a physical title, alongside supported lettering and restrained exhibit plaques. These images are from a visual review only. They are not gameplay captures and not a release sign-off.

The Dead Don’t Rest
NoteDevlog

New lettering for the office tower

The office tower has had a scene-text pass. Thick, outlined floating text has been replaced with restrained physical lettering, and internal layout and debug text has been removed where it appeared. This image is a production view, not a gameplay capture. Mission and collision checks for the tower are still underway.

The Dead Don’t Rest
NoteDevlog

New lettering for the police headquarters

The police headquarters has had a scene-text pass. Thick, outlined floating text has been replaced with restrained physical lettering, and leftover layout and debug text has been removed where it appeared. This image is a production view, not a gameplay capture. Mission and collision checks for the headquarters are still underway.

The Dead Don’t Rest
NoteDevlog

New lettering for the shopping mall

The shopping mall has had a scene-text pass. Thick, outlined floating text has been replaced with restrained physical lettering, and leftover layout and debug text has been removed where it appeared. This image is a production view, not a gameplay capture. Mission and collision checks for the mall are still underway.

The Dead Don’t Rest
NoteDevlog

New surfaces for the secret facility

The secret facility interior now has its own materials: epoxy floors, clean-room wall panels, bunker concrete and service grating. This before-and-after comparison comes from the actual interior. Both shots use the same cameras and lights, with neutral ambient light so the surfaces are easy to compare. These are fixed-camera checks, and the texture work is still under review.

The Dead Don’t Rest
NoteDevlog

New surfaces for the police headquarters

The police headquarters interior now has its own materials: vinyl, worn carpet tile, cinder-block walls and holding-cell concrete. This before-and-after comparison comes from the actual interior. Both shots use the same cameras and lights, with neutral ambient light. These are fixed-camera checks, and the texture work is still under review.

The Dead Don’t Rest
Mailing list

Get updates

Only news about the worlds you pick. Unsubscribe any time. Or join us on Discord.