Our largest content expansion to date.
More graphics options, and a server crash fix.
After resolving issues relating to performance by switching back to DirectX 11, we've decided to set DirectX 11 as the default graphics RHI for now.
Public release for 0.6.0!
The beta patch that brings the game onto UE5 is now available for testing on the experimental branch. This post also includes some words about upcoming content.
Screenshot by Discord community member Rizary This patch focusses on combat and adds a bleed mechanic. Different animals and their individual attacks now have unique likelihoods of causing bleed damage
Highlight of this patch is the inclusion of more foliage to use for your nests. Further, there is now also a secondary optional stage to the nesting, where you can
Adds an invite button to add people to your group through the UI, boosts speed in old age, fixes bugs.
Juicy bugfixes, tweaks to the AI spawns, balancing changes, and the addition of an unstuck button.
With the launch into Early Access in full swing, here's a development update. First off, a huge thank you to everyone who has decided to support the project so early
Writing this post after working on the game for two years feels a little surreal. Learning the intricacies of Unreal, designing the actual game and living through the countless moments
Let's try this again! The updated new release date is February 10th. Pardon the delay, but now that the Steam Lunar New Year Sale is live, I can confirm that this was indeed the reason for moving the date. Releasing the game during the
Release date update - February 10thLet’s try this again! The updated new release date is February 10th. Pardon the delay, but now that the Steam Lunar New Year Sale is live, I can confirm that this was indeed the reason for moving the
It's time. The last two years working on the project are finally giving way to the first public release, and Isles of Yore will be releasing on Steam Early Access
It's been a little while since the last update, and the game has matured enough to give an update on the features mentioned in the last blog post, and a
We're almost a year past the original trailer, and a lot has changed. The game is getting to a stable state, and the release date is drawing closer and closer.
I've been working on AI recently and felt it was time to show a short teaser for an early look at the systems I've been putting in for the game.
Now Steam powered!
I've been busy creating a new island for the game to better match the quality I want the environment to hit. Many of these images are still very work in
The start of a journey through time.