- Operational Update - 26 August 2026
First of all, sorry for the lack of updates recently. I've been busy with quite a few things behind the scenes, including some organizational work that I couldn't really talk about until now. Fortunately, one of those things is finally far enough along that I can share some news.You may have noticed a new project appearing on the Talking Drums Steam page recently, so to avoid any confusion or misunderstanding, I’d like to share a little more information about what it is and how it relates to Trench Tales.The new project is called Violence of Action.Violence of Action is a small-scale tactical strategy game focused on squad combat, combining real-time strategy, tactical pause, and direct control of individual soldiers. The design has existed on paper for quite a long time, but until recently I didn't have the resources or the right team to move it into production.A small team made up pri…
- Build Update. - 21 June 2026
Build Update.UI updateenemy AI fixesRebalancing and dynamic difficulty (please let me know if damage from enemies is too heavy)some level artworkminor changes
- Build update - 20 May 2026
General update covering different aspects of the game, with a focus on AI improvements and level artwork.
- hotfix - 14 April 2026
- A holstered weapon can be equipped by pressing fast equip inputs instead of only the mouse scroll wheel.
- Hotfixes - 14 April 2026
Fixed grenade aiming when the preview arc breaks while targeting distant actors. AI Director tweaks to prevent enemy units from stacking in defend mode and not moving toward the player. Grenadier AI fixes. Minor level art updates.
- Build Update - 18 March 2026
I’d like to share a new update. Unlike my regular ones, which happen almost daily, this time I decided to spend more time and focus on a more solid content update. This release represents about 3–4 weeks of work.Please don’t expect anything extremely large, but I really hope you’ll enjoy it.So, what’s new?The biggest change is the first pass on the opening sequence. You’ll now see a bit of the backstory—what’s happening in the world and how your character ended up in the middle of a trench with no memory of his past. These cinematics are still work-in-progress and contain many placeholders, but I hope they already help create a stronger impression of the dark world of Verden.Spoiler alert:Other updates include many new equipment pieces and weapon modules scattered across the map, some new areas to explore, and general polishing of existing locations. You’ll also encounter a few new NPCs…
- HOT FIX - 15 January 2026
HotfixEnemy AI detection system update to prevent losing focus on the player during combatEnemy loading priority adjustment
- Community Update, Kickstarter Rewards Progress, and Gamepad Improvements - 17 December 2025
First of all, thank you for all the support and feedback. I often say thanks to the community, and there is a simple reason for that. Trench Tales was initially funded through Kickstarter, and I never took any external investment. The project survives solely thanks to real players who chose to support it, including everyone who bought the game during Early Access. Your support quite literally allows me to continue this journey.Feedback from real players is extremely important to me. It helps shape the game in ways that no internal testing ever could. After many years working in environments where communication is filtered through corporate structures, having direct and honest conversations with players means a lot. I am doing my best to keep this communication personal, open, and human, and I truly appreciate everyone who takes the time to share their thoughts.Kickstarter Rewards Progre…
- Build Update - 10 December 2025
Build Update- Fixed bug with Ash saving incorrectly and inconsistently - Fixed bug where mouse cursor was visible after exiting the pause menu - Enemy behavior refactoring and bug fixing - FSR (AMD FidelityFX Super Resolution 3.1.4) added and can be enabled from settings - Fixed performance hitches caused by data saving too often during combat - Refactored save logic - Nanite optimization - Light optimization - Level streaming optimization - Collision optimization - Mesh instancing improvements - Reworked VFX for Ash and health orbs to tone down visuals and make them more grounded - Loot pickup activates faster - Climb input action reworked – now requires holding the button briefly and pushing forward - Enemy hit reactions reworked - Added new death animations and critical damage logic and visuals - Level artwork updates - Bullet Time skill removed (temporarily removed from tutorial are…
- Update - 8 November 2025
Cumulative Build Update- New area added - New equipment and weapon modules - New special skill - Radio Points with enemy reinforcements - Gas grenades added in first iteration – enemies poisoned by green gas can attack each other. Poison gas grenades can be purchased from the Merchant - New mechanic for gas filters and new stats for gas mask equipment - New items added on the map - Level art updates - Some enemy AI fixes - Climbing tweaks - Bug fixes
- Hotfix - 18 October 2025
- Bunch of hotfixes related to scope aiming - Sound design updates around combat engagement - New carbine module added - Some map polishing - Fixed bug with overly intense blur on Epic video settings - Gas grenades now have proper art and can be purchased from the Merchant
- Sniper scopes. Update preview - 15 October 2025
Hey everyone,A few fresh updates are live! The first iteration of rifles with sniper scopes is now ready for testing. It’s still early WIP, but you can already purchase a scope from the Merchant and try it out in the field. I’d really appreciate your feedback on how it feels. I’ll also be sharing a short video to show the core idea behind sniper gameplay.The weapon customization UI has also received a major rework — parts now have proper icons, and the layout should feel more consistent and easier to use.Alongside this, there were a few small fixes to weapon logic and general polish improvements.More to come soon — and as always, thank you for your support and feedback!
- Trading System Hotfix - 5 October 2025
Trading System Hotfix - Fixed bug where in some cases items did not unlock after purchase - Refactored parts of the trading functionality for better stability - Rebalanced prices for ammunition and grenades – these values now scale with game difficulty - Rebalanced drop chances of loot from enemies – also affected by difficulty level - Added new items to the store, including weapon modules, ammunition, and equipment - Some minor fixes Thank you everyone for your feedback about the recent update!
- Preview Build Update - 3 October 2025
Today I will push a preview update with some upcoming in-game changes. You can now buy certain items from merchants. Try talking with the cleric on the map, who has also received a proper visual update. I hope you will enjoy the new character design. Inventory now affects the amount of ammunition and grenades you can carry. The Ammunition parameter works as a multiplier, while grenades are added based on each class. The starter weapon set has been reduced to the CRB Pistol and a melee weapon. All other weapons can be purchased from merchants. Please note that this is a preview update, so the content available for purchase is limited and mainly for testing functionality. If everything goes well, I plan to release a larger content update around the end of next week. Currently, I am working on new items, weapon parts, helmets, and some map updates. Thank you so much for your support!
- Quick Update - 29 September 2025
Hey everyone, I’d like to share some of the recent updates with you. Over the past weeks, a new LMG weapon was added, giving players another option for heavy firepower. The quest system also received a big rework under the hood — it’s now modular instead of one massive block, which makes it easier to expand, and a new journal UI has been added so you can track quests more clearly as you play. Player equipment has been expanded as well, with new uniforms and headsets, and camouflage modifiers that directly affect how easily enemies can detect you. This ties into the updated AI detection logic, where stance and movement now play a bigger role in whether you’re spotted.On the visual side, there have been art updates in the starting area and across the global map, adding more atmosphere and detail. Alongside these bigger changes, plenty of polish, bug fixes, and map adjustments were done to…
- Build Update - 12 September 2025
- Quest system completely reworked under the hood to make it easier to expand with new quests and polish existing ones. Previously it was one massive quest system, now changed to a modular approach - Added UI for quest tracking with journal records - UI polishing continues, a few steps closer to full gamepad support - Reworked detection logic for enemy AI – detection now depends on whether the player is standing or crouching, and if wearing equipment that affects visibility - Equipment now has CAMOUFLAGE modifiers – larger numbers mean the player can be detected from shorter distances. Stance and movement also affect detection chance - Starting area level art update - Some level art work on the global map - Added new UNI set for uniforms - Added new animation for sprinting with rifle - Small fixes and tweaks
- MACHINE GUN WEEKEND - 6 September 2025
On weekends I like to work on experimental or fun features to avoid burnout. This time I decided to implement machine guns as usable weapons and update some equipment stats. I also thought it would be fun to share this with you. During this weekend, the LMG and a heavy armored set will be unlocked for testing. Please let me know how it feels and if anything needs to be fixed or adjusted. For test purposes I am using the MG42, but it will later be replaced with something more suitable.
- Build Update - 5 September 2025
First iteration on equipment MODs. Ammunition now supports modifications. Currently Stamina and Armor are in test mode. Armor reduces damage and adds a chance of ricochet Fixed bug where kick did not damage destructible objects Fixed bug with “floating” enemies after knockdown Fixed bug with grenades delivering damage based on original location Enemy ragdoll tweaks Some small fixes
- UI hotfix - 3 September 2025
- Fixed the game Exit function - Fixed bug with the enemy's legs sticking to the surface during melee
- Build Update – Main Menu & UI Overhaul - 2 September 2025
This build includes major steps toward full gamepad support and smoother UI navigation. 🔧 Main Menu & Settings Core UI approach updated for easier navigation Main menu and pause menu settings fully reworked Added detailed video settings Motion blur and film grain can now be controlled separately 🎯 Aim Assist Options Aim assist can now be disabled on gamepad or enabled on keyboard Separate aim assist controls for melee and firearms some minor changes and tweaks Hopefully there are no major issues, but please report anything you encounter so I can fix it quickly.