- June update - Terrain overhaul - 27 June 2026
Following with the theme from the December update, travelling in the world requires an interesting world to explore. And with floating origin making that possible we needed a new look for the world to make it less repetitive. Therefore there's been a full rewrite of terrain systems leading to a much larger render distance together with much faster terrain generation. Much larger render distance being multiple kilometers of terrain being visible, and the terrain generation has been made multiple times faster so there should be much fewer stutters from terrain generation as well a the stutters not being as severe. The previous chunk render distance has been replaced with a combined terrain quality settings, which affects the detail level of the terrain and the render distance. Just having a longer render distance isn't enough, so now there's also biomes in Scorching Engines, albeit all of…
- December update - Floating Origin - 17 December 2025
If you do calculation with large floating point numbers there is a limit to how many decimals of precision you can have. In games this slowly starts becoming an issue the further you travel from the world origin, (0,0), which is an issue if you have an infinite world such as Scorching Engines. Meshes break down, physics become unstable and some things stop working all together. Such as terrain deformation, clouds, and fog. One common method to fix this is to use a floating origin, a solution that shifts the entire world towards the origin (0,0) so that stuff near the player doesn't use large floating point numbers, and therefore don't start showing errors. Example: And the clouds breaking at around 10km from spawn: This update brings:Floating Origin-- After travelling for a bit the entire world shifts back towards spawn so that no floating point errors accumulate, leading to mesh errors…
- November update - Colony V1 - 9 November 2025
After ~ 3 years and 2 months there's an actual ending to the game, with Humanity's Colony. You have to travel around to different bandit camps to reclaim the stolen vehicle parts in order to make it fully operational and be able to find the colony.Afterwards you have to connect the vehicle and heatcore to the steamvent in the colony in order to supercharge it and stave off the cold. New:The colony-- Large POI spawning after you have collected all vehicle parts and built them-- Ending to the game Building system for on- and off- vehicle buildingObstacle avoidance for enemy carsImproved terrain deformationImproved visualsReplaced previous spawning methods for cities, bandit camps, and resourcesAs well as many bug fixes, performance improvements and balancing changes
- November update - Bandit camps V1 - 1 December 2024
Fixed Bugs: Fixed memory leak in resource generation. Fixed memory leak in terrain deformation. Fixed memory leak in bandit camp spawning. City spawning bug leading to reduced performance. New: - New terrain deformation system for research facility. Leading to better visuals and better performance. - Bandit Camps have gotten a visual overhaul. And gameplay overhaul - Randomly spawned walls around bandit camps. Either palisades or Czech Hedgehogs - More detailed buildings for camps. - Randomly spawned loot and clutter inside bandit camps. Weapons, resources and vehicle upgrades. - Raider AI improved, and movement system replaced with physically based controller. - Raiders can now board the vehicle, albeit infrequently and still buggy. - Raiders now correctly follow physics and cannot walk through walls and other objects, and can't walk up cliffs. - Raiders in camps will patrol the camp t…
- October Update - Bandit Camps - MVP 1 - 13 October 2024
Fixed Bugs: - Enemies got dropped off while enemy cars were chasing the player. Now it's only if the cars start circling the vehicle or player - Turrets couldn't be built - Couldn't leave Vehicle steering mode with ESC, when you weren't looking at an object closer than 5 meters - Game crashed if humanoid enemies spawned outside of a navmesh New: - Enemy cars will chase player as well - Health regen for the player, once out of combat for sufficiently long - Sliding - Enemy Humanoids will reload their guns once they empty the magazine - Enemy Humanoids will target player built turrets - Player built turrets need to fueled with ammo - Player built turrets target Enemy Humanoids as well now - New turret ammo resource, can be crafted at the crafting bench - When harvesting resources with no room inventory it will drop items on the ground - Bandit Camps - MVP 1 -- Bandit Camps deform the terr…
- August Update - Pathfinding rework - 13 August 2024
The entire previous pathfinding implementation has been replaced. August update - V0.35 Fixed Bugs: - The player would freeze inside the shooting range New: - The entire voxel pathfinding implementation has been replaced for a navmesh based implementation. Leading to much lower memory usage up to ~50% less memory usage, and better performance. Known bugs: - Humanoid Raiders can't pathfind across terrain pieces. - Options menu in main menu doesn't work right. - Options menu sometimes break after restarting game. - Player controller freezes a bit during startup - The fog has become invisible
- Enemy Pathfinding Fix - 19 July 2024
Humanoid Raiders can now pathfind on terrain again, and shoot the player. Had to fix a bug in Unitys hashset memory allocation code. It will however use a lot of memory, until I figure out a better solution, and there will be some startup stutters from allocating more memory.
- July update - 14 July 2024
July update - V0.33 Fixed Bugs: - Full inventory indicator when trying to pick up items - Footstep sounds when steering the ship - Terrain spawns inside the research facility, sometimes trapping the player. - Enemy humanoids jittering and spazzing out when ragdolling - Volume slider now affects all audio - Humanoid Raiders can walk inside the research facility - Player could shoot themselves - Mouse movement leading to gunsway while inventory was open New: - Killing Humanoid raiders drops guns that give ammo - Research facility will now load and unload based on your resource render distance. Leading to better performance when far away from spawn. - Vehicle will now turn faster at lower speeds than at high speeds. - Player can now die, and will respawn at the nearest respawn point. (Usually the Vehicle) - Death Screen - First implementation of a firing range in the research facility. Wil…
- June Update - 21 June 2024
Fixed Bugs: - Inventory update lag. - You can no longer gather resources if you are full inventory. - Inventory slots and the hotbar had a small pixel missmatch. - Hotbar position changed off of the center if you changed the resolution while playing. - Shift clicking items across inventories deleted the item, even if all of it couldn't be transferred New: - Cities. You can now find ruined cities in the world. NOTE: This is an early first implementation, which is buggy and isn't feature complete. More to come in later updates. - Metal resource. - Power upgrades are more powerful, and will allow the ship to reach higher speed levels. - Vehicle Steering Mode. No longer do you need to press button in order to control the ship, instead you use the new steering mode and use WASD + Spacebar to control the ship. - UI Indicator when you can interact with an object or item. - Items can now be dro…
- Vehicle Jitter & Performance - 14 May 2024
The vehicle jittered when you jumped while standing or it, and it jittered while driving beside the player. This has now been mostly removed. Additionally jumping on the vehicle was erratic, and sometimes you get launched forward or backwards, this is also mostly fixed. Additionally there has been some performance improvements.
- May Update - 10 May 2024
Bit of a larger update, as the game has been ported to Unity 6. Which will bring more features and performance in the future. Fixed Bugs: - Turrets aren't built in the middle of hardpoints. - Closing the inventory while dragging an item, would break the inventory and make that inventory slot unusable. - Interaction with vehicle control buttons was unpredictable due to jitter. - It was snowing when inside the research facility. - You can no longer reload a full gun. - Vehicle can no longer reverse through walls. - Vehicle stops producing smoke when furnace is empty. Changes: - New snow for the terrain, with much improved deformation. This means that enemy vehicles will now also deform the snow. - Vehicle control panel UI has been replaced with physical indicators, solving the jitter. - When the vehicle gets blocked by a large rock, it will have to reaccelerate. - The vehicle can now use…
- Vehicle Jitter Fixed - 15 April 2024
The vehicle jittering a lot, causing the player to be shaken and sometimes launched off the ramps and similar should be be fixed now. Vehicle UI jitter on the control panel is yet to be fixed.
- April update - 15 April 2024
Fixed Bugs: Restarting crashes the game. Terrain can generate inside the research facility. The Vehicle can spawn below ground Vsync can't be toggled Vehicle gets stuck when there are blocking rocks in front of and behind the vehicle. Quickly moving the resource render distance slider up and down crashes the game. Changes: - Refactored the resource spawning system to be more performant, and spawn resource zones in a better way. No longer should resources be able to spawn on top of the player / vehicle. Resources will no longer respawn in previously explored areas. - You no longer freeze when inside the research facility. Vehicle freezing zone has also been refactored. - The Vehicle can reverse, with a colour on the speed bar showing the direction you're driving in. - Terrain snapping for the research facility. It sometimes look a bit weird at the entrance, due to terrain spawning too st…