- A More Detailed Vieneo: Traffic, Vehicle Wear & World Updates - 18 September 2026
This update adds more detail to life behind the controls. Traffic alerts respond to changing encounters, vehicles reflect the miles and hours they have accumulated, and pressure changes affect what your character hears. Alongside those additions are clearer ATC responses, improved navigation, more informative local news, and a wide range of terrain and rendering fixes. More capable traffic alerts TCAS has received a substantial upgrade, with expanded voice alerts and guidance that responds as an encounter develops. Tracks relative movement and altitude to distinguish a developing conflict from traffic that will pass clear. Evaluates multiple threats when selecting a vertical maneuver, with climb, descend, maintain, reduce, increase, and reversal advisories. Updates the displayed instruction and target vertical rate as the situation changes, and cancels obsolete voice instructions. Shows…
- Deois on the Move: Navigation, Driving & Flight Improvements - 12 September 2026
Since our August 18 Steam update, we've been working on how you travel around Vieneo—from finding a street in Deois to bringing an aircraft home. This major update brings together expanded city navigation, improved ground handling, clearer flight instructions, and a wide range of everyday fixes. Find your way through Deois Deois has received a substantial street-network update across Financial, Industrial, City Center, Transit, and Port. Road connections, lane directions, intersection turns, street names, and speed data have been revised to support navigation across the five districts. Reworked turn-by-turn guidance: instructions account for your speed, give voice prompts time to finish, and treat short intersection links as a single maneuver. Clearer directions: distinguish slight bends from turns, explain when a turn continues along the same street, and give clearer instructions when…
- Smoother Multiplayer Flight & Weapon Tracking - 13 August 2026
This update modernizes Vieneo’s multiplayer telemetry system for smoother and more responsive vehicle and weapon movement. Faster updates for nearby vehicles and high-speed encounters. Smoother orbital rendezvous, formation flight, and docking. Improved vehicle interpolation to reduce visual jitter. More responsive missile guidance and weapon tracking. Better handling of delayed, dropped, duplicated, and out-of-order packets. Reduced bursty movement after temporary network or server stalls. Improved server performance when tracking many vehicles. These changes provide a more stable experience during close formation flight, docking, orbital operations, and combat.
- New Experimental Color Night Vision System - 22 July 2026
We’ve added a new full-color Night Vision Goggle system to Rise: The Vieneo Province. The NVGs amplify available light while preserving color, include a dedicated high-tech visor interface, heading and horizon indicators, and an experimental range readout targeting whatever is beneath the crosshair. This update is also a development experiment: the NVG system is our first feature created entirely through AI-assisted development—from the rendering implementation and gameplay integration to the visual assets. We’d love to hear what players think. Does the system feel useful and believable? Is the interface readable? Is the light amplification strong enough? Your feedback will help determine how we refine both the NVGs and our use of AI-assisted development in future updates.
- Ground Vehicle Physics & Drivetrain Update - 14 July 2026
This update delivers a substantial overhaul to how ground vehicles drive, react to terrain, and recover from accidents. New Suspension Simulation Ground vehicles now use a four-wheel spring and damper simulation. Suspension responds dynamically to vehicle weight, acceleration, braking, cornering, and impacts. You’ll now feel and see: Suspension compression and rebound over uneven terrain Body pitch under acceleration and braking Body roll while cornering Vehicle-specific suspension travel, stiffness, damping, and tire compliance More natural curb impacts instead of abrupt, rigid collisions Better absorption of bumps before forces reach the vehicle and its occupants Large and heavy vehicles have appropriately slower, softer suspension movement, while smaller vehicles respond more quickly. Improved Surface Friction Ground contact now distinguishes between tire grip, sliding friction, and…
- Major Systems & Stability Update - 2 July 2026
This update includes client fixes, vehicle and audio improvements, portal updates, colony and territory fixes, database performance work, and several server-side stability improvements. Client Updates Audio and Sound Devices Added left and right channel test buttons to the Configuration dialog. Fixed relative wind sound effect calculations. Corrected audio panning based on head turn. Fixed default sound device selection. Vehicles, Flight, and Navigation Fixed automatic transmissions for ground vehicles. Fixed surface friction behavior for all vehicles. Fixed AGL mode behavior above 10 km MSL. Fixed an issue with clearing old turn-by-turn route information. Airports and World Data Removed the closed Runway 9/27 from Deois Airport. Fixed harvest schedule handling. UI and Controls Fixed a duplicate screen issue in the P-13 Prowler. Fixed arrow key, Home, End, highlight, and copy behavior i…
- Update Notes for April 10 - 10 April 2026
🎧 Audio & Effects Improved wind audio behavior and microphone pickup effects Fixed Deois ATC audio dropout issues Added channel test buttons in Configuration Dialog Improved in-cloud sound effects Added a new atmospheric audio event... listen carefully 🌊 World & Atmosphere Expanded environmental immersion systems (ongoing work) Improved turbulence model with more natural, non-linear behavior Adjusted temperature calculations (ongoing refinements) ✈️ Flight & Systems Fixed approach detection and credit tolerance issues FAF/TDZ integration improvements for approach qualification Must now climb above pattern altitude to re-qualify for landing Groundspeed improvements OAP defaults correctly on death/rejoin scenarios Improved handling of aircraft vs non-aircraft logbook behavior 📖 Logbook & Progression Logbooks are now live Automatic session closing when vehicle is parked Day/night landin…
- Happy New Year! - 17 January 2026
This update focuses on flight realism, audio correctness, and systemic stability, alongside a major new world addition: The Estate, a fully explorable interior space. We’ve reworked turbulence behavior, rewritten core control loops, clarified diagnostics, and eliminated several long-standing edge cases that could push systems into undefined states.The result is a more stable aircraft, more believable atmosphere, and cleaner feedback when something goes wrong—with a new place to explore when you’re back on the ground.🏠 NEW: The Estate (Explorable Interior)You can now visit The Estate, a new fully realized interior location tied into the broader world.Walkable interior spaceEnvironmental storytelling elementsFirst step toward persistent personal/world locationsThis is an early version and will continue to gain interactivity and narrative hooks over time.🌪️ Turbulence & Atmospheric Simul…
- Let it Snow! - 12 December 2025
The planetary weather model has been significantly expanded with a fully persistent cold-weather system:Global snow accumulation tracked across the entire planetSnow melting and sublimation modeled over timeWintry mix and snowfall visual effects, including rain/snow transitionsPolar ice caps with persistent coverageSnow state now influences visuals and long-term environmental conditionsThis system is global, continuous, and fully integrated into the existing weather engine.Financial & Banking Overhaul (MAJOR)The entire financial ecosystem has been upgraded for realism, clarity, and future expansion:Land brokerage fees addedOptions trading moved to VCBEarly payment penalties implementedLoan applications upgraded via the Veridian Bank websitehttps://www.veridianbank.comNew prime rate computationFlat-rate repossessions via the REV systemhttps://revs.risetvp.comAlliance data now visible on…
- Several bug fixes and improvements! - 22 September 2025
Simplified frequency/rate selection on sound effects New samples for cockpit ambience, main thrust, bypass growl Fix for flap/gear/windshield/spoiler aerodynamic noise Louder missle launch effect Slowed down Steerhead engine sound effect Centralized "GetNormalizedPrecip" method for standardized preciptation scalar Dynamic loading of dock, holiday, and station ID sounds New LOFI radio station and graphic Fix for VMU timing and closed captioning Employed AI to improve shockwave speed and volume calculations Vehicles now fade into cloud tops in addition to the bottoms Added REIL to all colony airfields
- Atmosphere, Weather & Visual Effects Overhaul - 3 August 2025
Welcome back to Vieneo, pilots. This update introduces our most comprehensive environmental upgrade yet—rebuilding the skies from the ground up (literally). With a deep focus on scientific realism and immersion, we’ve revamped nearly every aspect of the planet’s atmospheric simulation and how you experience it from the cockpit and beyond.🌠 Airglow: The Night Sky Comes AliveAirglow is no longer just a pretty haze—it's now a physically-based phenomenon derived from Vieneo's unique atmospheric chemistry and pressure profile. You'll notice it:Emerging around 6 km altitude and peaking at the atmospheric scale height (~7.4 km)Displaying a soft greenish-blue luminescence, tuned to ionization bands influenced by solar angleModulated in brightness based on the sun’s position beneath the horizon for stunning night flightsOn Vieneo, our higher atmospheric pressure and increased ionospheric activi…
- Dynamic Logos, Bulk Laborer/Prisoner Loading - 30 March 2025
We have added support to many models for the placement of logos! This has been a dream of mine for many years and it finally came up on the road map. Imagine your brand on the side of a container or on the nose of your ship! Players will eventually be able to upload their art through the Player Portal and select from different one-time licensing models... single use for $5.95, fleet license for $14.95, and alliance licensing for $23.95. We are also offering advertising/sponsorship opportunities for vehicles and containers that are not under a player license. Those start at $100 annually. In other news we rewrote the menu structure to support the bulk loading/unloading of laborers/prisoners similar to how we did the revenue passenger system and the cargo operations before that.
- EVA Suit - 15 December 2024
Now experience a spacewalk in your favorite universe! Other improvements and fixes: * Animated flames on the refinery flame towers * Ambient sound at refineries along with fixes for the sound location at colonies * TVM and DOR (AFCS modes) now support RCS-only thrust (for EVA) * Roll/steer key binding was ignoring the "invert" flag * Fixed a docking issue and scanner sorting issue with spacewalk * Created a proper "Contact List" instrument (the last of the legacy instruments) * Fixed issues with overhead lighting (for EVA helmet) * Fixed issues with bus unhandled messages for the radio and the midway target sound * Smooth reduction of Vno with application of flaps, gear, and bay doors * Fixed a bug with the CABIN ALT caution on CAS * Updated icons for the waypoint manager to align with the moving map * Destination now being provided for the cargo manifest and scanners for ticketed pax *…
- Refinery colony! - 13 November 2024
We added a new colony type which specializes in converting unrefined fuel ore (Grade D) into refined fuel (Grade G) much more efficiently than the towns and cities can. We also added heart rate tracking based on stimulus and fixed a bug with the localizer being available beyond 75km.
- Two Bonus Tracks - 31 August 2024
To celebrate being featured in the Space Exploration Fest next week we are releasing two bonus tracks on our soundtrack which will be discounted 50% off from September 2-7! #8 - Shcnew (Bonus Track) #9 - End (Bonus Track) Players that already purchased the soundtrack should get the update automatically through Steam.
- Update notes for June 25 - 25 June 2024
Fixed a Rich Presence issue with Discord Fixed an issue where life support failure death when starting in your apartment Added candy cane inventory item support for Christmas Town achievement
- Bug fix - 22 June 2024
Small change to allow sharing of a waypoint through communications now that waypoint organization in folders is supported.
- Hangar Allows Inventory Management - 4 June 2024
You can now install and uninstall weapons and avionics from your vehicle inventory when you are in a hangar expansion at a user airfield! You accomplish this by visiting the Player Portal while you and your vehicle are in a hangar. Click on the vehicle on the Player Portal and you will see a "Hangar" button appear in the bottom right. (Note: You have to be zoomed in close enough to see the colony layout)
- Rocking and rolling! - 7 April 2024
Using some of the technology we developed to extrude the curbs in the city we are now extruding rocks from the landscape. They are currently cosmetic only. We had to make a bunch of rules to pull them off the roads and runways. The overall effect is pretty pleasing and adds details to an otherwise endless horizon. Simulators now move around in the simulator bay Ramps in simulator bay now indicate whether a simulator is occupied Dedication plaque added to the wall of the simulator bay Updated Russian language translations (thanks @honer46!) Fixed a bug that would play the boarding announcement in flight when bay door opened Fixed a bug whereby the client would try to change your voice during your annual photo update
- CURBS! - 17 February 2024
Happy New Year! Our first major update of the year brings curb geometry to our city streets! Back when Rise was first in development it was very flight-centric ... the idea that we could go from orbit all the way down to the ground (without cut-scenes, etc) was pretty revolutionary and quite taxing on the technology of the time (almost 20 years ago!). The surface detail, while resolution of the texturing increased over the years, never really kept up with the times (AKA other games). While we added high-resolution city streets and bump/elevation layers to simulate the vertical displacement of the curbs, the curbs were never visualized as three-dimensional which always caused confusion and frustration as to why people were flipping their cars, grunting, and dying. Other changes in this version: Refactored the way that we build/store/sort city/colony buildings Additional character voices…