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Version 3.60 beta for all platforms now available on Steam, and for Lifetimers Windows players have been able to explore version 3.60 beta branch for few weeks already, and now we have built and synced in also Linux and MacOS versions.

There's been few hotfix patches already, and all the supported platforms are up-to-date with them. Things have been stable and playable, and hopefully the trend will continue with Linux and MacOS builds. Our to-do list is still not completed so polishing and expanding many features continue as we stride towards the stable tag.

Version 3.60 beta is available on Steam as beta-branch you can opt-into at will. Lifetime members can find the beta version at the designated forum section.

There's been few hotfix patches already, and all the supported platforms are up-to-date with them. Things have been stable and playable, and hopefully the trend will continue with Linux and MacOS builds. Our to-do list is still not completed so polishing and expanding many features continue as we stride towards the stable tag.

Key features of version 3.60

The key features of version 3.60 version deal with NPCs, companions, domestic animals, village properties, and crafting additions. The list of additions and fixes is long and you can find the changelog here.


Who can have it?

You can have it, but you gotta get it from Steam. Standalone versions of 3.60 will follow after significantly longer time than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

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Cheers, have fun, and let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down.

October 06, 2019, 01:19:32 PM
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3.60 (stable) released on Steam, with Halloween sale & Kekri celebration Halloween sale is on at Steam, and our own festivities also include the release of UnReal World version 3.60 (stable) there.
You can grab the game for decent discount at UnReal World store page, and Lifetimers will find the release at the designated forum section. Now if you've been itching to start playing 3.60, maybe counting your coins, we're having the biggest discount so far to make it a little more affordable for You. Those who feel reluctant about playing connected Steam we remind that it's not a thing in case of UnReal World. You can be and play as offline as you want.


It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we. We have harvested and processed the bugs and to-dos since the last beta and now together with Kekri celebrations 3.60 stable is out.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink. So, what does a decent developer of tradition rich game do to follow the tradition?

Well, hello there, any foods or drinks to offer? Some purchases will do as well.


You can find full 3.60 changelog here and this is what's been added since 3.60beta-hotfix3:

UnReal World version 3.60 (stable) changelog:
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- added: tree saplings

There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut down like any trees, and they have use in making of withes.

MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored the world extensively you may want to run map maintenance (key command [7]) which removes unimportant previously generated zoomed-in maps.

- added: withe - a new type of tying equipment

Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees. Your character can make withes from [M]ake-menu under Tying equipment category.

- added: WITHE game encyclopedia entry [F1]

- added: fence building now requires two bands of tying equipment

Fences have been traditionally tied with spruce withes, which are the preferred and convenient choice, but any other tying equipment will work as well.

- added: villagers now cook their raw meat and fish

Villagers will now cook raw meat and fish in their possession. This doesn't necessarily happen instantly upon obtaining the meat or fish, but at convenient moment for the villager in question.

- added: inventory auto-filtered to show timber when birch-bark raw material requirement selection is being made

- changed: upon planting something the sprouts are not immediately visible

Only after some days you will be able to see the sprouts of what you had planted. Before the sprouts, planted tiles appear in thicker prepared soil graphics so you will be able to recognize them.

- adjusted: village dogs don't bark at sleeping characters

Watchdogs barking at restfully sleeping characters made it impossible to have good nights sleep in a village.

- fixed: using length based items as weight based crafting material got their properties modified confusingly

For example tanning with birch-bark strips.

- fixed: hunting NPCs might choose to hunt player character's domestic reindeers

- fixed: villagers rejecting traps in trading, claiming that they have enough even though they had none

- fixed: raft weight reasoned

They've been super light earlier, but now weigh around proper 1200 pounds. This makes hauling the only option for moving rafts around on dry land.

- fixed: young leaves could be picked immediately when plants sprouted

Now the plant needs to be few weeks old before picking of leaves is possible.

- fixed: double animal skin when skinning the same carcass as your NPC companions

- fixed: young animals meat yield occasionally being as high as that of the adult animals

- fixed: NPC butchering/skinning processes in the background might cause player spend times to jump or reset

- fixed: NPC owned dogs not leaving tracks in the wilderness

- fixed: tying equipment return issues after drying/smoking

If several stacks of food was dried/smoked at the same location using same kind of tying equipment all the tying equipment got returned when the first batch of food was ready.

- fixed: player crafted items occasionally appearing as roasted foods (if there was NPCs cooking nearby)

- fixed: when looking at tree harvested of its bark the tree info mistakenly said "partially felled"
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Celebrate & Participate

We wish you happy Kekri time - or happy Halloween if that suits you better.
All in all, now just celebrate and participate in the festivities at this special time of the year.

October 28, 2019, 06:43:34 PM
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Towards end of the year, towards more updates Let's drop a few lines about the near future stuff. Let there be discussion if you feel like it.
So, the calendar year is turning towards its end and I guess it's been pretty evident that we've mostly been fixing bugs during these ever darkening days.
Luckily the bug hunting has been so succesful that there's time to slowly start thinking of new features as well. Even a little patch update still during 2019 seems like a possibility.

This might make some of you think if and when might 3.60 (and so on) to be released outside Steam, at the game homepage. Now I can assure that it will happen still in 2019, after the seasonal Steam sale periods are over. If you've been itching to buy the game on Steam but have hesitations there's this forum thread which may help you out. In any case we'll inform about the upcoming 2019 sales loud and clear to make it more affordable for some.

On our way towards end of the year update the intention is to add fistful of features that are relatively small but significant for many. For this purpose we're also browsing the Suggestions section. I guess I've said it many times that everything there is always read, even though my time for actual discussion is unfortunately limited. Well, soon you'll see that something was not only read but also coded :)
(Maybe, just maybe, we could also try running the good old "replies to suggestions" marathon before the year is over. )

Well, maybe this is enough for now. Take care, fellow adventures, and if something is puzzling you feel free to ask.

November 19, 2019, 07:07:05 PM
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Winter Update, Steam Autumn Sale Firstly, Autumn Sale on Steam has started, so those who've been itching to enter the far north on Steam can now do it for discounted price.

Secondly, as mentioned earlier we're also planning a small patch update still this year. It's coming up nicely. News about some features will follow next week.

Thirdly, for those who are wondering when might 3.60 (and so on) to be released outside Steam, the answer is after the seasonal Steam sale periods for 2019 are over.

And lastly, here's some winter greetings to all of you!

November 27, 2019, 06:28:46 PM
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3.61 released (on the homepage) and a happy new year! On my behalf this decade ends with release of version 3.61 out to public on the homepage. Standalone installers are available now. If you're new to this version find your way to downloads section and be sure also to view changelog there as a lot has changed in 3.60 and 3.61.

We wish you a happy new year! (...and happy new version for those who only now get to try it out.)

I'll keep hibernating for a little while, although may occasionally reply to a post or two, but getting back on track for real with coding will have to wait until mid-january.

See you in 2020 - that's yet another decade for UnReal World development as well.

December 31, 2019, 05:27:07 PM
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Start-of-the-year post 2020, here we go! I hope everyone is doing alright.
For me, the last year started with a broken shoulder and the winter was pretty much over before I recovered up to healthy coding condition. This year starts better, with no serious injuries, and wrestling with bugs reported during my lengthened holiday season has been going on for a good while.
   The winter hasn't been much of a winter, though. We barely have snow, it's been a very few minus degree periods during the midwinter and the thin ice cover on the lakes lakes keep thawing and freezing. I've longed to go for skiing the whole winter, but that hasn't been possible. Bummer.
   But here we go, starting up a new year of game development. Minor bugfix updates to be expected first. Stay tuned.
And if you're up to sharing your own start of the year feelings feel free to drop a few lines. Cheers!

January 27, 2020, 08:30:41 PM
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Summer and sales, and a new patch in horizon It's summer, and Summer Sales have been launched both on Steam and Itch.Io.
So it's two options for you to get UnReal World for discounted price.
And we should also let you know that before the sales period is over, a new patch will be released.

Something to consider and look forward to.

Summery greetings from a mighty birch tree!

Sami - UnReal World developer

June 28, 2020, 05:00:00 PM
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