Recent Posts

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Modding / Re: A Query on Realism in Modding
« Last post by JP_Finn on Today at 02:41:48 AM »
I have dual forked approach to realism in “modding”

1) I have all cheaty stuff possible. If I have a rock: get salmon in 1min, get 4lbs salt in 1min, get battlesword in 1min. This is for my own mod dev/testing

2) I have realistic, preferably personally tested/timed recipes only. Cook a bread in pot as you would with Dutch oven. How long does it take for me to knead the dough. Ok, and how long to proof it. Do I want single or 2 part recipe, am I splitting the dough prep and proof as 1 recipe, then bake as 2nd. As far as I can tell tell, mods can’t call on ambient temp; so should I allow myself to proof dough during the winter in the -30C, or should I require fire/embers? Now that recipe needs to also work during summer, it’s nice and warm 28C; why would the recipe ask for fire or embers to proof the dough?


So, to agree with Bedlam and Galvana: you do you. If you appreciate the core mechanics’ and the hours Sami and Erkka put in on testing snow crust for skiing/walking fatigue: you’ll likely prefer realistic mods too.

Or for funsies, to go Njerp killing without spending 1-2 years getting armor&weapons, give yourself massive wealth, and go ham.

It’s not like there is global “leaderboard” or “ranking”
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General Discussion / Thoughts on In-Game Cultures
« Last post by Taoma on January 27, 2026, 12:45:14 AM »
Am I the only weirdo who actually loves the original portraits? Coming from a background of classic portrait-based RPGs like Baldur’s Gate II and Neverwinter Nights, I’ve always been amazed by how much art style alone can enhance roleplay and immersion. Lately, I’ve been collecting stock photos of Iron Age reenactment from around the internet and using them to build a broader cast of characters for my game, and while doing that I noticed something: the in-game lore feels a bit sparse, with each culture only having a short paragraph in the encyclopedia. That made me wonder whether there is any additional official material about these cultures, or whether they are meant to be direct reflections of real-world peoples, where most of the “lore” is simply what you can already research about their historical inspirations. If it turns out that there is very little written lore beyond what’s in the game, I’d love to hear from the community what you have learned to love or hate about the peoples of UnReal World, and what your favorite culture is and why.
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Development News / 2026 - here we go ...
« Last post by Sami on January 26, 2026, 11:00:55 AM »
2026.
We've entered into yet another year to be eventually added to long development history of UnReal World.
And if you didn't know already, the yearly summary since 1992 is available on the game at the section Dev. history since 1992.
There was actually gap in the summaries for the last two years, but it's all now updated up to 2025.

What I can say about plans for 2026 is that the early year is fully dedicated to adding Clothcraft skill for more detailed, quality modified and pausable making of clothes.

And then, a moody photo of development chambers to start the year.
This is where the magic happens. Both inside and the outside.
Take care!


Aurora borealis on the night skies above the development chambers.
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Stories / Re: Epic battle with ... squirrel!
« Last post by Kouvostoliitto on January 25, 2026, 08:59:38 PM »
The Islander Witch traveled in deep winter from her hut at no-tribe land between Islanders and Driik, to far east and north to lands of Kaumo on quest task to hunt for precious Kaumo furs. She wandered up and down those Kaumo lands for a day, she wandered up and down those lands for a night and another day. And lo and behold: she encountered mighty squirrel on her mighty spruce. She took her bow and unwielded ski stick and fired blunt arrow at fearsome squirrel up on her high tree. And squirrel laughed at pitiful witch because her arrow flew past and broke, hitting another spruce. And so the witch fired arrow after arrow and threw rock after rock at squirrel, the epic battle went on all morning and all afternoon till squirrel was exhausted from jumping from spruce to spruce and fell on the ground and witch took axe and beheaded it with one blow.

What a perfect UnReal World moment. It encapsulates the entire spirit of the game: the grand ambition of a long journey, the harsh reality of scarce game, and the sheer, ridiculous desperation that leads to an all-day, epic battle against a creature that weighs less than your boot.
I, on the other hand, was incredibly lucky. I went to get some goods from my dead friends in the Njerpez village when I heard the sounds of fighting from the village. I went to look, and I saw that the merchants had destroyed the Njerp. The last merchant killed the last Njerp, so I killed the merchant, and then... a "delicious feast" was spread out in front of me.
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Modding / Re: Mod with more character portraits from IRL photos, can I post it?
« Last post by Taoma on January 25, 2026, 02:50:08 AM »
Im doing that too lol, i like the game portraits a lot and am working on adding more for myself, well if you did share those portraits let me know...
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Gameplay questions / Re: Cursed Wolf Quest
« Last post by Galatina91 on January 24, 2026, 06:45:10 PM »
I was able to complete this quest as well.

Spolers below.

Spoiler: show
I roamed the center tiles of the quest area in the zoomed in map until I heard wolf's howls, then I leashed and fed my dogs and unwielded my weapons. Then I continued carefully toward the howlings, waiting a few turns between every few steps, until the wolf appeared. Then I dropped 4 spots of "bait" and flatbread, slowly moving backwards. Luckily I was in a heathland so I could keep the wolf in my sight while dropping stuff and strifing backward with crtl+movement. I then waited a bit. The wolf did not attack me (probably because I had my dogs on a leash and I was unarmed). It ate a fresh meat cut but not the flatbread, then walked around for a while, then ate a second cut and the flatbread with it, and immediately fled. I returned to the village and completed the quest.
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Bug reports / Game crash when withdrawing from a **very** full cellar (Steam)
« Last post by Freen on January 24, 2026, 04:04:08 AM »
I may have overfilled my cellar...

I am experiencing full game crashes when I try to withdraw or push items out of a very full cellar on none of my characters.  The cellar also has a very large number of things drying in it at the moment. Estimate over 600 items inside, since the text when I walk over it reads "...and 592 more."

I can open, view, and select items in the affected cellar, but when I try to exit (via esc button), withdraw or push items out of the very full the game crashes and I have to open it again from the desktop.

Other characters with less full cellars are working fine.  Other (less full) cellars on the same character also work fine.
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Bug reports / Re: (taken) stuff not stolen?
« Last post by Galatina91 on January 23, 2026, 08:00:56 PM »
The village is close, but there is a lake in the middle. And they did never complain when I got rye and nettles from the fields.
Also the problem is happening in winter and I visited the village multiple times in the meantime.
Furthermore that doesn't really expalin why an empty pot whould be considered as "taken". Or why the villagers would ask me to return a total of 8 pots that I don't have.
Or why logging in later and today, I found a second and then a third pot next to my fireplace, flagged as "taken", next to my new pot that I traded with another village after "returning" the first one (that was never stolen in the first place btw, but the villagers reacted as if it was).
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Bug reports / Re: (taken) stuff not stolen?
« Last post by JP_Finn on January 23, 2026, 04:08:58 PM »
Is your camp, cellar, cabin really close to the village? As in within 1-3 wilderness tiles?

The villagers consider items/plants in their fields theirs. Any items in same range can be picked by the game engine as taken. If a villager sees you with that (taken) item, it will convert to (unpaid).
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Bug reports / (taken) stuff not stolen?
« Last post by Galatina91 on January 22, 2026, 01:01:20 PM »
I got the game from gog.com.

A bag of rye grains I had in my cellar was flaggen as (taken), though I'm pretty sure I never stole anything from any settlement.
I'm also quite sure that it did not have the flag (taken) until after I took it out of the cellar to grind it.
The hand-made shingle basket I put the flour in got tagged (taken) as well, and also the pot I used to make porridge.
The oddest thing is, the (taken) flag stayed on the pot also after I finished eating the porridge.
The next time I visited a settlement, the sage came saying I had unpaid stuff. I asked him to remind me what I should pay for, and he said "a bag and two pots". I don't even own two pots, and the one I own I had regularly traded for from another village...
I said to just take back their stuff and he just said "Hmm" or something like that.

I got back to my cabin. I still have my pot but the flag (taken) is still there.
I have a pretty good reputation with the settlement and I worry that this situation might arise every time I visit...

update: this is getting ridiculous.
(how can I post an image?)
The hunter says "You've got pot, pot, pot, pot, pot and 2 pots. That's what you have to pay for."
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