Kenshi's whole deal is best summed up with one of its game start conditions: "rock bottom." When you start at rock bottom, you begin the game stranded in the desert, surrounded on all sides by enemies, with a 1 in all stats. Oh, and you just lost your left arm, and you're malnour
Kenshi's whole deal is best summed up with one of its game start conditions: "rock bottom." When you start at rock bottom, you begin the game stranded in the desert, surrounded on all sides by enemies, with a 1 in all stats. Oh, and you just lost your left arm, and you're malnourished in a territory where starving is illegal. This is a game that sold three million copies... Read more.
Greetings Kenshi crew Since its original launch in 2018, Kenshi has found its way into the hands of more than 3 million players. In recognition of this milestone and the community that helped us achieve it, we wanted to take a moment and express our thanks. To the people who pick
Greetings Kenshi crew
Since its original launch in 2018, Kenshi has found its way into the hands of more than 3 million players. In recognition of this milestone and the community that helped us achieve it, we wanted to take a moment and express our thanks.
To the people who picked Kenshi up on a whim. To the modders, fan artists, storytellers, Beep enthusiasts, and content creators. To everyone who's ever pointed a friend toward Kenshi, posted a screenshot, or clocked more hours than they’d care to admit.
Thank you. We wouldn’t be here without you.
New Steam Points Shop Items
To celebrate this milestone, we've added a fresh batch of animated Avatars and Avatar Frames to the Kenshi Steam Points Shop.
Avatars: Mad Cat-Lon, John Kenshi, and Hive Queen
Avatar Frames: Imprisoned, Beak Thing Peekaboo, and a Kenshi UI Frame that wraps your Avatar with the in-game HUD
Consider it a small thank-you for getting us to 3 million.
Meet the official Beep Plush, made in collaboration with our friends at Plush Foundry.
He's ~20 centimetres tall, soft where you'd want him to be, and (in authentic Kenshi fashion), completely dismemberable. The arms and legs detach and snap back on with a satisfying magnetic click.
A plush Beep has been on our list for a long time, and we couldn’t be more excited by how this came together.
It's been a minute since the last one, but the Community Spotlight is back.
Episode #20 pulls together some of the best fan art and screenshots from across the Kenshi community over the past year. The community has been producing more incredible work than any single Spotlight can hold, and these are just a few of our favourites.
Are you a Kenshi content creator? Whether you're making fan art, sharing screenshots, building mods, or putting out videos, we'd love to share your work on Kenshi socials, or in a future Community Spotlight.
Use this quick form to ensure you’re on our team’s radar: lofigames.com/contentcreators
New Metallic Skeleton Poster
In other merch news, we've got a new metallic print available on RobaRoba: Sergei Musin's Skeleton Blueprint. If you've been around Kenshi long enough, you'll recognize Sergei's work as one of the original concept artists who helped define Kenshi’s look.
We hear you. In the comments, on Discord, across social media, and everywhere in between: "kenshi 2 when" is by far the most common question that we encounter.
And we get it! You're excited. We're excited! We'd love to share more, but as Chris and Nat noted in our Meet the Makers video, “Things aren’t always made in the order that looks best for marketing.”
We hope to share more Kenshi 2 news soon, but in the meantime, we’ve put together a little website: kenshi2when.com.
It covers where our heads are at on Kenshi 2 right now, links out to a Meet the Makers segment that goes deeper on our philosophy regarding development, and lets you sign up for updates — with an option to only hear from us when the update is specifically about Kenshi 2.
We know silence is hard to sit with. But Kenshi 2 is being built the same way we've always done things: stubbornly, carefully, and, most importantly, on our own terms. We appreciate your patience while we build a worthy successor to Kenshi, and an experience that will exceed your expectations.
Thank you again!
That's everything for now. Thanks again for getting us to 3 million.
If you've been on the fence or have a friend who has, Kenshi is currently on sale at the deepest discount we've ever run. And if you’re just now dipping your toes into Kenshi, be sure to check out our How to Kenshi video series built in partnership with famed Kenshi content creator Hero in his Head.
As always, you can find us on Discord, on socials, or in the comments below.
Greetings Kenshi crew, Work on Kenshi 2 is keeping us plenty busy, but we wanted to take a moment to share a few updates from around the studio: new faces, new merch, and a quick look back at something you might’ve missed over Halloween. Fresh Lo-Fi Faces We’ve recently welcomed
Greetings Kenshi crew,
Work on Kenshi 2 is keeping us plenty busy, but we wanted to take a moment to share a few updates from around the studio: new faces, new merch, and a quick look back at something you might’ve missed over Halloween.
Fresh Lo-Fi Faces
We’ve recently welcomed a few new members to the Lo-Fi team to support Kenshi and the ongoing development of Kenshi 2. Johnny is our new Publishing Director. As you might expect based on his title, Johnny directs all things publishing - marketing, community, partnerships, and the general business of getting our games out into the world.
On the development side, Lee has joined as our Lead Level Designer. He splits his time between FCS and Unreal, building out the towns, regions, and characters of Kenshi 2. Right now, he’s focused on making our world-streaming system feel smooth and properly vast.
Outside the game engine, Bryony has come aboard as Office Coordinator. They’re the one keeping the day-to-day operations of the studio running smoothly, so the rest of the team can stay focused on our games.
Finally, there’s me, Josh, your new Community Manager. I’ve spent the past decade working in community development and player-facing comms across both AAA and indie games. You’ll see me popping up across our socials, blogs, Discord, and anywhere else Kenshi lives online.
New Kenshi Merch
We’ve also been working on a few things outside the game, including some new Kenshi merch with our friends at RobaRoba.
First up: a stunning new desk mat inspired by early Ashlands concept art from 2013. The original illustration was lost years ago in a hard-drive failure, so this piece has been rebuilt from scratch by renowned artist, Sergei Musin. We’ve also updated our sticker lineup. The whole range is now available on sturdier vinyl, and there’s a new 80’s-style Shek design in the mix. Good for laptops, bottles, or any flat surface that would benefit from some Kenshi vibes.
Plus, we’re running a merch discount from now through December 31. Save up to 20% on select items, including the fan-favourite Kenshi knitted sweater.
Halloween Recap
In case you missed it over Halloween, we shared a short video of Chris talking about his time working as an overnight security guard, back when Kenshi was just getting off the ground. It’s an eerie story about long shifts, an empty warehouse, and a confusing array of dead pigeons.
That’s all for now. Between new faces at the studio, a few fresh merch items, and the usual Kenshi 2 work feverishly ticking along in the background, things are progressing steadily over here at Lo-Fi. We’ll have more to share when the time is right, but in the meantime you can always find us on Discord, our socials, or in the comments below.
Oh - and did we mention that Kenshi is currently on sale?
I'm a month late on this, but since we don't appear to have written about Kenshi for about six years, I figured this was worth highlighting. Chris Hunt and Natalie Mikkelson of Lo-Fi Games recently put out a video chatting about Kenshi 2, their approach to design and, uh, their s
I'm a month late on this, but since we don't appear to have written about Kenshi for about six years, I figured this was worth highlighting. Chris Hunt and Natalie Mikkelson of Lo-Fi Games recently put out a video chatting about Kenshi 2, their approach to design and, uh, their shared hatred for fondue. It's a lovely, unadorned look at game development, with Hunt and Mikkelson talking through how they basically learned to do everything on the fly, from Kenshi's beginnings to Lo-Fi Games's current size of 30 people.
Open world survival RPG Kenshi can be cruel, especially in the early hours. As our reviewer put it back in 2018, "basic survival plans can be easily derailed by a city guard who plants drugs on you then demands money you don’t have, or by finding yourself deep in a region inhabit
Open world survival RPG Kenshi can be cruel, especially in the early hours. As our reviewer put it back in 2018, "basic survival plans can be easily derailed by a city guard who plants drugs on you then demands money you don’t have, or by finding yourself deep in a region inhabited by vicious alien giraffes.".. Read more.
Hey Kenshi crew, We’ve just released a new video: Kenshi: Meet the Makers. It's an informal look behind the scenes with Chris Hunt - creator of Kenshi and founder of Lo-Fi Games, and Nat Mikkelson - Lo-Fi’s Managing Director and Lead Writer on Kenshi 1 and Kenshi 2. Simply put: t
Hey Kenshi crew,
We’ve just released a new video: Kenshi: Meet the Makers. It's an informal look behind the scenes with Chris Hunt - creator of Kenshi and founder of Lo-Fi Games, and Nat Mikkelson - Lo-Fi’s Managing Director and Lead Writer on Kenshi 1 and Kenshi 2.
Simply put: the video is a short conversation to give you a little insight on our thinking, and a glimpse into the creators’ minds while Kenshi 2’s development continues behind the scenes.
You’ll find some chatter from Chris and Nat on how Lo-Fi Games began, where the ideas for Kenshi came from, and what it’ll mean for Kenshi 2 players to experience a game set 1000 years before the first one.
There’s some talk on who Kenshi is really for (and why you might need a twisted sense of humour to enjoy it), why Kenshi doesn’t make you the chosen one, and why we’re still keeping our cards close to our chest when it comes to Kenshi 2 details. There’s loads more in there, but it’s best if you just give it a watch.
We’ve translated subtitles to the video in the following languages:
French
German
Italian
Japanese
Korean
Polish
Portuguese (Brazilian)
Russian
Simplified Chinese
Spanish
Turkish
English subtitles are also available!
Why are we sharing this now?
It felt like the right time to check in; to reflect on where Kenshi came from and what sort of world we’re building next.
It’s also a rare chance to hear directly from Chris and Nat themselves. Their dynamic and shared vision is at the heart of everything we do at Lo-Fi Games, and this is the first time we’ve put them in front of the camera together.
If you’ve been with us since Kenshi 1, or if you’ve only just discovered the game, this video is a small glimpse into the mindset that’s shaped the world of Kenshi; from its humble beginnings to the many-legged monster it’s become.
A big ol’ Kenshi sale
If you’ve not yet had the chance to play the first game, we’re currently on sale at 70% off on Steam, so it’s not a bad time to pick it up.
https://store.steampowered.com/app/233860/Kenshi/
Cheers for reading and watching. As always - a massive thank you to the Kenshi community, we’ll have a new Spotlight video for you soon. Remember to catch us in our Discord, follow us on the socials and sign up to our newsletter.
Well then sandblown strangers, how fares your journey? Here’s to hoping you find a rare pause to down your tools and take stock; a fleeting breath between berserker screams and the gnashing of cannibal teeth to ponder another year’s end. Perhaps you’ll hunker down by the fire’s c
Well then sandblown strangers, how fares your journey? Here’s to hoping you find a rare pause to down your tools and take stock; a fleeting breath between berserker screams and the gnashing of cannibal teeth to ponder another year’s end. Perhaps you’ll hunker down by the fire’s crackle, cook up a cut of gutter meat, open a can of grog and lean into the warmth of your loyal bonedog’s embrace. But don’t linger too long - out here, peace is just a mirage, danger always rides the horizon and the only thing coming down the chimney is trouble.
Preposterous post-apocalyptic prose aside, we mean it - whether you’re “casual” Kenshi crew (is that a thing?), a hardcore wasteland warrior or a cherished member of the masterful modding movement, maybe it’s time to marinate in a little more delightfully difficult Kenshi-flavoured danger this December. And we would love a peek at your adventures…
Welp, you lot have done it again - you’ve gone and graced us with a veritable smorgasbord of delicious Kenshi delights. We’ve compiled a bunch of our favourite bits seen across the socials and Discord in our latest Community Spotlight video, so sit back and enjoy.
With thanks, as always, to the creators behind the content:
別掙扎了!!!你們全部已經被我一個人包圍了~(“Stop struggling!!! I’ve already got all of you surrounded all by myself”) from whu130154
Kenshi on Bluesky - @lofigames.com
If you’ve mosied on over to Bluesky then make sure you come find us: our handle is @lofigames.com. We’ve been squatting a profile for a little while and waiting for just the right moment to start posting, so give us a holler and tune in ready for a little Kenshi 2 info in the not-too-distant future.
Last chance to grab a Kenshi knitted sweater at 20% off
You have until the end of the year to bag yourself a Kenshi sweater at 20% off at RobaRoba, so make sure you take advantage of the offer if you’ve not yet had the chance.
It wouldn’t be winter without the loving embrace of Steam’s Winter Sale, and this year is, of course, no exception. Whether you’re a Kenshi fanatic and fancy gifting a Christmas copy to a friend, or if you just haven’t made the dip just yet, what better time than now?
https://store.steampowered.com/app/233860/Kenshi/
Wrapping up
Well then, that just about draws us to a close. Don’t forget - if you send us your finest Kenshi content you might just find yourself in the next Community Spotlight. And do please give your Steam screenshots a name if you get a moment, it’s fun to do and helps us out!
Until next time, and remember: Sometimes you eat the Beak Thing, and sometimes, well, they eat you.
Hey Kenshi crew, it's that time again – welcome to Community Spotlight #18! We've got a fresh showcase of our amazing community’s creative output for you once more, and as a Halloween bonus: some Kenshi pumpkins. Community Spotlight #18 Our favourite picks for mods, screenshots a
Hey Kenshi crew, it's that time again – welcome to Community Spotlight #18! We've got a fresh showcase of our amazing community’s creative output for you once more, and as a Halloween bonus: some Kenshi pumpkins.
Our favourite picks for mods, screenshots and fanart can be found every week on our social media before they’re added to these compilations, so do make sure to give us a follow if you’d like to see this kinda content on your feed.
A huge thanks to all the creators we’ve featured this time and in previous blogs; we really do appreciate your effort. If you’re a creator and you’ve not yet been featured, do keep sending us your content to be in with a chance.
We've discounted our Kenshi sweaters by 20% until the end of the year! US customers: please place your orders by 10th November to ensure they arrive by Christmas. For non-US shipping estimates, please check with RobaRoba.
Kenshi is currently available at 60% off on Steam, so if you’re thinking of taking the plunge, now’s a good time.
https://store.steampowered.com/app/233860/Kenshi/
So long, and thanks for all the Fishmen
Thanks for reading Kenshi crew dem! As always - send us your screenshots, mods and fanart via our social media and be in with a chance to be in the next Community Spotlight. Our Discord community is continuing to grow and we’d love to see you in there. Until next time!
Welcome back, Kenshi crew! Today we’ve got an absolute monster of a Community Spotlight: check the fresh, unbridled creativity coming from the mod community, a swathe of gorgeous new fanart, and a bunch of tasty screenshots from our favourite community photographers. In case you
Welcome back, Kenshi crew! Today we’ve got an absolute monster of a Community Spotlight: check the fresh, unbridled creativity coming from the mod community, a swathe of gorgeous new fanart, and a bunch of tasty screenshots from our favourite community photographers.
In case you weren’t aware, we pop all this content on our social media on a weekly basis before we compile it into these videos and blogs, so make sure you add us wherever you have an account. We’ve started posting regularly on Threads, so if you’ve made the venture over that way then give us a follow.
We’d like to take a moment to let our Chinese-speaking fans know that we’ve now got an account on Douyin. So give us a follow and stay up to date with everything Kenshi and Kenshi 2.
60% off Kenshi
If you haven’t yet made the leap into Kenshi’s harsh wastelands, then now’s not a bad time to grab a copy of the game. Kenshi is 60% off on Steam right now, so give our store page a share and tell your friends!
https://store.steampowered.com/app/233860/Kenshi/
And finally
Thanks for reading folks! If you’ve got a screenshot, mod or fanart to share then make sure to tag us with it for a chance to be included on our social media and in the next Community Spotlight. If you’ve not yet joined our growing Discord community then for Okran’s sake come join us!
Hey Kenshi crew, how you doin’? First up - in case you missed it, we recently posted a blog with a little Kenshi 2 news and a brand new Kenshi Free Camera mode. Check it out if you’ve not had the chance. So why are we here again so soon? Well, we’ve a pretty big milestone to cele
Hey Kenshi crew, how you doin’? First up - in case you missed it, we recently posted a blog with a little Kenshi 2 news and a brand new Kenshi Free Camera mode. Check it out if you’ve not had the chance. So why are we here again so soon? Well, we’ve a pretty big milestone to celebrate:
Kenshi hits two million sales milestone
We’re overjoyed to announce that we’ve sold 2.3 million copies of Kenshi. Not only that - more of you folks bought yourself a copy of Kenshi in 2023 than in any other year. Wild.
We celebrated with tees for the crew
So here’s a massive thanks to everyone who’s helped us on this journey. You might not be aware, but we’re an entirely independent company and we don’t have the deep pockets of investors or publishers to help us spread the word at all. We’re therefore especially thankful for all the recommendations and reviews from fans, the work from content creators and all the publications kind enough to cover us. We couldn’t have done it without you.
To celebrate our 2 million milestone we’re launching these animated avatars for you to get your mitts on with any Steam points you might have lying about.
To grab your Steam avatars, head to the Steam Points Shop and click on 'Avatars' on the left-hand side menu under “Profile”. At the top of the shop you should see your ‘Steam Points Balance’ and a search bar next to it, use this to search ‘Kenshi’ and the avatars should appear.
Alternatively, you can head to your profile, click ‘Edit Profile’ and on the left-hand side, you should see ‘Steam Points Shop’. Once you click this, you’ll be brought to the store page, and you can use the search bar to find the avatars.
#KenshiFreeCam Contest - bag yourself a Beak Thing hoodie
You’ve still got until the 21st April to submit your screenshots using our new Free Camera Mode in our #KenshiFreeCam Contest. Head on over to our previous blog to check out the rules of entry.
Community Spotlight #16
It’s been a while since we put together a Community Spotlight but don’t worry, we hadn’t forgotten about you lot. We’ve still been highlighting your work over on our social media, gathering all your screenshots, artwork and videos and mods ready for this update. FYI - you can expect future Community Spotlight posts to come out at a rate of around once every three months, give or take.
And last but definitely not least, we’d like to thank all the content creators who helped us test an early version of the Free Camera Mode. Take a look at what they were able to achieve with these tools in our previous blog post.
If you want to see yourself in one of our Community Spotlights, be sure to share and tag us with your work on our social media channels and Discord server. Catch you next time.
Kenshi is one of the most utterly strange games I've ever had the pleasure of playing, and it holds a special place in my heart. It was the impetus behind one of my first-ever published pieces of games writing, which means you can probably blame it—at least in part—for the fact y
Kenshi is one of the most utterly strange games I've ever had the pleasure of playing, and it holds a special place in my heart. It was the impetus behind one of my first-ever published pieces of games writing, which means you can probably blame it—at least in part—for the fact you have to keep reading my yammering on this very website. Thank you, Kenshi, we'll never forgive you... Read more.
1.0.68 Added free camera mode for screenshots and videos. Toggle with ; If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
1.0.68 Added free camera mode for screenshots and videos. Toggle with ;
If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
It’s 1st April again. Fancy some Kenshi hashish ? Wanna find the Hive Queen a date ? Kenshi Team Racing anyone? This year we’re changing things up and giving you something real: how do you feel about a cheeky little Free Camera Mode Kenshi update? How about some Kenshi 2 news, a
This year we’re changing things up and giving you something real: how do you feel about a cheeky little Free Camera Mode Kenshi update? How about some Kenshi 2 news, a new screenshot and a Lo-Fi Q&A?
We got you fam. First up:
Kenshi 2 when?
Well, we’re not saying just yet.
I once read that it’s bad practice from a marketing perspective to say “it’s ready when it’s ready”, but honestly, that kinda sums it up. Anything else until we’ve a release window for you is just sugar-coating, and we’d rather not do that. Besides, when have we behaved how devs are supposed to do?
We reckons that “it’s ready when it’s ready” is the best approach. So bear with us because the wait will be worth it.
Why so little news?
It's been a long while since we updated you on Kenshi 2. We had a bit of a change of tack and switched focus to getting all our ducks in a row for the betterment of Kenshi 2’s development rather than constantly drip-feeding you content, bit-by-bit.
The reality is that every time we put something out on Kenshi 2 it requires a lot of back and forth, double checking, and long, cross-departmental discussions on whether to reveal it or not.
We need to ensure we’re not spoiling too much, that the reveals fit in with our long term plan, and that the content looks as close to the end product as possible so people know we're giving this prequel the love that it deserves. This is hard when you’re working with a team of perfectionists consistently improving their work. It pulls us away from development and it can ultimately risk ruining our best reveals before they’re ready.
Discovery will play a huge part of the Kenshi 2 experience, and while it’s a lot of fun for us to show off new stuff, it kills the joy of finding it in-game. We put a lotta love into our creations and we ain't gonna ruin it for clicks. So we’re gonna keep schtum on the majority of Kenshi 2’s content until we have a lot more mega-polished stuff to show you.
Having said all that, we’ll still be sharing a few teases and updates as we go…
So where are we at?
Since your last major Kenshi 2 update we’ve hired a Producer. We’ve hired Korean, Polish, Turkish and Italian translators. We’ve hired a Community Manager, and very recently we hired an Executive Assistant (which means Chris and Nat have much more time to work on the game).
We have come a long way: 33 people are currently working on Kenshi 2 at a consistent, solid pace. We’re making some massive leaps into territory previously unknown to us and building a whole load of new systems that take time to perfect.
While we’ve grown the company, we’ve tried to only hire in areas where we feel it will benefit the thing that matters most: making the best game we possibly can. It’s also rather important that we stay afloat; it’s a tough old world out there right now, and overhiring risks being a short term solution that creates difficult and not-insignificant long term problems. We’re trying to keep it sensible.
As some of you already know, we’ve made some major changes to our still-evolving FCS dev tool, some of which we’ve released to Kenshi 1 players to use, though many upcoming functions will only work with features exclusive to Kenshi 2.
Kenshi 2 is being made in Unreal Engine 5
We’ve already revealed that Kenshi 2 is being made in Unreal Engine, but what we haven’t told you is that we’re actually making it in the all-singing, all-dancing video game makey machine that is UE5.
We shifted to UE5 just over a year ago, which…to put it mildly…was a big job in itself, but you’re probably best hearing that from some of the others…
Q&A with Craig, Nat and Mohamad
Who are you? Why are you on my monitor?
CT: I’m Craig, I lead the programming team here at Lo-Fi.
NM: I’m Nat. I wear multiple hats running business direction and leading the narrative design and writing.
MR: I'm Mohamad, lead artist for Kenshi2 planning and supervising asset creation and assisting Chris with art direction.
What have the last couple of years entailed?
CT: In short, a lot! There’s been significant efforts in our department to help make production easier for everyone else as well as improving/reworking existing systems and of course the big one, [REDACTED].
Without diving into the nitty gritty, the switch from Ogre to Unreal has forced us to revisit most of the systems from the game and configure them for a whole new GUI and asset pipeline. We’ve taken this as an opportunity to improve on what we already have, make it easier to configure, fix some really fundamental issues and add entirely new features that just weren’t possible in the first game.
To give one example, in Kenshi 1 we scattered the world with natural resources that the player could mine. We had a set number of resources that could be mined, you could reduce the amount of copper in a region to none or add some iron where there was no iron before but that’s really the limit, just playing with the numbers. Since revisiting this system not only have we made all our code more modular and easier to maintain but we’ve also made it possible for modders to create their own types of resources - so you can add things like gold mining, work that into some new crafting recipes, add new items like gold bars, make gangs of NPCs target you if you’re carrying large amounts across the map, tonnes of possibilities!
At the same time we’ve made this feature much easier to quickly iterate on and configure for artists. Instead of faffing with some numbers in FCS, reloading the game, checking the results and going back to FCS you can now fiddle with the numbers to your heart's content right in the editor and see changes in real time.
We don’t want to spoil everything for you, but hopefully this gives you an idea of the attitude we’ve been taking to development and what kind of changes you can expect to the existing systems from Kenshi 1.
NM: Narrative is becoming easier and easier as the years go by. The most difficult part was over with years ago - that’s the foundations; world building, fleshing, map, general plans for content, working structure. That part is super hard and horrible, makes me want to vomit. The last couple of years have been refining, refining, refining. Content’s been flowing easy now. This is the most fun part of narrative design where the game starts to make itself and everything comes together. We’ve also had a few new features added for us over the years which means our toolkit lends us all the more creativity to push boundaries with.
MR: Kenshi is a massive game with a wide range of assets from buildings to characters, different biomes and environments, furniture... the list goes on. Unlike most sequels or prequels where assets can be reused, we had to start almost everything from scratch. This was firstly because lore dictated certain changes (Kenshi 2 is set 1000 years before Kenshi), and secondly due to our change of engine; UE uses different shading and rendering technology(PBR), which means textures work in an entirely different manner.
The past couple of years have been largely spent creating a huge amount of assets so Chris can focus on game design, which really is the most important part of the project. As is standard practice in the industry, we began with creating basic untextured blockouts and placing them around the world, filling it out and making it into something rich and believable. After several rounds of feedback and amends we went on to begin fully texturing the assets.
In general we have a good balance of progress across all asset categories and we now have something that’s actually playable. Some assets, such as furniture, are mostly made as blockout at this point as they’re needed for building layouts, whereas our buildings get fully modelled and textured as we progress from one region to another.
What is Unreal Engine 5 doing for Kenshi 2 exactly?
MR: A significant part of our decision to move to Unreal Engine 5 was for future-proofing; we didn’t want to be building Kenshi 2 in an engine that might see less support in the future. That being said, there are a few new features exclusive to UE5 that we can use to enhance visuals and performance.
A lot of UE5’s features are actually still in their experimental phase right now, some of which we’ve already begun to use whereas others we’re keeping an eye on for later stages of development.
We’re using UE5’s World Partition system to help with the performance and scalability of Kenshi 2’s massive open world. We’re planning to use the much-hyped Nanite to enable us to have a higher polycount with improved performance where needed, Lumen which gives us dynamic illumination and realistic reflections, and UE5’s Machine Learning Cloth Simulation to bring parts of our characters' clothes to life.
UE5 has something called GPU Lightmass Global Illumination, which will allow us to dynamically bake shadows in real-time. This is particularly useful for the much-improved base building elements where we don’t know where people will place their assets.
What were the biggest challenges of the last two years?
CT: The switch from UE4 to 5 was a big leap for us which also necessitated a change in physics engine. We’re now using Epic’s new Chaos physics engine. With any big change in tech there’ll always be teething issues and this was no different.
Thankfully we’re over this migration hurdle, I can’t see us having to do anything like this in the future that’ll cause as much disruption.
NM: Team expansion. We’ve gone from 4 people - not really thinking about much other than making a cool game - to 33. There’s been big changes - business-wise - to how we work as a company and it’s required a lot of adapting and growing.
What have been the biggest successes? What are you most proud of so far?
CT: I think I’m most proud of all the improvements we’ve made for the other teams. Looking at how development practices have developed since the first game is really eye opening.
For instance the dialogue condition system in the first game, there was no way of editing existing conditions, having different kinds of logic or any way of duplicating existing setups. Now we’ve got templates, nested And/Or logic and it’s easier than ever to do bulk operations to refactor existing work. It means we can write more curated and reactive encounters for players and quicker iterate on what they’ve already put together.
Everything is easier now, writing dialogue, creating new types of buildings, incorporating new systems, the whole development pipeline flows so much faster than it did before.
Our team isn’t only responsible for sculpting the guts of the software which you’ll be playing but also helping all our colleagues do what they do best and create this immense world for you to dive into. We can build the most intricate generative systems in the world but it’d all be nothing if that artist core wasn’t there to hold it all together.
NM: I’m really proud of the world and unique societies we’ve created and how they’ve slotted together in balance. I’ve learned a lot since Kenshi 1 and I feel like Kenshi 2 is way more fleshed out from those lessons learned. Colton has also been a huge asset in how some of those ideas have evolved together and it’s great to have talented brains to bounce ideas.
MR: I’m proud of what we’ve achieved for such a small studio with relatively limited resources. A game as big as Kenshi needs a lot of assets, which can obviously be quite challenging with a very small team, so we tried to come up with clever pipelines and sets of assets that can be reused in different ways but ultimately end up with a significantly different final look.
What are you currently working on?
CT: Personally I’m currently working on some backend tools to help our localisation team manage commonly used terminology as well as reworking our deployment pipeline to be more configurable and cross platform.
The latter is very much us limbering up for making the Kenshi 2 update cycle more robust and help free up our own machines for other development work. Instead of me needing to build the game on my own computer and stop whatever else I might’ve been doing, we’ll be able to offload the heavy lifting onto some server and crack on with something important and not staring at a progress bar.
NM: We’ve created a really cool narrative system which I won’t spoil, but I will say that at any chance I get, I will talk my friends’ ears off about this genius creation that is super cool and they have no idea what I’m talking about but you’re gonna love I hope. Our QA, Chris, has helped hugely in testing out this monstrosity and I feel like myself and Colton have entered some kind of FCS matrix where we have finally become one with the dialogue system. The most fun part of my job is where I get to really challenge my technical brain to bend our software and push it to its fullest potential. I love finding hacks and cheats within it.
MR: Aside from day-to-day asset creation, in a broader context we are trying to finalise some of the asset creation workflow in order to speed up the asset creation process, this will allow us to streamline our work and have the remaining assets to be made in a more productive way. Not only does it allow us to have a better understanding of what assets and to what limit we can develop, we can also have more assets added with our limited resources.
What’s your next big task?
CT: As much as I do enjoy making the other teams run as smoothly as they can I’m itching to get back into adding some new features to the game itself. I’ve had some concept art come through as some modular bridges that Mohamad’s team is currently putting together and I’m really excited to get to work on the tools that’ll make all those separate models a fully modular set of reusable bridges that we can quickly plonk down anywhere in the world.
What are you most looking forward to in Kenshi 2?
CT: Gotta be exploring our new world and [REDACTED] without a doubt.
As a programmer I don’t get a full view of things like narrative or new places in their full in-depth context, so playing the final game in full and getting to meet all the new characters and visit all the strange new places is going to be a real treat.
We get feature requests through every so often related to some of these like “we’d like to a dialogue condition to check if a character is wearing shoes” or “check if a character has a particular item” which are simple enough for us to add but open up so many new possibilities for sort of specific interactive narratives that the writers are able to craft. I’ve just done a quick count and we’ve just about doubled the amount of conditions and effects that the dialogue system is capable of!
And this is just dialogue, the amount of things that just were not possible in Kenshi 1 is growing bigger every day. You think those overhaul mods are big? You ain’t seen nothing yet.
I’m equally if not more excited what the community will cook up with all our new features. We’re bound by our budgets and lore considerations, I want to see what you mad lads will do with it all!
NM: I can’t wait to see people playing our stuff, talking about it, getting pissed off by it, just enjoying it. It’s also a little frightening as sharing your writing makes you feel really quite vulnerable, but seeing people immerse themselves and escape to our world that we’re so proud of will be amazing.
MR: What I like about Kenshi is customisation. Being able to customise and make our own world is the best experience I can personally expect from a game. With that in mind and knowing all the planned assets, I'm very excited to have unlimited ways of making things for my own playthrough. People who played the first game understand my point, however, I think the experience and scale of what we as players can experience in Kenshi 2 will be significantly different and unique.
Is there anything else you’d like to tell the fans about?
CT: So much, but I wouldn’t want to ruin Dan’s marketing plan by spilling all our beans now. All good things come to those who wait ;)
A sneaky peek at Kenshi 2
Okay that was a lot of text. How about something a bit more visual? Here’s a screenshot…as a treat.
Please note - this is not representative of final quality and is prior to us adding UE5’s Lumen lighting features. We have brightened this night-time shot a little in post to bring out the detail in the rocks. That's the only edit.
Out now - Kenshi Free Camera Mode
We know that sometimes it can be a pain trying to get a perfect angle when recording videos or taking a screenshot in Kenshi. Clipping can drive you mad, character close-ups are near impossible and the camera sticking to the ground can be a right faff. And what if you just want to move the camera vertically?
Well we’ve a small update to address the above problems that also adds a handy lil rule of thirds overlay grid for getting those perfect shots.
We’d like to set some expectations here: this isn’t an all-singing AAA photo mode with a ton of filters, facial expression controls or time-of-day changes. As we’ve said many times before - we’re spending our time pretty much exclusively on Kenshi 2 right now. But these little additions and fixes helped our internal team creating Kenshi content, so we thought we’d pass them on to the community.
If you’re wanting to go a little further with your shots and add some depth-of-field et al, you could always (at your own risk) give the impressive post-processing injector ReShade a go. Just be aware that any performance issues experienced using ReShade fall outside our remit.
If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
Free Camera Mode Content
We asked a few Kenshi content creators to give an early version of the Free Camera Mode a go and they were kind enough to oblige. While we had some pretty high expectations for the content we were blown away by what they delivered in such a short amount of time. Check it out below:
To celebrate the release of the Free Camera Mode, we’re holding a screenshot competition. Three lucky winners will each win one of our lovely Beak Thing Hoodies.
Screenshots must be unmodded, fit into one of the below categories, and be submitted before the 21st April. Winners will be announced on 29th April on our social media.
Categories
Landscape - Whether you’re setting off on a new adventure or heading to a familiar place, go ahead and capture the amazing landscapes that you go through to get to your destination.
Action - From swords, bows and martial arts, we want to see your squad in action. This category is a great opportunity to try out the ‘camera rotate’ feature, as adding a tilt to your photos can help create a sense of motion.
Character - It’s time to show off your best character. For this category, you should showcase one character. They can be stealing, training, drinking, etc. but your main character needs to be the focus of the photo.
To enter your screenshots, share them on X (Twitter), Instagram, Threads, Facebook or in our Discord and please state in your post what category you’re submitting to, along with the hashtag #KenshiFreeCam. Feel free to tag our accounts, especially if you’re submitting photos on Instagram as this will make it easier for us to find your submissions.
Winners will be hand-picked by the Lo-Fi team, whose judgement will hinge on creativity and category suitability.
All submissions must adhere to our competition terms and conditions and the Official Kenshi Discord Server rules found in the “📏rules-and-faq📏” channel.
Midweek Deal - Kenshi is 67% off
https://store.steampowered.com/app/233860/Kenshi/
One last thing - Kenshi is 67% off on Steam until April 8, so if you’ve not yet bagged yourself a copy, or if you have a friend you’ve been trying to get on the Kenshi train, now’s a good time to give them a poke.
Thanks for reading and as always - a big thank you to our community. That’s all for now. Be sure to come and say hello in our Discord, follow us on the socials and sign up to our newsletter.
1.0.67 Added free camera mode for screenshots and videos. Toggle with ; If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
1.0.67 Added free camera mode for screenshots and videos. Toggle with ;
If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
FCS 2.14.1 was causing a few issues for some users, this hotfix should address those bugs. If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moder
FCS 2.14.1 was causing a few issues for some users, this hotfix should address those bugs.
If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
Fixed issue causing fonts to increase to 825 instead of 8.25 in regions where commas are used in place of decimal points
Fixed NPCs accusing you of trespassing when committing any other type of crime outside
Fix for a bug where guards wouldn't investigate alarms
FCS 2.14.1 was causing a few issues for some users, this hotfix should address those bugs. If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moder
FCS 2.14.1 was causing a few issues for some users, this hotfix should address those bugs.
If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
Fixed issue causing fonts to increase to 825 instead of 8.25 in regions where commas are used in place of decimal points
Fixed NPCs accusing you of trespassing when committing any other type of crime outside
Fix for a bug where guards wouldn't investigate alarms
FCS 2.14 was causing a few issues for some users, this hotfix should address those bugs. If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderat
FCS 2.14 was causing a few issues for some users, this hotfix should address those bugs.
If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
Fixed incorrect version number in displayed in title bar
Fixed not being able to add instances
Fixed wordswap preview auto-capitalisation if line starts with format tag
Fixed merging level data
Fixed blocking merges with base mods
Fixed select all mods toggle button not working when all existing mods are listed in mods.cfg
Fixed translated words percentage display
Updated spellcheck
Spellcheck now checks for valid words either side of an apostrophe
Fixed spell check not displaying changes in translation mode
Updated find and replace window
All open windows now freshed when replacing an existing value from this window
Matching search terms now get highlighted
Added Whole word match option
Translation mode now only shows results once when finding a result in translation and source text, highlights second column for results
Source text now shown in translation mode
Added column sorting
Added find/replace for single item in translation mode by right clicking in navigation form
Added Instance counts to custom columns and item filter
Added open form history with back and forward buttons
Added translation lexicon, a system for translators which guesses to suggest words that the translator may want to use in similar lines.
Added ability to double click in a text box to select the whole word
Added shortcuts
Global
F3 - Show game world window
CTRL+W - close window
CTRL + SHIFT + W - Close all windows
CTRL + SHIFT + O - Open any file
Translation mode
Pressing enter will automatically jump to the next line variant to translate
CTRL+Up and CTRL+Down in the extended text editor will change the active line
Text boxes
Ctrl+Backspace deletes previous word
Changed cleanup operation for removing invalid references to only occur on references for the current active mod
Improved wordswap auto-capitalisation rules in word swap preview window
Mod dropdown list in merge window now sorted alphabetically
Today we’re bringing Kenshi 1.0.64 and FCS 2.14 out of experimental and into the main branch. We have previously summarised some of the content of this update in this post when we launched 1.0.60, but we had a couple of issues that meant we rolled it back into the experimental br
Today we’re bringing Kenshi 1.0.64 and FCS 2.14 out of experimental and into the main branch.
We have previously summarised some of the content of this update in this post when we launched 1.0.60, but we had a couple of issues that meant we rolled it back into the experimental branch while we fixed those bugs.
We'll continue to release any potentially useful updates to the Forgotten Construction Set as we update it internally to help us build Kenshi 2. [Edit - for those of you wondering, the FCS is a bespoke supplemental tool and is not engine-specific; we're still building Kenshi 2 in Unreal Engine as previously stated].
If you experience any issues after the update, please ensure you have read through this post and tried all known fixes. If you’re still having issues then read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.
Please note that we are almost exclusively focused on developing Kenshi’s prequel: Kenshi 2, so fixes to long-standing bugs in the original title are very unlikely at this stage. Bug reports will help us identify any potential issues caused by the 1.0.64 update.
Below is the exhaustive list of updates that the main branch is receiving, compiling versions 1.0.56 - 1.0.64:
Version 1.0.56
Japanese translation update
Version 1.0.57 (FCS 2.1)
Added documentation for FCS
Adapted from our own in-house documentation
Non-comprehensive, but it's a start!
Added improved item search functionality
Recursive property and reference searching
E.g.
find squads with more than 10 skeletons
(In Squads section) squad.v0 > 10; squad.race = skeleton
find research items with ingredients with values over 1000 cats
(In Research section) cost.value > 1000
Building shells requiring construction materials with ingredients that have a value over 100 cats
(In Building Shell section) construction.ingredients.value > 100
Added ability to search using Regex
E.g.
Find all dialogue lines with numbers in text
(In _lines section) text ? (\b[0-9]+\b)
Significantly improved performance of item filtering
Added an "Everything" section to search through all items at once
Added a new panel when translating conversations
Now displays what dialogue package references the conversation being translated as well as what event trigger can start this conversation
Added additional functionality to the "Set field" window
Can now remove references in addition to adding them
Can bulk modify values with addition, subtraction, division and multiplication
E.g.
Can now select all research items and halve the amount of items required to complete
Can select any number of weapons and multiply bleed damage multipliers by 1.5
Added spell check feature
Works for any multi line item property
E.g.
Descriptions for items, races, and buildings
Dialogue lines
Added option in merge window to show previously skipped changes
Added multi line display on single lines for change list and merge mod windows
Added ability to open items from the merge window
Added tree view for notes
Dialogue lines now parented to conversations
Added ability to more easily navigate merge and todo trees with arrows keys (left and right now expand and collapse nodes)
Added categories and filtering options to errors window
Added error reporting on more problems loading def files
Added number of errors to the errors window title
Added error to be displayed if fcs.def has invalid FCSEnum value
Added lots more error types as well
Added derived score to dialogue lines display
Added additional UI for Todo window, added delete option
Added ability to use Ctrl-A to select all items in a list
Added a reset columns function to turn off all custom columns at once
Added dialogue keyboard shortcuts
Ctrl+1-5 : change speaker
Ctrl+L : add line
Ctrl+I : add interjector
Added ability to restore backups when loading mods
Added modified dialogue lines under owning dialogue in change list
Added ability for TripleInt properties to be displayed with % signs
Added ability to show % symbols when displaying values in custom columns
Added copy dialogue line stringID action to dialogue editor
Added MODIFIED_MISSING item state
Added a warning when deleting an item with locked propertiesAdded check to stop accidentally trying to open hundreds of items at once
Added combined description panels in dialogue package editor
Added 'Expand Link' to dialogue context menu
Added warnings to a dialogue line translation when original text is changed
Added ability to change mod folder location in fcs_settings.def
Added ability for events to display descriptions from FCS_enums.def
Added assets folder path to fcs_settings.def
Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
Added restore option if a dialogue line was deleted by the active mod
Added additional checks to avoid creating invalid links when merging mods
Updated translation mode with new features/fixes
When updating duplicated text, a new option is given to update just the text in this conversation vs everywhere else
Opening a conversation no longer always opens a new form, if one is already open it is brought to the front
Updating duplicate text now refreshes all nodes/forms with updated text
Renamed ToDo toolstrip button to Notes and added an icon
Improved resizing behaviour of Errors window
Improved resizing behaviour of Notes window
Pressing down arrow key in 'add reference' window switches focus to item list
List References window opens all selected items when OK pressed
Clear changes command in error list resolves 'Modified item undefined error'
Listing references now shows what field item is referenced by
Added a bit more info when displaying what dialogue lines have effects that reference an item
Standardised descriptions in fcs.def when referencing val0/1/2
Sometimes we had val1/2/3 for extra confusion
Bug Fixes
Fixed custom column duplication
Fixed potential duplication of global settings and artefacts lists
Fixed todo list sometimes not filtering correctly
Fixed mod version number being overwritten
Fixed removed fields not appearing in misc section if there is a reference list of the same name
Fixed cleanup if there is a reference list with the same name as a removed field
Fixed system thinking a mod has changed if you just select a reference property
Fixed merge dialogue showing extra DELETED items
Fixed change list not displaying MODREF values correctly
Fixed some other incorrect uses of GameData Desc flags
Fixed custom column menu bug introduced by adding the reset command
Fixed reverting items not reverting all subitems
Fixed crash reverting subitems in change list
Fixed crash deleting items that own subitems
Fixed being able to modify locked dialogue packages
Fixed crash when cloning items
Fixed reverting MODIFIED_MISSING items
Fixed merge changes with only NEWREF or NEWINST data being tagged as conflicts
Fixed save file backups being deleted if save failed
Fixed exception opening missing reference errors in translation mode
Fixed bug deleting items that are deleted by a later mod
Fixed being unable to delete broken dialogue lines
Fixed being able to edit deleted line items
Fixed some issues with forms owned by merge dialogue
Fixed close all button making some windows unopenable
Version 1.0.58 (FCS 2.11)
Fixed a bug that caused items to use old names
Version 1.0.59 (FCS 2.12)
Fixed a bug that messed up dialogue events for a few NPCs
Minor bug fixes for FCS
FCS 2.13
Added find and replace button to toolbar
Replacing with a blank string results in a confirmation popup
Escape or cancel button closes this
Searching for items in translation mode only checks wordswaps and dialogue lines
Window now has results section
Can open items from here
Field of found item also displayed
Added read only mode
Active file is locked so other programs can't write to it
Added a warning if you open a file that is already open elsewhere
Error resolution actions disabled in read only mode
Added support for custom background images / custom colours
Added settings window, no more text file editing for application settings
Added sorting on reference list columns
Added sorting to notes window
Added ability to add multiple notes at once
Added wordswap preview button to dialogue editor
Added [...] button to conversation window
Added [...] buttons to dialogue package form window
Added Delete Item to [...] commands
Added ability to disable dialogue branches in translation mode
Added display for notes in dialogue root node in translation mode
Added diff mode for use with subversion
Added key shortcut to add reference (Insert or +)
Added logging with options in settings file
Added support for custom autosave interval
Added filter timing display in navigation window title
Added ability to allow merging a mod to clear MISSING state
Improved custom columns with recursive field support
E.g 'residents.building'
Improved searching
Basic StringID search uses StartsWith to avoid partial matches with other items
Items added or removed from filtered list if they no longer match filter
Improved performance of translation mode dialogue tree view greatly
Improved change list
Reverting items in here now updates their state properly
Interjection and fail nodes labelled as such
Doesn't refresh on activation if no changes
Improved set field window
Now has open file button for path fields
Improved Errors window
Take Ownership error fix now tells you which mod you need to fix in if it fails
Dialogue errors now ignored for items deleted by a later mod
Added Copy ID action
Also available in merge window
Improved translation mode
Exported .po files now flag entries as needing work if original source text has changed or user has flagged them as needing work
Update lines box can now be closed with the escape key
Layout data now saved to appdata
Opening an item now restores minimised windows
Blocked changing stringID if any properties are locked
Browsing for files now default directory set to assets folder
Cannot flag new items to be discarded in merge window
ItemFilter assumes default value for MISSING fields
Changed how discarded changes work when merging mods
Now saves a message to the header to explicitly discard changes rather than relying on the save counters which could have false positives
Bug Fixes
Loads of minor things not mentioned in this list
Fixed Close all windows button closing translation navigation window
Fixed SetField not updating reference values on references with no target
Fixed error message if saving failed
Fixed loading locked removed references messing up item state
Fixed merge button not being enabled sometimes
Fixed merge window check all action missing some items
Fixed merging mods not merging item rename changes
Fixed properties being set on wrong dialogue line if you right click
Fixed reference state marking LOCKED items as OWNED
Fixed stack overflow when reverting dialogues containing loops
Fixed states of modified instance data if nothing changed
Fixed translation item list not being refreshed after loading
Fixed Close All button sometimes being hidden in the overflow list if window is too small
Fixed LOCKED|REMOVED items appearing in change list
Version 1.0.60
Global
Added some default keybinds to make it easier to setup SteamDeck/controller configs (you need to press the button to reset your keybinds to default)
Fixed the issue with changing font size in the options
Spanish localisation updates:
Standardised the translation of "Beak Things" and "Skimmers" to "Pinchostruo" and "Patineto", respectively
Corrected mistranslations of words like "Armour King" to "Rey de la armadura"
Used correct tenses for skill-related verbs like "crafting" and "farming"
German Localisation updates:
Quotation marks and ellipses (…) are now properly displayed. No more text gaps!
Translated previously untranslated text
Fixed text overflow on certain UI elements
Some incorrect skill name translations were fixed
Generic NPC names are now correctly gendered to match the NPC’s gender (for example: Bauer/Bäuerin, Söldner/Söldnerin)
Fixed many naming inconsistencies, including Rebirth and the Skeleton race
Skimmers now retain their English name and Skimsands was accordingly changed to “Skimwüste”
The “Gutters” faction is now correctly called “Ausweider”
Reworked many UI texts, item descriptions, tips and tutorials to fix errors and increase legibility
Portuguese (Brazil) localisation updates:
Fixed typos, grammar, and UI display issues
Standardised the translation of gameplay and lore elements for consistency
Gendered names now used for generic NPCs like peasants, soldiers, and mercenaries
Japanese
Translated texts that were displayed in English into Japanese.
Speed-related displays such as miles/hr are now translated into Japanese.
Re-worded some instructional and help text.
Simplified Chinese update:
Fixed an issue where item weights were displayed incorrectly, causing incorrect weight values to be shown
Version 1.0.61
Town names are no longer saved so they can be changed by translations and mods
Characters can spawn with items in their belt slot
A fix for sometimes not playing the correct ambient audio bank
Fixed gui stats displaying differently when paused (for crossbows)
A mystery path following bug fix
Version 1.0.62
Fixed game crashing when dialogue censorship was switched on
Changed default font size from 0 to 4
Fixed new game starts window displaying incorrectly with larger font sizes
Fixed a crash on exit
FCS 2.14
Moved to .NET 4.5 (to allow for use of async tasks)
New features:
Added undo system
Added settings window
Added Themes
Dark mode now available
Custom themes can be made by users
Font size can now be changed also
Added detective feature - Shows which mods changed a particular value
Added new warnings/errors
Warning for sounds with 0 intensity and efficiency multipliers
Reference type error checks
Added message if failed to take ownership of missing item
Added replace reference button to navigation window context menu
Updated custom columns
Added new dialog box for creating custom columns
Combines previous separate UI elements for fields and lists
Added support for list.v0 syntax in item filters and custom columns
Columns can be of the form 'residents.building'
Items can now be sorted by values in reference list columns
Updates to conversation window
Added dialogue word swap permutation preview
Opening a conversation window for a line will select the original line rather than any links
Fixed file changes not being flagged when deleting dialogue lines
Updates to translation pipeline
Added spell check to translation mode, items with spelling errors now highlighted in orange
Added duplicate wordswap button to translation mode context menu
Added further support for flagging changes to translated text
Added extra info to .pot file comments, % chance for character to be female
Added right click option to mark a line as translated
Added search options in find window for translation mode
Dialogue root notes displayed in translation mode
Tags now get exported to .po/t files
Todo items now have translation tags
Toolbar items now hidden as well as disabled in translation mode
Fixing odd "syntax error" poedit keeps moaning about due to trailing whitespace or things being in a different place than expected
Fixed filter text not being cleared when you open a file in translation mode
Fixed find and replace _original_text existence check
Fixed find and replace operation being able to replace _original_text field in translation mode
Fixed translated strings not being exported properly with escaped quotation marks
Fixed translation mode crash if dialogue contains invalid references
Updated notes window
Added creation timestamp to notes
Added display name in brackets to items
Added column sorting options
Changed note timestamps format to unix time
Fixed tags not getting saved when set
Updated find and replace window
Added error message for invalid regex in find/replace window
For dialogue line results the parent dialogue package is now also displayed as an extra column
Changed how nodes get created for dialogue lines to be easier to read
Can now handle find and replace operation for references
Updated spell check feature
Added line variation label to window
Fixed spell check bug where line variations would be skipped over
Fixed translation mode spell check issues
Dictionary now cleared when loading a new mod, in case target language has changed
Updated change list
No longer refreshes on activation if no changes
Stopped items with the LOCKED REMOVED items state appearing in the change list
Fixed reverting deleted references in change list not resolving the reference
Misc changes/fixes
Changed how discarded changes work when merging mods
As the year comes to a close and we recover from our Christmas party, we’d like to thank everyone for continuing to your Kenshi love through mods, screenshots and fanart. Keep them coming, we’ll keep on posting them! Thanks again to everyone who helped us pick the Kenshi 2 locali
As the year comes to a close and we recover from our Christmas party, we’d like to thank everyone for continuing to your Kenshi love through mods, screenshots and fanart. Keep them coming, we’ll keep on posting them!
Thanks again to everyone who helped us pick the Kenshi 2 localisers, your input was hugely appreciated.
We'd also like to add a huge thanks to everyone who’s copped themselves some merch this year, keep an eye out for more goodies to come and let us know in the comments what you’d like to see.
In the Christmas rush we unfortunately missed out this beautiful Beep & Agnu piece from Freelance Illustrator Herheim in our video so we figured we’ll feature it here. It's gorgeous!
It wouldn’t be winter without a blessing from our Lord Gaben and 2023 is no exception. For those of you who haven’t yet immersed yourselves in what has been called the “6th Most Stressful Open World Game”, now’s your chance to chill out on your PC with a light bit of struggle over the Christmas period with 55% off as part of the Steam Winter Sale.
https://store.steampowered.com/app/233860/Kenshi/
We are looking forward to hearing from you in the new year. Keep tagging us with your creations on our social media channels or Discord server, especially if you want to have a chance to feature in our next Community Spotlight.
Happy holidays from everyone at Lo-Fi Games. See you in 2024.
Hi Kenshi crew, we’re back! The spooky month is now over and we hope Kenshi's tricks were but a whisper, and its treats a haunting delight! Today we’re sharing a shiny new Community Spotlight video and announcing the Discord Halloween screenshot winners. Discord Spooky Screenshot
Hi Kenshi crew, we’re back!
The spooky month is now over and we hope Kenshi's tricks were but a whisper, and its treats a haunting delight!
Today we’re sharing a shiny new Community Spotlight video and announcing the Discord Halloween screenshot winners.
Discord Spooky Screenshot Competition Winners
Big thanks to everyone who submitted a spooky screenshot to our competition in the Official Kenshi Discord. So many of you shared some fantastic shots and it was great to see them all come in!
The winner for our unmodded category is Dr.PyroBlazer with this shot of their crew taking on maybe one too many Fogmen. Do you think they’re walking away from this?
The winner for the modded category is Alexrrazabal with this shot of their character in some pretty rad armour, we wouldn’t want to get on the wrong side of this guy.
Not forgetting our runner-up, Slowline! They submitted this brilliant capture of a creature lurking in the fog. We certainly wouldn’t want to be in their situation!
T-shirts will be on their way to the winners very soon! We’d also like to say a big welcome to all our new Discord members, do make yourselves at home!
If you’re not yet in the official Discord server, come join the community for Kenshi chats plus the chance to take part in future competitions and be in with more chances to win Kenshi goodies!
Grazie Survival Games Italia, for translating Kenshi into Italian!
We’d like to bring your attention to a newly released Italian full-game fan translation from the dedicated team over at Survival Games Italia.
This mod of the week selection from last week is now available over on Steam Workshop!
A massive thank you to everyone at Survival Games Italia for making Kenshi accessible to all Italian players. Special shout-outs to Ruiner and Aeneas Romae who contributed many hours alongside Wandering, Giumaho, wolvesimon, Freakkina, Godran65, ELE from Streets and ruttalisk87.
You folks shared great community-created content with us throughout October, whether it was fanart, screenshots or mods, we loved each and every one of them! Take a look at who’s featured in our latest video and let us know your favourites!
Get your festive content featured in our next Community Spotlight
The festive season is slowly making itself known again, and we wouldn’t mind seeing some festive mods, fanart and screenshots a little early this year! You’ll also have a chance to feature in our next Community Spotlight if you tag us on our social media channels and Discord server!