
Steam news
Full Steam announcements and update articles for this title.
It has already been two weeks since Taival launched into Early Access! Since then, we’ve released several updates shaped by your reports and feedback.
So far, we’ve focused on:
Improving performance, stability, and how the game runs across different hardware.
Making combat and weapon attacks feel faster and more responsive.
Fixing issues affecting quests, saves, exploration, crafting, taming, and progression.
Adding quality-of-life features such as movement key rebinding, new settings, additional map markers, improved storage, and a more reliable Unstuck option.
Updating the Taival demo with improved performance, balance changes, keybinds, and an extended main questline.
Thank you to everyone who has played, shared feedback, and helped us improve Taival during these first two weeks. We still have plenty more planned, so let’s take a look at what’s coming over the next three months!
Here’s what we have planned for Taival over the next months: powerful new ways to customize your gear, more challenging encounters, and a brand-new chapter of the main story. Take a look at what’s coming!
We're adding a new Enchantment Station that lets you customize individual armor pieces instead of complete sets. Here's what this will mean for your adventures in Taival:
Build Your Perfect Armor Set
Armor effects now let you tailor every adventure to your playstyle. Deflect incoming arrows, trigger an explosion when your health is low, fire multiple projectiles, and more.
Melee, ranged, and magic armor each offer different benefits. Stack the same enchantment across multiple pieces to make its effect stronger, increase its activation chance, or reduce its cooldown - and watch your build come together.
Why It Matters?
Enchant individual pieces and start building around your preferred playstyle immediately. Mix and match effects to discover combinations that work for your approach to combat.
We're expanding combat with new enemy encounters, weapon effects, and nighttime challenges. Here's what to expect:
New Enemy Encounters
Face new enemies and more varied combat behaviors, including charging Sarvus and spiders that can trap players with their webs.
Weapon Effects
Expand your build with special weapon effects. Freeze enemies with your blade, summon a miniature gravity vortex, or even polymorph an enemy into a Chibkin.
More Dangerous Nights
Nighttime will bring new and more threatening encounters for adventurers seeking a greater challenge. Players looking for a more relaxed journey can sleep through the night, while those willing to brave the darkness may discover what is waiting outside. Why It Matters?
Combat will demand adaptation. New enemy patterns allow players to rethink strategies, while weapon effects let you counter threats in creative ways. Nights become a genuine choice, you can either push yourself to discover more, or rest and continue your journey refreshed. You decide how much danger you're willing to face each night.
We’re continuing Taival’s main quest with a brand-new chapter that takes you deeper into the jungle in search of the second shard of Henki’s Heartstone.
The Main Quest Continues
Your journey will lead you to an ancient Jungle Temple, but three keys are required to open its doors.
To claim them, you will need to:
Fight your way through the ranks of a local fight club.
Zipline, jump, and climb your way to the top of a giant tree.
Help settle a centuries-old disagreement between two Grittie tribes.
Collect all three keys, enter the Jungle Temple, recover the second shard, and return it to the Henki Sanctuary.
Why It Matters?
This update moves Taival’s main story forward with a new adventure that combines combat, exploration, and storytelling. Each key presents a different challenge, making the journey to the temple an important part of the quest, and bringing you one step closer to restoring Henki’s Heartstone.
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Thank you to everyone joining us on Taival’s Early Access journey!
0.5.0-385
Added Anti-Aliasing settings
Added shoulder offset setting
Animals and flowers should now spawn more evenly
Enemies now only yield XP if player has actually damaged them
Fixed caverns not being visible on certain hardware (notably AMD GPUs)
Fixed certain water heights being wrong on certain hardware
Fixed items dropping that should not drop
Fixed certain over time StatusEffects having zero strength
Fixed jump attacks not working correctly after previous patch
Fixed certain dialogues displaying player as talker wrongfully
Weapon attacks are now snappier and more responsive
Weight reduction perks now also affect Pack Mule inventories
Version: EA V0.5.0-375 Release Date: July 14, 2026 Patch Update: July 16, 2026 Build: Stable
Hello, goblins and lumilings!
First of all, thank you for joining us on the first day of Taival's Early Access journey.
Seeing players explore the world together has been incredibly exciting. We've been keeping an eye on your reviews, feedback, bug reports, and discussions across both Steam and Discord, and the team has been working hard to address the most pressing issues as quickly as possible.
Today's update includes our first round of fixes, balance adjustments, quality-of-life improvements, and a list of known issues we're actively investigating.
🛠️ Hotfixes
Gameplay
Added an Infinite Storage Chest to the Lantern's Crossing town house for additional item storage.
Increased XP gain globally to help progression feel smoother.
Fixed auto-save not triggering correctly in certain situations.
Fixed players becoming stuck in an immovable state after charged attacks under specific conditions.
Fixed pacified enemies occasionally attempting to attack players.
Fixed players being able to obtain items above intended level ranges in certain cases.
Fixed plants displaying incorrect growth timers and failing to grow properly.
Fixed creature variants not being tamable if the base form was already owned.
Fixed older save files having certain unlocked forms hidden due to previous format changes.
Fixed the Gaelwind smelter not being interactable.
Fixed some butterflies in Henki Sanctuary not being catchable.
Fixed lute / instrument using assigned favourites when playing.
Fixed skeleton talisman visual effects becoming stuck.
Fixed certain objects and animals not spawning in the Jungle biome.
Clones should no longer become stranded in the world without their owner.
Balance
Nerfed Henki Companion healing radius and healing amount.
Nerfed the Great Ham-Mer.
UI & Localization
Crafting menus now properly display the number of ingredients currently owned.
Fixed non-Latin language character issues causing incorrect location names to display.
Fixed some map markers displaying incorrectly when player locations were offset by zone transitions.
Performance & Technical
Attempted fix for water level discrepancies appearing on certain machines.
Attempted fix for invisible caverns appearing on certain machines.
🔍 Known Issues
The following issues are currently under investigation.
World & Visuals
Caverns may still appear invisible on certain hardware configurations.
Water quality and appearance may change depending on camera angle.
Some players may still experience visual inconsistencies related to water rendering.
Gameplay
Bed Rolls can currently be placed infinitely.
📝 Reporting Bugs
The best way to help us squash bugs is by submitting a report on our thread in the Discussions tab inside our Community Hub called "🐞 Report a Bug”. Please include the following:
A description of the issue
Steps to reproduce it
Whether you were playing solo or multiplayer
Your game version
Screenshots or videos (if possible)
Every report helps us improve Taival.
What's Next?
We're working hard to make Taival the game we all want it to be. Early Access is an important part of that journey, and we're grateful to have you with us as we continue building and improving the experience.
We're a small team of four developers taking on the exciting challenge of supporting and growing a live game. There will be bumps along the way, but with your feedback and support, we're confident we can continue making Taival better with every update.
Over the coming weeks, we'll continue releasing:
Hotfixes
Performance improvements
Gameplay balancing
Quality of life updates
New content as development continues
We'll keep you updated every step of the way.
Stay Connected
If you'd like to keep up with every update:
⭐ Follow Taival here on Steam to receive notifications whenever we publish new patch notes, development updates, and announcements.
💬 Join our Discord to share feedback, report bugs, chat with the developers, and connect with other adventurers exploring Taival together:
Thank you again for being part of Taival's Early Access. Your feedback is helping shape the adventure, and we can't wait to continue building the game with you. ❤️
Hello, adventurers! First of all, thank you for joining us on the first 24 hours of Taival's Early Access journey. Seeing players explore the world together has been incredibly exciting for the whole team! We’ve been keeping an eye out for everyone’s reviews, good and bad, and working very hard on all the reports sent our way across both Steam and Discord. We are working on a number of fixes and we will communicate to you about them in our proper update tomorrow.
We will release a minor update soon with fixes to the critical issues some of you have encountered during your playtime.
Below we have listed the most important fixes, with full patch notes being released later along with the rest of the fixes.
Fixed trading on clients
Fixed Henki shard not being at the right place if a player had somehow entered Henki sanctuary early
Fixed certain cutscenes running without having required quest steps completed.
Fixed Henki form selection only selecting Chibkin in some cases
Fixed taming animal variants causing discovered forms to clear
Fixed deleting world saves causing saves to become corrupt in certain conditons
Fixed Clacker cave being submerged partially underwater
Fixed all variant forms being tameable with any food
Fixed Shaman boss dropping items that shouldn't be attainable to player. If you have any of the shaman items, consider yourself lucky, these will probably never be available again in the game!
Fixed certain random encounters having duplicate or non functional chests
Fixed some invisible colliders
Fixed Silverback skill node not affecting encumbrance limit
Fixed some pink materials here and there
Added rebinding movement keys on keyboard
Added map markers for exploration reward givers
Added extra tools and crafting stations around the world
Added a tutorial info on sprinting and when it uses Wirta (energy)
Improved on how enemies react when damaged from a distance
Unstuck button now teleports to nearest fast travel tree. This change was made due to the previous implementation causing players to get ironically stuck to buildings or other places they couldn't exit.
Player weapons no longer use LODs (distant low detail visuals)
Added custom Henki trait for golden variants
If you encounter any new issues, please let us know here: https://steamcommunity.com/app/3152750/discussions/0/580550781202199116/
Thank you for your patience, and thank you all again for being a part of this Taival journey!
Whether you're setting out on your own or exploring with friends, we're incredibly excited to finally welcome you into the world of Taival. Thank you to everyone who has supported us along the way. Your feedback has helped shape this journey, and now the adventure truly begins.
Launch Discount
To celebrate our Early Access launch, Taival is available at 20% off for the next 14 days. If you've been waiting for the right time to jump in, now's the perfect opportunity.
Join Our Community
Want to stay up to date, share feedback, report bugs, or meet other adventurers?
Join our Discord community! We'd love to hear about your experiences, see your screenshots, and build Taival together with you.
Found a Bug?
If you run into any issues while playing, please let us know checking out our "Report a Bug" thread under Discussions. Every report helps us improve the game. You can find it here: https://steamcommunity.com/app/3152750/discussions/0/580550781202199116/
Be sure to follow Taival here on Steam as well: we'll be posting patch notes, updates, and development news right here on the Community Hub.
The Journey Continues
Early Access is just the beginning. We're already hard at work on what's next, and we'll be sharing more about our Early Access roadmap and future updates soon.
Thank you for being part of Taival. We can't wait to see the adventures you'll create.
See you out there.
Hello Everyone! :D
We added different hidden explorable collectibles around the world! These act as an incentive to explore all the nooks and crannies of Taival. There are a couple different types of collectibles at the moment, ancient scrolls can be found within the starting cavern, and blessing lanterns pretty much anywhere around the world of Taival.
Ready for a rewarding exploration?
Stay tuned for next week's update!
Thanks so much as always, for all the support – you guys are awesome! <3
Dev Team~Hello Everyone! We will start sharing weekly updates that we worked on and what we will be working on so you can stay in the loop of what's coming up!
We previously worked on Getting the game intro scenario to be more engaging. The whole beginning of the game was revamped! Now the players don’t find themselves in the middle of action and Lantern’s Crossing being under attack, but instead in an old cave where they are straight introduced to the Henki companion. After a short tutorial, you exit the cave with the Henki and are free to explore any place and content in the world of Taival!
Due to popular demand, we made Henki companion forms more meaningful by adding each Henki form different classes/traits. For example, chibkins can now find munchroot around the world, trihorns act as pack mules and can carry items for you, and the original Henki form can heal and even revive you during battles. In addition, you can now find different creature variants around the world - like golden, infant or cloning variants! Each of these variants are individually tamed for your shapeshifter and bring more abilities to the companion’s toolkit
Stay tuned for next week's update!
We appreciate your continued support.
Dev Team~
Hello you awesome people💚
As you know, Taival is part of Steam Next Fest (June 15–22) and to kick things off right, we're going LIVE today!
We'll be walking through the demo live AND maybe revealing some other great things.
If you're enjoying Taival, sharing with a friend or adding a wishlist and follow is the best way to support us right now. Thank you for being here.
• Join the Discord: https://discord.com/invite/P6vEv7UahU
• Follow on TikTok: https://www.tiktok.com/@taivalgame
• Back us on Kickstarter: https://www.kickstarter.com/projects/poysky-productions/taival
We know you've been waiting. So have we! 💚
Big news: Taival is officially joining Steam Next Fest (June 15–22) and to kick things off right, we're going LIVE Thursday, June 11 at 4PM CEST. 🔥 on TikTok!
We'll be walking through the demo live AND revealing something we haven't shown anyone yet, and we've been dying to share it. 👀
Come hang, ask questions, and be the first to see what's coming. Set a reminder so you don't sleep on it.
Thursday. 4PM CEST. Be there. 🎮
Hey there you awesome people!
We took some time to ponder about things, and made a decision to cancel the Kickstarter for Taival. We've heard the feedback from the community that you would rather support us during the next phase of the campaign, early access and we are going to focus our effort on making it the best it can be!
Now, this does NOT mean that Taival is canceled, but the complete opposite. For us this was not about crowdfunding, it was about the journey and a thank you for believing in Taival. As you know, Taival is in a playable state already. The early access is coming regardless of Kickstarter, so we're moving forward full steam without it!
Thank you so much for believing in Taival, and let's continue this journey together - join our Discord for regular updates, or wishlist and follow in Steam.
Stay awesome,
The Taival Team
Over 3,000 of you joined our playtest. We now have over 10,000 wishlists. In just 10 days, mind blowing.
We just did something our publisher told us not to do and launched a €1 Kickstarter goal - yeah, we went crazy!
The journey is real. Taival is real and we want to build the game with you, our Steam community.
Every Steam community member, every playtester, every wishlister means something to this journey we call Taival - so if you believe in Taival, we encourage you to back us! To prove to platforms, press, and partners that Taival is real and this game is worth it.
Pledge €1
https://www.kickstarter.com/projects/poysky-productions/taival
Every Steam community member means something to the journey, Taival!
Thank you for making the last few weeks unbelievable - we’re still on track for Early Access in 2026 - more updates coming soon!
What a weekend.
Thanks to your support, not only has Taival had thousands of people play the game this weekend, it has crossed 9,600 wishlists. And we're pushing hard for 10,000! Every share and wishlist genuinely moves the needle for a small team like ours.
The playtest is now public for the next 48 hours. No queue, no key required so grab a friend and jump in together.
We're actively reading your feedback and it's already shaping the game in real time. Keep it coming.
Show Us Your Journey
Found a stunning vista? Exploring with friends? We want to see it.
The best screenshot submitted this week will be immortalized somewhere inside Taival.
Post on Steam Community Hub or on X with #TaivalCrew and tag @TaivalGame.
If you're enjoying Taival, sharing with a friend or adding a wishlist and follow is the best way to support us right now. Thank you for being here.
• Join the Discord: https://discord.com/invite/P6vEv7UahU
• Follow on TikTok: https://www.tiktok.com/@taivalgame
• Back us on Kickstarter: https://www.kickstarter.com/projects/poysky-productions/taival
Hey Taival community!
Two weeks ago we launched our first playtest. We had an amazing response from our community that spilled across different social media platforms. And so many people reached out disappointed that they missed the playtest.
So, to thank our community for all their support and to welcome new people to the Taival world, we're thrilled to announce that a second Taival Playtest is officially kicking off this weekend and we want YOU to be part of it. Starting April 24th at 5pm CEST, players will get a hands-on look at the world of Taival.
Here's everything you need to know.
The Playtest: What to Expect
The playtest starts April 24th at 5pm CEST. Register on our Steam page to get access. Expect to explore the world, try co-op with your crew, and discover the unique shapeshifting abilities of your Henki companions.
Stay Connected
All announcements and updates will be shared across our community channels. Join the Discord to stay in the loop, share your clips, and connect with fellow playtesters.
• Join the Discord: https://discord.com/invite/P6vEv7UahU
• Follow on TikTok: https://www.tiktok.com/@taivalgame
• Back us on Kickstarter: https://www.kickstarter.com/projects/poysky-productions/taival
Thank you all for your support. We can't wait to see you in the world of Taival: exploring, shapeshifting, laughing with your crew, and leaving your mark on this world.
See you out there!
Hey you awesome people, introducing Gloomwood!
Gloomwood is the first biome in Taival the player finds themselves in after surviving an attack on the town of Lantern’s Crossing. Its most distinct feature is its blue foliage, the richness of mineable ores on the ground surface, and the hot air balloons that run from the town to all over Taival, providing a way to easily move to other biomes. We’ll let the images do the talking!
Cheers,
Taival Team
We’re thrilled to announce that Taival is officially part of the Backed by Backers Festival a week-long Steam event celebrating games made possible by their communities, organized by Crytivo and powered by Kickstarter.
From April 14–21, head over to out Steam page to explore, discover what makes Taival’s shapeshifting Henki companion so special, and dive into a handcrafted co-op world built for up to 4 players.
None of this would exist without you. If you haven’t already, back us on Kickstarter and wishlist Taival on Steam. The journey starts here: Follow us on Kickstarter
We're excited to kickoff the playtest with some very exciting surprises:
Some adventures are simply better when they’re shared. If you are exploring with friends this weekend, share a photo of your group on X using #TaivalCrew and tag @Taivalgame Our team will choose one crew to be tucked away inside the game world, a little piece of your friendship, immortalized in Taival forever.
Our companions have many sides. We are looking for the explorer who discovers the widest variety of Henki creator forms over the weekend. The player who showcases the most forms will receive: The "Master of Henki" Discord role. A mention in our final playtest announcement and on social media.
Submissions will be received on X and TikTok, so tag @TaivalGame to participate
Want to join the fun but were not eligible? For a chance to win Steam keys for a full party of four: Follow us on social media @TaivalGame Follow our Kickstarter
Post a screenshot of your Kickstarter follow in #share-your-screenshots and tag the friends you would bring along.
This contest will end on Saturday 4pm CEST and winners will be contacted via DM through the official accounts.
Shared discovery often comes with a little bit of chaos. Post a clip of your crew’s funniest playtest moment on X or TikTok using #TaivalPlaytest and tag @Taivalgame. The devs will pick three favorites to receive a digital poster signed by the team . We can’t wait to see the "oops" moments you find.
As always, we are listening to your experience and feedback through #feedback and #bug-reports
Hey Taival community!
We're thrilled to announce that the Taival Playtest is officially kicking off this weekend and we want YOU to be part of it. From April 10th through April 12th, players will get their first hands-on look at the world of Taival, and we've packed the weekend with streams, contests, and surprises to make it truly unforgettable.
Here's everything you need to know.
The Playtest: What to Expect
The playtest runs from April 10th to 12th. If you've already received your key, welcome to Taival. If you haven't, don't worry, there are still ways to get in (more on that below). Expect to explore the world, try co-op with your crew, and discover the unique shapeshifting abilities of your Henki companions.
Full Weekend Timeline
Date
What's Happening
April 8th
TikTok Stream Announcement on Discord & all socials
April 9th
KS Referral Program goes live
April 10th
Dev TikTok Stream + Playtest begins + All contests launch
April 10th–11th
Duo Key Raffle entry window
April 10th–12th
#TaivalCrew, Henki Shapeshifts & Co-op Clip contests
April 12th
Playtest ends
Stay Connected
All announcements, updates, and contest results will be shared across our community channels. Join the Discord to stay in the loop, share your clips, and connect with fellow play testers.
• Join the Discord: https://discord.com/invite/P6vEv7UahU
• Follow on TikTok: https://www.tiktok.com/@taivalgame
• Back us on Kickstarter: https://www.kickstarter.com/projects/poysky-productions/taival
This playtest is just the beginning. We can't wait to see you in the world of Taival: exploring, shapeshifting, laughing with your crew, and leaving your mark on this world.
See you out there!
In Taival, you learn new forms to which your Henki can shapeshift into by a process we like to call “taming”. This process has now been pretty much revamped into a proper gameplay loop, consisting of two separate stages:
You can now equip a notebook & quill to start taking notes of the animal. After studying the animal, you learn its favorite food that you can use later to tame the animal and make your Henki learn a new form! You can use the companions menu to see a PokeDex like view of discovered and unlocked forms. Here you can see a description of the form as well as what foods you found out it likes during the research period
After learning the food the animal prefers, you can place a bowl on the ground and lay down the ingredients, which starts to lure nearby animals! When the animal runs to eat the food, the Henki companion starts mimicking the animal’s movements, and after a while, the Henki learns the new form.
After the process, the form is unlocked to the “PokeDex” menu, and forms can freely be switched there to all unlocked forms!
Fixes (worth mentioning):
Split screen optimization & controller support
The game is now fully playable on split screen!
Online functionality polish
The game is now fully playable online!
Performance optimization and testing
Performance has been optimized a ton, from revamping some mesh generation to reduce vertices, to optimizing a bunch of NPC code loops to avoid lag spikes.
Quality of life
The interactions are improved in the world, with an in-world icon showing which objects can be interacted with and adding proper outlines to the interactable when close enough.
Additionally, literally hundreds of bug fixes, of varying scale, have been applied all over the game, providing a more stable experience. This has taken a big part of this month’s development time but has been really worth it!
We added a ton of items for enemies and creatures. We also added a bunch of misc items, like junk and valuable items to add immersion. Good examples would be a broken tankard handle, or a golden earring!
Creatures and all kinds of enemies in general now have drop tables! Animals have some guaranteed loot that they drop every time and some additional items that they drop by chance (for example a Sarvus will always drop Raw Sarvus Haunch with a chance to drop Sarvus Horn). Also, a lot of breakable boxes and barrels around Taival now drop some loot.
A lot of fixes to animals have been implemented! We fixed/added animations for several animals. We made the colliders more accurate, and animals can now be tamed using specific ingredients found from their home biomes.
We added a lot of secrets, loot and chests, filled areas made earlier with content and added a few new points of interest. Also, we added a few new smaller side quests, and a secret questline to the Jungle area!
We added different kinds of gatherable resources to the world. The player can now equip a pickaxe and swing at a couple of different ores and gems and gather them. Or they can go do some forestry and gather herbs, flowers and mushrooms; each biome has their own plants. Also, you can equip a butterfly net and swing at butterflies to collect them to your inventory and use them at potion making (the potion making part is a feature to be added later on).
Creatures now bark (meaning short lines of dialogue in the background)! They have different bark options depending on their current actions, and each creature race has a library of their own barks! The world feels a LOT more alive now.
Hey you awesome people! We just pretty much realized this Steam community area thing exists, and wanted to get into posting here. Now, we aren’t gonna summarize everything that has happened in the development so far (you’ll see it when you get to launch the game THIS YEAR (or support us on our Patreon for earlier dev updates so far)! Anyways, here’s what we’ve been working on the last few months with Taival:
Improving melee & ranged combat
The combat we’ve seen so far in Taival has not been to the level we’d like it to be. Yes, the characters’ hands do a swing animation with the sword, but that’s not enough for us!! What we want is dynamics, blocking, proper combos, oomph and feel.
First, we took melee to a whole new level. We replaced ALL of the combat animations, added completely new proper swing VFXs hand synced to the animations, we added some impact frame freezes to the animations, we added knockback and we hand tweaked animation playback with curves for the exact feel we wanted for the attacks. In total we added and replaced 60 melee attack animations, with custom combos for all weapon types, which have now been elevated from just generic “Unarmed, 1 Handed and 2 Handed” to “Unarmed, Sword, Greatsword, Greathammer, Dual Daggers, Sword & Shield and GreatAxe”. Each of these weapon types have custom animations and combos, and thus each weapon will feel different to play.
For ranged combat, we leveled up this thing up a big notch as well, allowing for a ton of variety between ranged weapons. From physics based bows to AOE exploding sticky bomb magic projectiles, this system should bring you guys a ton of different approaches. Really excited to see how you guys feel about the combat!
World content scaling (balancing)
We had a lengthy conversation on how player progression and world content balancing should work. The biggest issues we considered were based on the simple fact that we won’t have hundreds and hundreds of playable quests due to the scale of the team and this being an early access release (though we’d love to haha). This creates the following restrictions. We can’t have entirely level locked zones, because if the player eg. completed 3/12 quests in the first zone, heads to the next one, and returns to the first zone 10 hours later, the quests are now no longer rewarding or useful to the player, causing them to miss the majority of the content. Likewise having weapons locked to a single level would cause similar issues, as we want content to be relevant longer due to there not being hundreds of weapons for every level of player progression.
This is why we decided on a hybrid, having all content scaled in Taival, but to a specified range. This means having a minimum level requirement to be able to use a weapon, but the weapon can be found in multiple different levels. A level 10 common steel sword will do less damage and be missing eg. the heavy attack compared to a level 15 rare steel sword, which will drop later when player levels on. The same goes for enemies, they scale between a level range, keeping playable content relevant longer, while still offering a threat for too low leveled players. As for the quests, the rewards and XP also scale to the player level, ensuring the player has rewarding content regardless of where they decide to head in the game!
Updated Spawner System We updated the game’s spawner system for NPCs, animals, pickupables and so on. Before dynamic objects (such as animals, pickupables and similar) could be spawned via a radius from the spawner. These objects would then respawn during runtime. Now it is possible to select certain terrain layers to place the spawning points. This means it is super fast to for example create a spawner that spawns 10 chibkin animals per 100 square meters everywhere in the world where there is a certain blue grass texture on the ground. This allows very fast even distribution of content, while also ensuring great scalability as creating more land with these textures automatically receives the content matching that biome!
Multi-Phase Pickupables
This is another little system we just got together. It’s basic but should offer a lot to the gameplay experience. It allows pickupables (any objects you can pick up to your inventory via E or similar button) to have multiple states, through which they go as the world’s time goes on. This simply allows eg. having plants grow (and rot) over time!
What’s fun here is that the time it takes to eg. have a flower grow doesn't have to be in mere in-game hours. It is possible to set it to be even years (ingame time haha), meaning we could have a huuuge special flower somewhere in the map, that only grows to the full state after 25 hours (or even 100 hours, no limits here) of ingame time, after which some super cool endgame gameplay would unlock by gathering it! Of course this would be a rare scenario, say a huge beanstalk plant finally growing to the sky unlocking an area after tons of played hours. Let us know if you get any fun ideas on what such a magic plant could do or unlock! 😀
The World of Taival!
We also worked on adding a lot of side quests (that we won’t spoil here ;) ) along with expanding the world with new biomes, creatures, and loot to discover.
Below is a collection of a bunch of different environments that we spent countless hours working on! Besides adding all the foliage, painting terrain, adding models and NPCs to the scene, we have spent a ton of time on different ambience effects. In the images you can find stars, fog, water, smoke, dust particles… Basically a ton of stuff that you don’t pay attention to when playing but you definitely notice something’s wrong when it’s not there. In order the places are Lantern’s Crossing (during an invasion), Gaelwind Plateau, Guldo’s Mill & Malt, Jungle beach (haven’t figured a proper name lol), Hermit’s Crooked Tower, Gloomwood Lake and finally the northern watchtower. Enjoy!🙂
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Taival, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Taival statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.