This is our development blog! We have been maintaining this blog with updates for over 1000 days now, starting June 10th, 2013. Here you can read about the work that goes into making a game as complex as Brutal Nature:
2015 October 20th
Prevented right clicks from activating game features while in the GUI menu.
2015 October 19th
Fixed bug in last stage of tutorial quest where wrong audio file was played.
Fixed flashlight interacting with fullscreen water effect.
2015 October 18th
Fixed uneven water flow.
Fixed shutting down the game taking a long time due to deallocating the many chunk cache objects.
2015 October 17th
Added swimming animations.
2015 October 16th
Updated forum version.
Fixed the point where the fullscreen water effect kicks in to be closer to the actual water level.
2015 October 15th
More work trying to fix water artifacts.
2015 October 14th
Tweaked water to try and eliminate some artifacts generated while flowing.
2015 October 13th
Tweaked projectile drag when shooting through water.
2015 October 12th
Added more mouse over and click effects to buttons.
2015 October 11th
32bit client now executes 32bit server when single player mode is selected.
2015 October 10th
Fixed problem with shadows having holes when terrain exceeded 500 feet.
2015 October 9th
Added low health/endurance/food warnings to crosshairs text.
2015 October 8th
Fixed rendering lag by fixing the server voxel packet throttling code that was broken by the new client side voxel packet cache.
2015 October 7th
More work fixing the rendering lag.
2015 October 6th
Looked into why water updates are causing such bad rendering lag.
2015 October 5th
Rewrote some of the editing code to be cleaner. Fixed bug with adding water not activating water physics
2015 October 4th
Fixed voxel editing bug where sometimes the brush did not remove all the voxels it should have.
2015 October 3rd
Reduced slope required for water to flow by 50%.
2015 October 2nd
Fixed NPC's seeing through cube mode walls and being able to attack through them.
2015 October 1st
Today, I rounded the 'Material:' display when picking a material in edit mode to only display 1 decimal point. Also I fixed collision bug where bullets hitting water would not be rechecked for collision with terrain till next frame.