STEAMYDATA

The Isle — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
DevBlog #682026-05-01Who’s ready for Director’s Commentary 2: Return of the Donblog? It’s just me again. I’m going to play a bit of catch-up with some Hordetest info and some immediate plans. Since I’ve last written an entry the whole island has been updated. Jace had been hard at work getting the feel of each area nailed down, from the forests and jungles to redwoods and mangroves. Mangroves in particular were previewed before the redwoods but there were some additional pieces that needed to be done with them to make sure we got the feel as solid as everything else. They’re the last of our (mostly) terrestrial environments that need to be moved in and I’m confid
DevBlog #672026-02-28Filipe - Lead Programmer This month I have been focused on kentrosaurus and its defensive stance. This helps it to reflect damage back to attackers when they hit its spikes, but this will also be seen for other animals that have spikes or build in defenses like ceratopsians. I also worked on the updated skin system color picker so that we can bring larger color selections back to you. Skin colors are based on a texture which the players can click to select the colors for each section. This allows more colors on a single texture and simplifies the process for us. It also allows us to introduce any additional palettes for skins, being each them
DevBlog #662026-01-31Filipe - Lead Programmer This month I have been working primarily on bug fixes for several systems while we focus on bug cleanup, but I’ve had some small time to work on some upcoming changes for the skin system. You will get a limited type of color pick gradient for skin palettes that change per layer and not every palette will be on every pattern, but overall it should offer more freedom and consistency in the look of your animal. There are also some balance changes coming to pounce related systems such as Bucking and Grapple/Pin, since bucking hasn’t met the mark for either side of pounce interaction. It should help in situations where pla
Patch 0.21.3212025-12-23Hey Islanders, A new patch is now available on the Evrima Public Branch. Thank you to everyone that participated in our latest hordetest. To spare you all a novel-length read, we’ve trimmed the changelog down to the highlights. A list of known-issues will be updated and posted in a few days. You may need to restart your Steam client if the update is not immediately available to download. Changelog for Patch 0.21.321: Added Tyrannosaurus RMB - Muzzle Swing A light attack capable of knocking down smaller targets Hold RMB - Heavy Muzzle Swing A heavy attack capable of knocking down or killing smaller targets and staggering similar sized animals
DevBlog #652025-11-29Filipe - Lead Programmer This month I worked more on updating some remaining UI panels and bug fixing them. The UI took less time to implement than expected, which is great for once. Besides that, new mutations have been added which allows you to change your gender, but also another one that allows a female to lay eggs without a mate, allowing more nests to be around. These are needed additions but required some additional setup to get working right. Some old mutations got some balance changes as well and a few bugs fixed. Also worked in a new system for skins which will be added once we finish testing it, which is a theme system, which will
DevBlog #642025-11-01Fred - 2D ArtistSince the start of the custom skin system, we had been using 1k textures for our creatures. Due to some troubleshooting during that process as we continued to update, I started making some of the skins in 2k in order for them to function as intended in-game. Since then, some are in 1k, some are in 2k. Now I’ve been tasked with giving everyone a 2k upgrade. During this resolution upgrade, I'm also combing through these skins and giving a few of them a subtle cleanup. Below are some examples. Hopefully the older skins will look on par with the more recent ones. Director’s CommentaryI gave the team two months of reprieve from hav
DevBlog #632025-10-01Don - Director Who’s ready for nothing but director’s commentary? There’s been a lot of moving parts this month so I’m giving the team a break from having to provide an entry. There may be a distinct lack of media in this particular devblog since it’s just me, but I’ll try to catch the more interesting stuff the team is doing. For a little bit of time we unfortunately had to divert attention and resources away from the HordeTest to deal with a few vulnerabilities discovered on our public evrima build. The result of that is that players on the HordeTest have sat with some pretty rough bugs and imbalances (and cheaters) much longer than I’d hav
DevBlog #622025-09-01Filipe - Lead Programmer As you know, there were also some issues related to upgrading the engine version from 5.4 to 5.6 that caused delays, but it was a much needed upgrade. The T. Rex and Elder System has its first pass out in the Hordetest, but I have also been working on the allosaurus and have started to get into the austroraptor. The allosaurus is the first animal in a long while that doesn't require a lot of custom things to make it game ready, so I expect it to go smoother. We will see about the austroraptor, but I don't expect major issues or delays there either. There are plenty more things happening in the background, new dinosaur
DevBlog #612025-08-01Ariel - ProgrammerIn the beginning of the month we updated the engine, which involved dealing with some issues that took some time to figure out. Throughout the month I also dealt with bug fixes as usual, this time mainly related to elders and the rex. We have also changed the carnotaurus's charge attack around a bit; you will now have to press LMB to attack while charging instead of it being done automatically on contact.The main feature I worked on this month was spearing for the pteranodon. The ability is now functional including animations and visual effects. You can spearfish or catch clams hiding under the mud that require breaking open
DevBlog #602025-07-01Filipe - Lead Programmer This month I have been mostly focused on the elder system.The system will be fully functional by the end of this month, likely only needing bug fixes and adjustments based on data gathered through testing. It has been made with older UI elements so that it can come before the overhaul. Besides that I have been working on fixing a lot of bugs, for old and new mechanics (such as elders and its new functionalities), but I also will be looking to devote some time to the pachy’s headbutt (yes, we know it isn´t working as it used to be and are trying to ensure it can be used to parry and headbutt one another) and, of course
Patch 0.20.117 is now available!2025-06-27Hey Islanders,Patch 0.20.117 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download.Foliage interaction audio should now be properly playing based on size and speed (Due to a falloff range inconsistency, these will temporarily be quieter than intended)Stegosaurus power swing can no longer hit abnormal locations in front of its bodyAI no longer have a culling inconsistency that resulted in both failures to spawn properly and jumpscaring players that get too closeStability modifiers should no longer have instances where they can sometimes ignore crowd control en
Patch 0.20.109 is now available!2025-06-20Hey Islanders,Thank you to everyone that participated in our recent Hordetest! Patch 0.20.109 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download. Added triceratopsAdded spawn codesAdjusted pteranodon flightAdded automated pteranodon circling (default: G while flying)Fixed migration zones failing for certain animalsAdded foliage interaction sounds to animals passing through vegetationGateway's south plains has been updated in preparation for upcoming location featuresGame trails have been added along common player travel routes between highlands, west rail
DevBlog #592025-05-31Filipe - Lead Programmer This month I’ve primarily been focused on the Elder system, which the current roster is having their curves put in for players who meet the requirements once they become adult. We had to replace the growth curve system to allow more entries, which will help us to easily edit and balance normal and prime elders, but also allow even more expansions in the future if we want that. All the curves have been set up and the Elders morph targets are also functional. We will be setting up some UI systems and specific animations to use in the elder stage and after that it can go to QA for some balance testing. Rex crush still ha
DevBlog #582025-05-01Ariel - Programmer This month I mainly worked on the climbing features for the hypsilophodon and herrerasaurus. The former will be able to latch on to walls and jump around, but not climb around freely like the herrerasaurus. It will also be able to use the spit ability while latched and use it to knock down other climbing dinosaurs. I also had to make some changes in the background for the charged jump to work together with the aimed jump using RMB. As for the herrerasaurus it's getting some visual flair, latching on to walls on its side will first put it into a horizontal orientation, from where it can transition into the normal climbing mo
DevBlog #572025-03-31Filipe - Lead Programmer I completed the main setup for Rex montages. The Deinosuchus needs some special treatment due to its morph target setup and animations. The core systems for Rex and Trike are now mostly finished, with the Crush ability undergoing some bug-fixing, leaving sparring as the final step for full release. I have been working on a variety of systems. There are now interactive foliage sounds which trigger when animals move through larger vegetation. This really helps communicate dinosaur activity to players that they were missing before just because they couldn’t see one another. Besides that, I also have been working on the A
DevBlog #562025-02-28Filipe - Lead Programmer It’s been another busy month with a primary focus on the new playables like the Tyrannosaurus Rex, Triceratops and Allosaurus. The T-Rex’s signature mechanic, Crush, is nearing completion, with only a few animation adjustments left to finalize. Another mechanic for sub-adult and older tyrannosaurs is a short, but effective speed burst to aid in ambushes. It has worked fairly well during internal tests, but we’ll be continuing to monitor its impact after release. We may also extend this ability to other animals, depending on its performance and balance, otherwise removed if deemed problematic. In addition, I’ll soon be
DevBlog #552025-02-01Filipe - Lead Programmer Hope you all had a great holiday season with your loved ones. After spending time with family and friends it’s time to get back to work. The main ability of the allosaurus has received more attention this month. While the main code is the same as some existing mechanics, visually the allosaurus looks very different when performing the action, so some adjustments are specifically made to accommodate this. We are in the phase of getting all the animations playing as they should and then we can move into QA testing and balancing. The tyrannosaurus also required some additional work. There was some experimentation with me
Patch 0.18.111 now live!2024-12-21Hey Islanders, while there will not be a DevBlog this holiday season, we do have patch notes! Thank you to everyone that participated in our recent Hordetest. It’s been an action-packed year and we’re all excited for what 2025 has in store for The Isle. A new patch is now available on the EVRIMA Public Branch. Happy Holidays everyone! - The Isle Dev Team Patch 0.18.111 Added maiasaura as a playable species Gastroliths can now be foraged on gravel Added officers to groups and the ability to promote/demote and transfer leader Added alternative high/low grab animations for herbivores Animals can now be staggered while flying Adjusted building sh
DevBlog #542024-11-30Filipe - Lead Programmer At the beginning of this month, I focused on fixing crashes and various bugs for the latest public patch while simultaneously working on the Allosaurus and its unique mechanics. Most of its basic systems are already functional, though some key animations, particularly those tied to its special ability, are still in production. We also made notable progress on the Tyrannosaurus, mostly visual fixes and enhancements. This includes smoother animation blending and better integration with its mechanics to help translate visuals due to its size. Additionally, fruit trees themselves will now be edible, not just their individ
DevBlog #532024-10-31Filipe - Lead Programmer This month I worked mainly on finishing the diet system. The stomach grows with the dinosaur and food no longer scales with the stomach. This doesn’t have much impact on smaller animals, but large ones that have quick moments of growth are forced to eat far more often. The combinations for diets were simplified but now they are not dependent on having active slots. The value of a nutrient increases the bonuses proportionally with them to a cap. Salt licks were adjusted to better help with vomit sickness but they also drain a nutrient while using them. Don’t forget to set your active nutrient in the Dinosaur Profile if