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Hello, I can't believe I'm overdue for a progress update. Time is flying. Thanksgiving and the Christmas season probably contributed to that, but it's surely also because I'm having great fun. There is almost a manic energy to the project right now.

This image is Vow. Now that I replaced the game's main shader, I am able to use Unity terrain, which has a much better solution for foliage than the one I cooked up myself (although that one will still be useful). Maybe you can begin to see why grass is a big deal to me. I just began to work on Vow's appearance a couple hours ago, and it already looks like this. It's literally a game-changer because it's difficult to see things that are low to the ground (so this jungle-like density is exclusive to Vow).

Besides this, I've been bug-fixing over the past couple days, working on performance enhancements and new systems that will be required for new creature ideas that are on the pipeline; I have at least several very good ideas for new creatures, some of which will probably be moon-specific. I always keep creature AIs and designs close to my chest until after it's finished, so I won't say much about that. I guess I can mention that I've come up with an okay solution for keeping air-breathing creatures out of deep water (even taking flood weather into account). So birds aren't going to stand in the bottom of a lake anymore. And likewise, I can now limit a creature's domain to the water.

So first it was replacing the game's shader, then replacing the game's terrain, then updating the game's interior dungeon-generator asset for performance improvements. (Now it only renders rooms that are within a certain distance of the player.) It has felt like I'm changing everything under the hood, and I've come up against terrifying obstacles at each of these steps and overcome them.

The Creature Feature Is Upon Us

I have always wanted to make a "creature feature" update which adds a significant amount of new wildlife to the game--I guess I just want to chase that high of playing the game for the first time and constantly stumbling upon new things. And I realize that the window for that is kind of closing as I use up more and more ideas. Yes, ideas are infinite, but good ideas are not, and I don't want to make creatures that are like reskins of already-existing creatures. I believe there is an ideal number of creatures for Lethal Company, and it doesn't just go up forever.

So I've decided if there will ever be the time for a creature feature, it's now. I hope this will be the most creatures ever released in a single update! I won't say how many, because I don't know what number I'll end up at. Don't get your hopes up too high. But I already made one new creature, and it contains too many disparate mechanics for just one creature, so I will split it up into two new creatures. (Maybe three, but I may just discard one of those ideas for now.)

I also split up the final Sigurd log into 3 new logs, feeling that the final log was side-stepping major developments in order to wrap things up a little too quickly. I'm now quite satisfied with the end of his story. I want to release it all at once, but I also feel like it would be best to time it with the end of Early Access, and it gives me another motivation to work towards that.

V75 (or V80, let's be honest) is well underway, but it's pretty deep in development, and it looks like it's going to be a while from here, so it will probably be ready early next year. Who knows

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Comments

Azizoni

Uhhhh, very good

Azizoni

Okay, less has been said about grass today, I hope the next post will have at least 2 paragraphs about grass and its processing. ahahaha (no offense, just a joke about Zeekerss' love of grass)

Mindrem

I can't tell you how much joy it brings to see you enjoying development again, everything just sounds so exciting and I'm very excited to see what you're cooking up. The water mechanic was something I've been extremely hyped for for the longest time, something that can add variety to the moons and the creatures in a way that feels like Lethal Company with a hint of the Iron Lung or Subnautica, or my personal favorite, Soma. Regardless I'm happy to see progress is going well! Things are looking bright for the new year's, and on that note Merry (early) Christmas!!! (And maybe New Year's depending on your next post lol)

Username123

Super exciting to hear! I have a ton of hours in the game, so it’s exciting to hear that my baby’s getting updated LETS GOOOO

RainingLamppost

Sounds good, glad you're enjoying work and making Lethal more how you want it! 🙌

ItsAllantè

W Birthday gift to see today, super excited!!

Jacob Ostler

A creature update is going to be huge for this game! Knowing creature mechanics is such an important part of this game but the element of mystery is what keeps this game fresh. I'm super excited!

Number1Riker

Is there any chance of us getting a new weather eventually? Not in this update but maybe the next? (If you want ideas, LethalElements contains some genuine vanilla feeling weathers with mechanics that feel like they'd be official, aka, Snowfall)

fat motherfrickin toad

The creature’s personally are my favorite part of lethal company, I am head over heels that your making another update all about the creatures, Im so excited to see what funky critters you add.

Rhydach Hughes

I love the dithering shader and ferns on Vow! It looks very noice. Just wondering though, are you thinking of making any visual changes to any dessert moons? I've always wanted at least 1 moon to have cactuses / cacti, I think it would be super cool. Either way, I'm super excited for the new creatures and grass, and if dogs eat some of the new creatures I will cry tears of joy and sarrow

armor

A creature update is amazing and I cannot wait. You have remained so enigmatic on any basis of a new moon or about the topic of liquidation , which is a bit disappointing, do you at any point in time plan to add liquidation and if not that any another moon prior to the 1.0 release?

RileIDK

"I can now limit a creature's domain to the water." gulp..........

jim royale

holy FUCK🥹i just experienced what pim did when he was falling in the void with the neon faces laughing at him and he falls into mr bosses mouth but its whimsical imps dancing like sea lions and im dancing with them in celebration of this post

jim royale

also do the bushes mean hide from giants..

Burstwoo

Are you going to make changes to any of the existing creatures in this update or are you only focusing on new creatures? Also, the Vow redesign looks incredible, it really gives the desolate vibe.

Rhydach Hughes

Coming back to make a suggestion. I've always wanted more of the creatures and scrap to be more "themed". For example, the forest giant is themed around forest moons whereas the earth leviathan is themed around dessert moons. However, there aren't any snow themed enemies and other themed enemies rarely stick to their themes. Forest giants spawn a ton on Dine of all places and earth leviathans aren't as bad but still can spawn almost anywhere. I understand that making enemies like giants and earth leviathans not spawn at all outside their habitats would be bad for the game due to the general lack of outdoor enemies compared to indoor ones as well as leading to more predictable gameplay, but I still don't think they should spawn too commonly outside their habitats. Also, I think more interior specific scrap like the apparatus would be cool, especially gemstones for the mines!

jim royale

more outdoor creatures but design them around specific planets pls..

Ishawulf

Man I’m really looking forward to this one, the performance upgrades with the rendering of the shader and the interiors will be nice since some of my friends don’t have great systems and that’ll help with their performance. Also I can tell the grass and foliage with this update will be really nice to play with, these forestry moons will really have more of their own look and feel with it and I can’t wait to see how it looks with those improvements fully done. Finally with the new creatures. I really love the idea of there being some moon specific creatures. I play modded and have had the idea of setting up certain creatures to specific moons and it would be cool to have that in the vanilla game, it’ll continue to add to the uniqueness of each moon. Overall though I’m pumped and will be ready the day this drops :3

Oliver Herriman

I love this, please make keys actually sell🙏

🍂 Samantha 🍂

Heya, Zeekerss! Do you.. still have any intentions/plans to readd vain shrouds and kidnapper foxes back to Lethal Company? We're one of the few people that really enjoyed those two for what they were, especially after they were bugfixed shortly before their removal. :d They're our favorite entities, in-fact!.. At least a small bit of insight on their status would be nice...

TomExists

wait the animals will have mechanics? i thought they were just decoration like the manticoil and the bugs

MASTRBAITR

Are you still going to make new rooms for already exsisting interiors

Der Katzengott

I upgraded from a Ryzen 9 5950X to a 9950X3D, and it clearly shows that Lethal Company is very CPU-bound. With an RTX 5080, I was getting around 180 FPS on the old CPU, and now I’m well over 400 FPS. The recent optimizations could make a huge difference: GPU instancing, fullscreen shaders instead of per-object shaders, and the move to Unity Terrain and foliage massively reduced draw calls and CPU main-thread load. Distance-based dungeon rendering and smarter grass spawning further cut unnecessary work. The results could be higher and, more importantly, much more stable FPS, fewer stutters, better multicore scaling, and finally being GPU-limited instead of CPU-limited. I really appreciate the focus on modern rendering techniques and optimization. One small suggestion for the future: it might be worth officially integrating upscaling technologies like DLSS and FSR. The DLSS files already exist in Lethal Company, so exposing it as a proper in-game option could give players even more performance headroom, especially at higher resolutions.

dboxBr

I went into a Zeekers rabbit hole after playing Welcome to the Dark Place. Got Upturned and replayed Lethal...so it's so exciting to know you're having fun with it! I just love your vision for the games so I'm excited to see whatever you make next. Thanks for these updates

jim royale

hey dude id really like to see your concept art like after you post the update its always just been really enjoyable to look at and see your process

joober

Looking awesome. It never occurred to me before this that the game could benefit from grass and foliage, but these screenshots look amazing I saw one person mention giants, and how the bushes and foliage should interact with their line of sight, and I thought of the same thing. It seems like it could go either way. Letting the player hide from them in bushes would make the changes feel more significant gameplay-wise? Like help the gameplay sort of "back up" the vibes this atmosphere is putting out? This would maybe cause their placement to become more important too. But also giants have super-sight, and might be able to pick you out through those leaves. Seems like these changes could also want an outdoor sound design revamp as well. Rustling leaves, more crunchy footsteps sounds, lore-friendly insect chirps (they only come out at night?) Ooh what if the leaves and grass even rustled visually when a player or creature is moving through them? (emphasis on creatures)

jim royale

Like joober like Jim🥹 saw a post on the discord server mentioning giants brushing against the branches of the forests when walking through them I don’t know why I’m bringing this up just seemed relevant…….

jim royale

Yeah I’d assume it’s definately still in his plans but he’s gonna give himself some wiggle room so he’s not shackling himself to doing just that one thing stuff like this is equally important I feel like

joober

Great minds Jim, great minds... Dude yes that sounds awesome. More kinds of interaction with the environment like that which make the visuals feel more like an actual part of the game and world. Immersion is the word I'm dancing around I guess

joober

To me it seems like there needs to be more incentive to even play on moons with weather on them first. I suppose it could be part of a playstyle I just don't appreciate but I feel like it's a common strategy to just completely avoid weather at all costs. LethalElements does have some really cool ideas though.

jim royale

Zeekers my 80th comment under this post I just realized March is gonna have like waist level water could you make a boat that like can carry a certain amount of weight before sinking and you like drift over to the ship

jim royale

Actually dude my friend got me hooked on the idea of realistic food chains and I’ve always wanted more moon specific animals because like dogs are just desert creatures that’s the theme of their design I feel like so why are they on almost every type of moon baboon hawks are forest creatures there just needs to be more to fill in the gaps in the enemy spawns I feel like

MASTRBAITR

Having wheather that could actually be useful or help out would be awesome

SomeRando

wait yes! COMPANY BOAT

SomeRando

or actually for alliteration, company canoe or company craft

jim royale

No NO it’s be like an old wooden rowboat that you would find on the moon…😈

Foxvrdog

cant wait for the update i finally got a new pc just for lethal company and portal and now i am waiting for the next update hopfuly with a new moon