Trench Tales
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51May 2025
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | hotfix - A holstered weapon can be equipped by pressing fast equip inputs instead of only the mouse scroll wheel. | — | |
| Game update | Hotfixes Fixed grenade aiming when the preview arc breaks while targeting distant actors. · AI Director tweaks to prevent enemy units from stacking in defend mode and not moving toward the player. · Grenadier AI fixes. · Minor level art updates. | — | |
| In-game event | Build Update I’d like to share a new update. Unlike my regular ones, which happen almost daily, this time I decided to spend more time and focus on a more solid content update. This release represents about 3–4 weeks of work. Please don’t expect anything extremely large, but I really hope you’ll enjoy it. So, what’s new? The biggest change is the first pass on the opening sequence. You’ll now see a bit of t… | 22390278 | |
| Game update | HOT FIX Hotfix · Enemy AI detection system update to prevent losing focus on the player during combat · Enemy loading priority adjustment | 21507734 | |
| Community | Community Update, Kickstarter Rewards Progress, and Gamepad Improvements First of all, thank you for all the support and feedback. I often say thanks to the community, and there is a simple reason for that. Trench Tales was initially funded through Kickstarter, and I never took any external investment. The project survives solely thanks to real players who chose to support it, including everyone who bought the game during Early Access. Your support quite literally a… | — | |
| Game update | Build Update Build Update - Fixed bug with Ash saving incorrectly and inconsistently - Fixed bug where mouse cursor was visible after exiting the pause menu - Enemy behavior refactoring and bug fixing - FSR (AMD FidelityFX Super Resolution 3.1.4) added and can be enabled from settings - Fixed performance hitches caused by data saving too often during combat - Refactored save logic - Nanite optimization - Li… | — | |
| In-game event | Update Cumulative Build Update - New area added - New equipment and weapon modules - New special skill - Radio Points with enemy reinforcements - Gas grenades added in first iteration – enemies poisoned by green gas can attack each other. Poison gas grenades can be purchased from the Merchant - New mechanic for gas filters and new stats for gas mask equipment - New items added on the map - Level art u… | 20720536 | |
| Game update | Hotfix - Bunch of hotfixes related to scope aiming - Sound design updates around combat engagement - New carbine module added - Some map polishing - Fixed bug with overly intense blur on Epic video settings - Gas grenades now have proper art and can be purchased from the Merchant | — | |
| Game update | Sniper scopes. Update preview Hey everyone, A few fresh updates are live! The first iteration of rifles with sniper scopes is now ready for testing. It’s still early WIP, but you can already purchase a scope from the Merchant and try it out in the field. I’d really appreciate your feedback on how it feels. I’ll also be sharing a short video to show the core idea behind sniper gameplay. The weapon customization UI has also r… | — | |
| Game update | Trading System Hotfix Trading System Hotfix - Fixed bug where in some cases items did not unlock after purchase - Refactored parts of the trading functionality for better stability - Rebalanced prices for ammunition and grenades – these values now scale with game difficulty - Rebalanced drop chances of loot from enemies – also affected by difficulty level - Added new items to the store, including weapon modules, amm… | 20259909 | |
| Game update | Preview Build Update Today I will push a preview update with some upcoming in-game changes. You can now buy certain items from merchants. Try talking with the cleric on the map, who has also received a proper visual update. I hope you will enjoy the new character design. Inventory now affects the amount of ammunition and grenades you can carry. The Ammunition parameter works as a multiplier, while grenades are adde… | 20232257 | |
| In-game event | Quick Update Hey everyone, I’d like to share some of the recent updates with you. Over the past weeks, a new LMG weapon was added, giving players another option for heavy firepower. The quest system also received a big rework under the hood — it’s now modular instead of one massive block, which makes it easier to expand, and a new journal UI has been added so you can track quests more clearly as you play. P… | — | |
| Game update | Build Update - Quest system completely reworked under the hood to make it easier to expand with new quests and polish existing ones. Previously it was one massive quest system, now changed to a modular approach - Added UI for quest tracking with journal records - UI polishing continues, a few steps closer to full gamepad support - Reworked detection logic for enemy AI – detection now depends on whether the… | 19955046 | |
| Game update | MACHINE GUN WEEKEND On weekends I like to work on experimental or fun features to avoid burnout. This time I decided to implement machine guns as usable weapons and update some equipment stats. I also thought it would be fun to share this with you. During this weekend, the LMG and a heavy armored set will be unlocked for testing. Please let me know how it feels and if anything needs to be fixed or adjusted. For te… | 19880661 | |
| Game update | Build Update First iteration on equipment MODs. Ammunition now supports modifications. Currently Stamina and Armor are in test mode. Armor reduces damage and adds a chance of ricochet · Fixed bug where kick did not damage destructible objects · Fixed bug with “floating” enemies after knockdown · Fixed bug with grenades delivering damage based on original location · Enemy ragdoll tweaks · Some small fixes | 19871861 | |
| Game update | UI hotfix - Fixed the game Exit function - Fixed bug with the enemy's legs sticking to the surface during melee | 19834181 | |
| Game update | Build Update – Main Menu & UI Overhaul This build includes major steps toward full gamepad support and smoother UI navigation. 🔧 Main Menu & Settings Core UI approach updated for easier navigation Main menu and pause menu settings fully reworked Added detailed video settings Motion blur and film grain can now be controlled separately 🎯 Aim Assist Options Aim assist can now be disabled on gamepad or enabled on keyboard Separate aim… | 19594280 | |
| Game update | Build update The past week was mostly focused on gamepad implementations and related gameplay updates: - Gamepad acceleration added - Target lock system updated - Barrel grenades reworked - Radio gamepad support implemented - Radio auto-interception added as an option - Gamepad weapon spread adjustments - Pistol added as a new weapon class - Grenades and explosives on the map now support target lock - Level… | 19525908 | |
| Game update | Early WIP Photo mode - You can activate photo mode by pressing F10 and gallery by F9. Early WIP - Some rebalancing of SMG damage | 19465733 | |
| Game update | Gamepad integration update Thank you everyone for the feedback! I've made some progress with gamepad integration, and it can now be tested in-game. I've implemented a Bloodborne/Souls-like target lock system that activates automatically when a gamepad is in use. To lock onto a target, press the aim input in the direction of the enemy, and the system will lock the camera. It should feel familiar. You can switch targets or… | 19460874 | |
| Game update | Build Update Thanks for Your Support! Big thanks to everyone for playing, reporting bugs, sharing ideas, and helping shape Trench Tales. Every bit of feedback helps — especially during Early Access. 🎮 Controller Support is still a work in progress. If you’re playing with a controller, please feel free to share your experience in the Steam Community thread — I’m actively reading and improving things based o… | 19442875 | |
| Game update | Build Update V_6k7 - Added a new mission, available from the Mercenary Camp - Added a new uniform set, helmet, and back attachment as mission rewards - Introduced a new enemy class (first iteration) - Reworked knockdown logic — now, each damage type (handgun, shotgun, explosives) can trigger knockdown effects on enemies. Enemy classes have varying resistance to different damage types - Applied some fixes to melee… | 19369135 | |
| Game update | Build update V_6k6 - Footsteps sound system reworked - New UNI Cpl1 set added. Look for it in the flooded area. - Levelart work. Some temporary assets were replaced - Bug fixing - Free camera rotation mode now activates after 10 seconds without character movement | 19353305 | |
| Game update | Engine update Build Update - Major engine update: Project upgraded to Unreal Engine 5.6 (from 5.5). Based on Epic’s notes, general improvements are expected. After some local testing, indirect lighting appears to perform better. Please report any issues you encounter. - Weapon selection logic updated: Now uses mouse wheel to select weapons. Grenades can be selected when activated. - Level art: Additional vis… | 19310237 | |
| Game update | Radio bug fix - Attempted to fix a UE bug where incorrect click locations were registered when the game was running in windowed mode with a resolution different from the screen size. This was causing the Radio to be non-interactable. The click-handling logic has been reworked, and clicks should now register correctly. Please report if the issue still persists. | 19121242 | |
| Game update | Hotfix. - Settings save/load fixes. | 19088136 | |
| Game update | Hotfix V_6i5 - Attempt to fix bug with sensitivity and video settings reset to default in some instances - Removed Ash drop on exiting the game from the Pause menu. | 19046455 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.