Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
AiyanaNewsBeta Release 0.3.0.8
In-game event

Beta Release 0.3.0.8

Aiyana · published 27 Aug 2025, 14:15 UTC · build 19756327

All newsPlayers around this dateRead on Steam

I've made a bit of progress optimising the Post Processing (PP) effects (which are basically like filters for pictures on social media) but ultimately decided that these updates have gone on too long and to come back to this later.PP is still probably about 25% of the overall rendering time for Aiyana, which is really huge and I have made some improvements with this update. However its also vital for Aiyanas visual style so I need to be really careful about how I optimise it further, which is going to take time.

I've also had various bug reports for things I would really like to get sorted so it felt right to change gears and start to work towards getting this beta build ready for everyone to use instead of being a tech demo.


Getting Stuck

One of the more serious bugs that has been raised is around getting stuck and unable to move. I've not got to the source of why people are getting stuck yet but I have improved the logic for getting unstuck in general so it should help in more scenarios.

In the meantime, one thing I wanted to point out is that you can press the home button on your keyboard to get unstuck at any time, even in the current live branch. It will run the same logic as the button in the main menu, even if the button is hidden (which is another bug report I've had).

NIght Time Enemies

I've had reports of night time enemies still being out during the day after using a bed. I've tried to recreate this one but no luck yet, which means I might have inadvertently fixed the cause of this in the Beta whilst fixing other things.If it still happens once the Beta finally releases, please let me know and I'll look into it again.

Bugs & Misc

Since I'm working towards releasing as usual I thought it was time to get back into the habbit of listing the changes in more detail. The majority of these issues are only relevant to the beta branch but some are just general fixes as well.E.G the bending grass bug listed first was only a bug in the beta branch and not the live build. However the next bug about dirt transforming affected both.

  • Fixed bending grass being reset whenever you edit a chunk

  • Fixed dirt not turning into grass whenever you place blocks ontop of it and then remove that block

  • Changed the create world button to be brighter

  • Fixed the confirm dialogue screen not rendering over other UI (e.g when deleting worlds/characters)

  • Fixed backups not exporting properly

  • Fixed the night lioness not causing any damage

  • Fixed the hanging mushrooms in the lost civ not using new instancing/culling systems

  • Same for red mushrooms in the swamps

  • Fixed food quality icons being hidden for quickbar items when using portals

  • Updated the logic for getting unstuck to hopefully fix more scenarios

  • Fixed the store duplicates button for chests not merging if you have an entire chest of the same contents

  • Reworked how the Scythe spell calculates ground in an attempt to prevent it not affecting a constistent shape

  • Fixed the ceiling in Lost Civ not rendering properly

  • Tweaked the fog formula so things don't look like they are popping into view as often

  • Updated leaderboards UI to handle longer names more gracefully

  • Improved how grass LODs are swapped in so its less jarring (was previously disabled)

  • Fixed various flowers always rendering with green grass (E.G should have been snow or savanna)

  • Reduced the resolution to HBAO to half for most of its quality presets

  • Fixed the loading screen not appearing in builds

  • Micro optimised the blur step of Volumetric lighting

  • Fixed various issues with clouds ramping up for rain

  • Tweaked when tree LODs are rendered so they look a bit better (I went a bit far optimising them previously)

  • Fixed seeing vines floating in mid air

  • Fixed errors thrown when too many insects spawn

  • Added proper prediction to frustum calculations to prevent flickering on screen edges at lower FPS

  • Fixed performance dropping significantly in Lost Civ (caused by a bad light setting for purple crystals)

  • Fixed tree leaves looking a bit brighter than intended

  • Reduced the distance that grass LODs get displayed (to improve performance)

  • Updated the FPS section of the settings screen to also show the lowest FPS of the last 60s

  • Fixed fog not animating in the menu scene and always rendering at max distance

  • Fixed an error with insect load data (not entirely sure what issues this would have caused)

  • Fixed seeing daytime insects out at night after loading into a world saved at night

  • Fixed edible items like berries and mushrooms showing a quality bar even though their quality cannot be increased currently

  • Fixed an utterly bizzare interaction between clouds and lights that would have then render strangely

  • Updated the checkboxes in the settings screen to respon when clicking the text as well to be more user friendly

  • Fixed portals found in the world not having proper selection effects (only applies to newly found portals that are not submerged in water)

  • Fixed insects still sometimes flapping their wings occasionally when dead

  • Fixed a freeze when looking at underwater portals in a very specific way

More from Aiyana

Other announcements

All news
Major update31 Aug 2026Biomes & Points of InterestIts been a busy month, a little too busy. I was pushing myself hard to try and get multiplayer ready in some early form for the upcoming Survival Fest that Aiyana is a part of but I pushed too hard and needed some time off once I realised I just couldn't hit the deadline. So instead I stopped and focused on what I could get done in time, hence this update a little out of nowhere. Biome Generati…In-game event30 Jul 2026New Wood (Beta & Creative Only)Time seemed to slip away from me again but this update has some changes in it that could do with more time to confirm them so its live on the Beta branch only for now. Multiplayer is still coming along nicely but nothing new to report on it yet. Its just very slow to make progress on, especially as a solo dev. Bamboo, Ebony and Cherry Wood As usual I work on something slightly creative to give…In-game event10 Jul 2026Triangles & Snow ShapesThis one took a little longer than expected and I don't think there was any one particular reason, I just struggled to reach a stable state whilst juggling single player and multiplayer bug fixes. For example I need to compress world data before sending it for MP as players join worlds, something that should have been Extremely straightforward but it turns out off the shelf compression algorith…