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
EQUIRENewsDev-Update 9
Community

Dev-Update 9

EQUIRE · published 31 Aug 2025, 09:57 UTC

All newsPlayers around this dateRead on Steam

Hey everyone, it’s been a while since the last update—time to share what’s new in EQUIRE! This round of progress touches everything from showjumping mechanics to customization options and some of the bigger long-term systems like training and guest schedules.

Showjumping: More Skill, More Variety

I’ve reworked the jumping gameplay to add both realism and decision-making:

  • Timing minigame update: The sweetspot has shifted toward the end of the bar. You can still play it safe and hit early for a solid but average jump, or risk pushing for the sweetspot with a higher chance of overshooting into the red zone.

  • Obstacle differentiation: Speed now influences jumps differently. Standard jumps benefit from slowing down and adjusting your stride for height, while length based jumps, like the new water jumps demand speed to cover distance. This makes canter control unique on every parcour and introduces new risk/reward trade-offs.

Together, these tweaks make each course feel more dynamic—your horse’s ability, condition, and your own decisions all matter more.

Customization & Character Updates

I also tackled some long-overdue housekeeping, updating the engine, cleaning code, and refreshing assets. But there’s more:

  • Character menu integration: The rider model is now part of the menu, making outfit management quick and easy.

  • Dual outfits: Competition and casual looks can now be set separately.

  • Horse equipment customization: Each horse has its own customizer for saddles, pads, and protective gear.

On top of that, I experimented with digital clothing creation and managed to put together a basic riding uniform. It’s far from professional tailoring, but it gives the characters a proper competition look.

Training & Guests: Scheduling With Depth

Both training and guest systems got important upgrades this month:

  • Training segments: Each now consumes energy and comfort. To keep horses healthy and successful, you’ll need to balance intense sessions and competitions with recovery periods.

  • Guest generation: I set up randomized guest models using the same system as the player character, so each visitor now feels unique.

  • Expanded guest activities: There are now more activities to slot into guest schedules, and I rebalanced them so different preferences can be satisfied without making scheduling too easy.

Looking ahead, I’d like to connect these systems more strongly with ranch building, for example, requiring a stage to host a talent show, or tying trail ride quality to the number of reserve areas you’ve unlocked.

Wrapping Up

Even though I can’t dedicate full workdays to development right now, EQUIRE is still moving forward steadily. Each of these changes makes the game feel more alive and interconnected, and I’m excited to keep building on them.

That’s all for this update—thanks for reading!

More from EQUIRE

Other announcements

All news
Steam news15 Sep 2026Alpha PlaytestFinally, there will be another playtest! The first one was great, generating a lot of useful feedback and now we go again. This time it will be open to everyone, right here on Steam, so no registration is necessary. I look forward to seeing you guys play again and all your feedback!Community27 Jun 2026Dev-Update 12Hi everyone, since the temperature inside my room is currently high enough to slowly cook my brain (and therefore prevent any particularly deep programming sessions), I figured this would be the perfect time to give you an update on EQUIRE's development. Lately I've been back at work tackling many of the issues that came up in playtest feedback. Here are some of the biggest problems I've been w…Community11 Mar 2026Dev-Update 11Hey everyone, This Dev-Update will be a bit unusual. Last weekend we held the first ever pre-alpha playtest with members of the EQUIRE Discord. In the weeks leading up to the playtest I worked on countless small improvements, fixing bugs and adding little touches throughout the game, so listing every change would not really make sense this time. Instead, I would like to share my personal experi…