CARNAGE OFFERING · published · build 25407495

Carnage Offering now runs on Unreal Engine 5.8.
Moving from Unreal Engine 4.24 provides the game with a much more modern foundation, better suited to current hardware and future improvements.
The migration also provided an opportunity to improve many parts of the game while preserving its original identity, content, and gameplay.
Carnage Offering’s graphics settings have been extensively modernized with the move to Unreal Engine 5.8.
The game now benefits from TSR – Temporal Super Resolution, as well as NVIDIA DLSS on compatible graphics cards.
The new graphics menu now allows players to adjust:
screen resolution, with extended support for common display formats and resolutions;
resolution scale from 50% to 125%;
TSR – Temporal Super Resolution;
NVIDIA DLSS on compatible GPUs;
V-Sync, which can be enabled or disabled;
frame-rate limit;
graphics quality presets for quickly adapting the overall rendering quality to the desired performance level;
shadow quality, with multiple levels ranging from Low to Cinematic;
additional quality levels for more precise performance and visual tuning.
When DLSS is enabled, resolution scaling is handled automatically to avoid conflicting settings, with the displayed resolution scale returning to 100%.
The goal is to allow lower-end systems to prioritize performance while giving more powerful PCs the ability to increase visual quality.
The graphics settings system has also been completely improved.
Previously, players had to return to the main menu to access certain graphics options.
This is no longer necessary.
Graphics settings can now be accessed directly while playing, allowing players to change the resolution, graphics preset, V-Sync, FPS limit, resolution scale, and other quality settings without interrupting their progress.
Changes can be applied directly in-game, without returning to the main menu and without restarting Carnage Offering.
This makes it much easier to quickly adjust visual quality or performance depending on the current area or hardware configuration.
The move to Unreal Engine 5.8 comes with extensive optimization work.
Many elements have been revisited to reduce unnecessary processing and improve overall performance, particularly during combat or situations involving multiple enemies.
Special attention has been given to collision management, certain lights, certain textures, and several visual elements that could affect performance.
Some lights have been optimized to reduce their performance cost, while several textures have been adjusted to achieve a better balance between visual quality, memory usage, and performance.
Collision management has received particularly extensive attention.
The collisions of 37 enemies and bosses have been reworked, representing more than 80 different hit areas.
This includes heads, bodies, specific weak points, and particular areas on certain enemies and bosses.
These improvements make it possible to improve hit accuracy, make headshots more consistent, improve the correspondence between what is visible on screen and the area actually being hit, better handle specific weak points, and reduce the performance cost of unnecessary collisions.
Combat therefore benefits from both improved precision and better optimization.
Several weapons have also received balancing adjustments.
Certain parameters have been reworked to improve their effectiveness and consistency against different types of enemies.
The goal remains to preserve the original feel of Carnage Offering’s weapons while progressively improving the overall balance of the arsenal.
Several improvements have also been made to the presentation of weapons in first-person view.
The visibility of certain weapons has been improved, particularly in darker environments.
These adjustments provide better on-screen readability while preserving their original behavior and feel.
The control system has been significantly modernized.
It is no longer limited to automatically handling AZERTY and QWERTY keyboard layouts.
Players can now manually redefine their controls and create a configuration that truly matches the way they play.
Full key rebinding makes it possible for:
left-handed players to create their own control layout;
AZERTY and QWERTY users to freely arrange their controls;
players to manually redefine the main actions;
anyone to adapt the controls to their personal preferences.
Control preferences are then saved, avoiding the need to configure them again each time the game is launched.
Specific work has also been carried out to improve the experience on Steam Deck.
Carnage Offering has been tested directly on Steam Deck, including gameplay, interfaces, and cinematics.
The game also runs smoothly using the Medium graphics preset, with no noticeable performance drops observed during testing.
All of the game’s cinematics have been reworked to improve their compatibility with Unreal Engine 5.8 and Steam Deck.
Their encoding and playback system have been adapted to ensure proper playback on the device and avoid the issues encountered with the previous formats.
The videos have also received significant optimization, greatly reducing their file size while preserving visual quality.
The current version has therefore been designed and tested to provide an experience suited to Steam Deck, both during gameplay and cinematic sequences.
Despite all of these improvements, the required disk space has also been considerably reduced.
Carnage Offering has gone from approximately:
That represents a reduction of around 11 GB, without removing game content.
The optimization of videos, textures, and various project elements now results in a much lighter installation despite the transition to a significantly newer engine.
The interfaces have also benefited from the migration to Unreal Engine 5.8.
The various shops and several hundred interactive elements have been improved to provide more consistent behavior with this new version of the game.
The new graphics menu and the complete control configuration system are also among these interface improvements.
The behavior of several enemies has begun to be reworked to make encounters more dynamic.
Some of the improvements include player pursuit, melee attacks, charging attacks, attack distances, collisions with the player, certain special attacks, and the way some enemies react when the player attempts to escape.
The goal is to make certain enemies less passive and ensure their attacks better match their intended role.
This work will gradually continue across other enemies.
Several audio elements have also been revisited to improve the impact of combat and the overall atmosphere.
Certain weapon sounds, effects, and sequences have received adjustments to strengthen their presence while preserving the game’s original sound identity.
This Unreal Engine 5.8 update arrives a few months after another major evolution of Carnage Offering.
The previous update primarily focused on the game’s narrative presentation, introducing new cinematics alongside extensive voice-over work.
Carnage Offering now features French and English voice acting performed by real actors.
The characters are voiced by real performers in order to preserve a human interpretation and a distinctive identity for the Carnage Offering universe.
That previous update was mainly focused on the new cinematics, French and English voice acting, and improvements to the game’s narrative presentation.
Today’s update represents the next major step, focusing more heavily on the engine, performance, graphics, compatibility, and overall gameplay comfort.
With this update, Carnage Offering now benefits from:
Unreal Engine 5.8
TSR – Temporal Super Resolution
NVIDIA DLSS
resolution scale adjustable from 50% to 125%
extended support for common screen resolutions and display formats
graphics presets
shadow quality adjustable from Low to Cinematic
V-Sync toggle
configurable FPS limit
graphics settings accessible directly during gameplay
settings that can be changed without returning to the main menu
no game restart required to apply graphics settings
improved overall performance
optimization of certain lights
optimization of certain textures
optimized collisions
more than 80 improved hit areas
37 enemies and bosses affected by the collision improvements
weapon balance adjustments
improved first-person weapon presentation
full key rebinding
better support for left-handed players
manual customization of the main controls
Steam Deck tested directly on the hardware
Medium preset tested with stable performance on Steam Deck
cinematics adapted to Unreal Engine 5.8 and Steam Deck
video optimization to improve compatibility and reduce file size
improved interfaces
several enemy behaviors reworked
audio improvements
game size reduced from approximately 33 GB to 22 GB
A few months after the introduction of new cinematics and French and English voice acting performed by real actors, Carnage Offering enters a new phase of its evolution today with Unreal Engine 5.8.
Several years after its original release, the game continues to receive significant improvements while preserving its original content and identity.
More improvements will continue to arrive through future updates.
Thank you to everyone who continues to play Carnage Offering, as well as to the new players discovering its universe today.
Futurtech Studio