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
TaleSpireNewsPhysics & Batching Beta
Game update

Physics & Batching Beta

TaleSpire · published 3 Aug 2026, 07:36 UTC · build 24500775

All newsPlayers around this dateRead on Steam

This is another beta improving things behind the scenes. The technical details are that this beta improves how we build batches of stuff for the GPU to draw, and also how we run the physics.It has the potential to significantly speed up the time physics takes to run (I saw a 40% reduction in some tests). Still, it's likely you will not see an FPS improvement yet:

  • The improvements are situation-dependent. Size of board, number of creatures, number of dice, and the relative gpu/cpu specs can change the timing in ways that are not easily inferred from FPS.

  • Rendering time still dominates. Imagine you are driving to a neighboring country, but you ran really fast from your house to your car. You could get to your car 80% faster, but the driving time is likely to dominate the total time of the trip :P

The very good news is that these changes were an incredibly necessary step towards using your cores more efficiently. As rendering time drops (in future releases), these wins will stack. With this done, I can finally tackle some architectural things that were completely infeasible before.

How to get involved

Hop over here for the password to join the beta.

https://talespire.com/welcome-to-the-physics-and-batching-beta

Duration of the Beta

If all goes well, this will be released to the community early next week.

Thank you!

Big thanks to anyone considering checking this out. It's not a very visually exciting release, but it's a very necessary step towards running well on more machines.See you in the next post!

More from TaleSpire

Other announcements

All news
Game update25 Aug 2026Release: Physics (take two)We've fixed the physics bugs that were reported after the last release attempt, so we are back to give this another go! Please let us know if things act funky, but otherwise, enjoy!Game update14 Aug 2026Physics Improvements RevertHello all! We've investigated the reports you've sent us since the physics release yesterday and are reverting the physics changes while we work on fixing the underlying issue. We're very sorry for the inconvenience and thank you all for the reports!Game update14 Aug 2026Physics Patch 1Alas, a couple of bugs made it through both our testing and the public beta week. This patch fixes a crash related to dice use (most visibly, switching boards with lots of dice in play) We'll be back with another patch for a non-crash issue with morphs soon.