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Release Notes for Tunguska: The Visitation - Enhanced Edition

1.94 (27 April 2025)


1.93-5 (31 March 2025)

If you really want to know the calculation:

Normal ingredient = 0 pt Superior ingredient = 1 pt Premium ingredient = 2 pt Avg score required for superior product: > 0.5 Avg score required for premium product: >= 1.5


1.91-6_1 (6 January 2025)


1.91-5 (26 December 2024)


# 1.91-2 (4 December 2024)


1.91-1 (2 December 2024)


1.90-9 (26 November 2024)

Gaining reputation to reach 100% to unlock special merchandises (weapon attachments) can be a tedious process, so I added one more method to increase faction reputation: by donating demanded items to the main trader.

To do this, first talk to the main trader (such as Sidor and Filip, basically people who give you serum orders) about "Demands". The type of items they list out will be the ones you can donate. For example, if he says he needs serums, then when you trade with him, you can put serums up for sale; but instead of pressing the Trade button, you can press the "Donate" button right under it. The item will be donated to the faction in exchange for some reputation gain. The amount to gain is related to the sell price of the item.

Note that the "demands" information also dictates how much the item costs when you sell to them. Items that are demanded by the trader will sell for a better price for you.


1.89-5 (5 October 2024)


1.89_1 (18 September 2024)

Hello Ghoul Hunters,

It's been a while! I was working tirelessly on optimizing the game because I realized that it will only run on Xbox One at 25 frames per second lol. So I went back and reviewed pretty much all of my code and found many opportunities for improvement: duplicate function calls, inefficient data structure, workload not spread out over multiple frames, etc.

After this optimization pass, my own frame rate increased about 25%. I'd like to hear about your experience after installing 1.89 update :)

My goal is to make sure the game can run on a laptop. In the past I always thought that laptops couldn't run it smoothly due to lack of good video card, but this optimization pass told me that the bottleneck is on the CPU and not GPU (basically, my code sucked lol). So if you have a laptop you normally play games on, please let me know if Tunguska can run more smoothly now.

Finally, a few other changes included in the patch:


1.88-1 (31 August 2024)

I apologize for the bugs after posting the 1.88 update. There was an oversight where the function call to convert a string to floating number didn't take into consideration of systems in Europe where the float format is "1,2" instead of "1.2", and that caused the database load to fail.

I hope this update fixes this issue for folks in Europe! Unfortunately I cannot test it with my own system (even if I change the windows region to Europe), so please let me know if it fixes it for you! There can be multiple symptoms, such as item stats not displaying correctly, guns shooting ultrafast, NPCs only shooting semi-auto etc.

Thank you for your patience and support!


1.88 (31 August 2024)

Hello Ghoul Hunters,

I know I have said previously that the last feature I wanted to add was the X-ray effect, but later I realized that someone made a mod on moddb to add a weapon firing mode feature :) But the mod had some issues with burst fire so I decided to just add the feature officially.

How Weapon FIring Mode Works

It's very simple and doesn't involve any additional key/button binding. Simply take your gun out, aim down sight, and then press Interact key (F key or A button by default). The current firing mode is displayed next to the weapon icon in the HUD.

Also you will see in the weapon item's description which firing modes it supports, for example the VSS supports S (semi auto) and F (full auto).

Now with this overhaul, the following guns have additional firing modes:

AKM: S/F/B AK-74: S/F/B M16: S/F/B AN94: S/F/B

Other Fixes Included in 1.88


1.87-9 (26 August 2024)


1.87-4 (19 August 2024)

I have finally found a way to implement the see-through effect that's pretty much a staple of 3D top down games! It was requested since day one of game's release, but due to technical challenges, I never found a way to do it. But now it has finally become reality!

The see-through silhouette shows up whenever player or a NPC is behind a visible wall or roof. For NPCs, you will only see the outline if the NPC is within line of sight for the player character. Different colors are used for NPCs that are neutral (yellow), hostile (orange), or friendly (green).

You can also enable or disable this effect in the game options, at the very bottom of the list under Gameplay section.

This is the last feature I want to add to Tunguska: The Visitation. I'm working on porting the game to XBOX (pain in the ass), and then start working on the sequel.

Enjoy!

===

Other fixes included in 1.87-4:


1.87-3 (16 August 2024)

Much thanks to Wolfylein, Tigerkadse, falsifiability for the hard work translating 70,000+ words into German! As with any translation work, there are always opportunities for improvement, so please feel free to let us know if there are any imperfections with the translation!

Other changes included in the update:


1.87_1 (9 August 2024)

Dear Ghoul Hunters,

Thank you for your patience while I work on this big update! One of the most common feedback I received from players is that there are too many recipes scatters across different note papers and recipe books, making it inconvenient when managing all these recipes.

So I decided to enhance the Recipe Clipbook to include four tabs:

Whenever you discover a new recipe either from loot or purchasing from traders, once you right click it to display the text, this recipe will be added to the Recipe Clipbook. The clipbook is added to player's backpack as soon as the player arrives at Zernaskaya village.

When you go to any crafting station, the game will automatically open the recipe clipbook in your backpack and display the relevant recipes, and you can click "Ingredients" button to collect ingredients from your backpack.

And here's the most exciting part: the recipes you record in the clilpbook will be now be carried over to NG+!

I also added a global map which you can open by clicking M and then select the "Global" tab. This map shows the regions you have visited along with the paths between them. It looks like this:

The German translation for the game is currently underway! Thanks to two Ghoul Hunters who have been working very hard on translating 70k+ words in the game. There are still some work left to do, and if you would like to help, please let me know by PM or joining my discord:

More Enhancements in 1.87


1.86-2 (27 July 2024)


1.85-9 (20 July 2024)

I apologize for creating a new bug a day ago, which causes the Boris quest to be stuck when you get his note. This patch will fix this issue. All you need to do is to go to anywhere in Ashinaka and bring the note with you. Right-click to read the note and then close the inventory. In a few seconds you'll see the journal being updated.

Thank you for your patience!

Also, a couple of other fixes included:


1.85-7 (18 July 2024)


1.84.2 (8 June 2024)


1.84.1 (7 June 2024)


1.84 (4 June 2024)

Woohoo! I'm excited to announce the second part of graphics upgrade - this time, terrains are finally looking better!

I have always struggled with the thought "why does the game look so bad during rain and overcast?" I got a lot of suggestions from fans and other game devs to improve the looks of terrains, in order to make the map look less boring during those non-sunny weather. But I was hesitant because, being not very good with visual art, I had no idea how to do it.

Eventually I figure out a way - I added three new textures, and after a week of clicking away with my mouse, we now have jagged roads, rocky cliffs, and puddles for you to splash on.

I also added a little hut by the Barn in Zernaskaya, because that area is just too empty. The hut has... some interesting surprise in it :) (If you have completed Haruko's assassination quests you'll know what it's about)

And finally, I fixed some issues with the water and got a nice new normal map for them. Looks a lot better now!

Other fixes included in 1.84:


1.83-4 (20 May 2024)

Hello Ghoul Hunters,

I'm proud to introduce to you the first batch of facelift for Tunguska! In this update, I added the following eye candies:

And there are a lot more updates and fixes in this patch:


1.83-2 (7 May 2024)


1.83-1 (5 May 2024)


1.83 (4 May 2024)

Dear Ghoul Hunters,

Thank you for your patience! I have been working on a huge list of improvements and upgraded the engine to Unity 2019.1. Please let me know if you notice any problem after this update, since I added a lot of changes. Thank you!


1.82-5 (26 April 2024)


1.82-4 (24 April 2024)


1.82-3 (20 April 2024)


1.82-2 (18 April 2024)


1.82 (12 April 2024)

The Spanish localization has finally arrived! This work took three translators over one year of time to complete, a monumental achievement for these Tunguska fans :) I would like to thank these heros of the Zone for their hard work and dedication:

dso Khorne07 marcado

Let's keep in mind that there are in total over 70,000 words of text in the game, and even with the translator's scrutiny and cross-checks, there might be some issues. Please let me know if you notice any thing :)

Now, a few other fixes/changes included in 1.82 udpate:


1.81-2_1 (8 April 2024)


1.81-1 (5 April 2024)


1.80-6 (2 April 2024)

In this update I am attempting to add some flanking behavior for the enemies who are fighting the player. Flanking has always been a major challenge even for AAA games - check out this funny post:

https://www.reddit.com/r/thedivision/comments/bfgzqq/its_not_flanking_when_the_enemy_runs_straight/

That's exactly the reason I haven't been able to simulate flanking. Sure, the NPCs can choose another cover and sometimes it leads them behind the player, but most of the time they will just run straight towards the player like idiots. For flanking to work as intended, the NPC would need highly complex multi-path pathfinding and prediction. What I'm doing in this build is not fancy at all, and it's very subtle, and only applies to certain locations in the game where flanking makes sense. The end result is, once in a blue moon, an enemy will show up behind you and surprise you while you are camping and cheesing.

Other fixes included in 1.80-6:


1.80-4 (25 March 2024)

Human NPC's "searching enemy" behavior had been pretty bland. I made some improvements for this behavior:


1.80-3 (21 March 2024)


1.80-1 (18 March 2024)


1.80 (13 March 2024)

This is something I had planned to do ever since I was working on Slaughterhouse DLC. Now that the DLC is released, I have finally taken two weeks to dedicate on improving inventory management for controllers.

If you use the left stick to move the cursor over any of the grids, you'll see a "LT" icon popping up. Then, if you hold down Left Trigger, you'll enter the "Tetris mode" where your left stick will move a block cursor inside the grid, and it will be confined within the grid until you let go of the Left Trigger. This will make item selection and placement much easier. If you need to move an item from one grid to another, just let go of the left trigger, move the cursor over to the other grid, and hold LT again to enter its Tetris mode. It actually feels like playing Tetris, haha.

Moreover, I added several improvements for controllers:

I hope these changes make your experience better, and I'm still going to explore more improvement opportunities!

Now, other fixes/changes in 1.80:


Update (Oct 13th, 2023)


Patch 1.67-8 (May 16th, 2023)


Patch 1.67-7 (May 13th, 2023)


Patch 1.67-6 (May 10th, 2023)


Patch 1.67-5 (May 5th, 2023)

I noticed that during the Soviet border patrol scene, the patrol guy tends to get stuck by the boom barrier until you distracts him. The issue seems to be Unity's pathfinding algorithm. I made some changes to the boom barrier and now the patrol no longer gets stuck there.

This update also contains a LOT of hidden code changes for the Dead Zone DLC. These code doesn't apply to the base game, but potentially I might have broken something.


Patch 1.67-4 (April 27th, 2023)


Patch 1.67-3 (April 22nd, 2023)


Patch 1.67-2 (April 21st, 2023)


Patch 1.67-1 (April 15th, 2023)


Patch 1.67 (April 13th, 2023)


Patch 1.66-4 (April 11th, 2023)


Patch 1.66-3 (April 6th, 2023)


Patch 1.66-2 (April 4th, 2023)

This is just a couple of small bug fixes: