Settlers of Ceinov [v6.0 Overhaul] By Nuneko

Nuneko Games released a new game called Settlers of Ceinov and the version is 6.0 Overhaul. The game’s story is about An adult action-farming simulator, set in the distant fantasy world of Ceinov. The game features: Farming, Livestock Breeding, Adventuring & Questing and Trading​

Developer:Nuneko
File Size:5.1 GB
Version:6.0 Overhaul
OS:Windows
Languages:English
game details

Game Version Changelog:

v6.0 Overhaul
It’s been a crazy few months for Breedspawn, and we’ve got a hell of an update for you. This isn’t just another patch—it’s a full-blown transformation of the game’s world, systems, and mechanics. A lot has changed, and if you’ve been following along, you know we’ve hit some walls, scrapped some ideas, and made some last-minute decisions that have completely reshaped the direction of the game. But after all that struggle, Breedspawn is finally starting to feel like the game we envisioned.

From Alien Worlds to a Ruined City
Let’s start with the biggest shift. If you played earlier builds or saw our previews, you probably remember the alien world setting we originally planned. It was vast, open, and otherworldly—but something about it just didn’t fit. The demonic horror themes we were leaning into felt disconnected from the strange alien landscape. So, after a lot of back and forth, we made a huge call. We scrapped the alien world entirely and replaced it with something much darker and more grounded: a massive, procedural, destroyed city.

This change wasn’t just aesthetic—it reshaped the entire game. The abandoned ruins, the crumbling buildings, the eerie, suffocating atmosphere of a once-thriving metropolis now overrun with horrors—it just fits. And the best part? It’s all procedurally generated, meaning every playthrough, every mission, every dive into the city’s depths will be different. We had to rewrite major parts of the lore to accommodate this, but trust me, it was worth it.

Combat is Finally Taking Shape
Of course, the world is nothing without a proper combat system, and we’ve been going all in on refining that. The core melee combat is up and running, with montage-based attacks, dodges, and parries, plus hit reactions that change based on the direction of impact. We’ve also added spell casting, letting players harness the power of Ichor and Malichor to obliterate their foes.

Enemy AI is getting smarter, too. They strafe, they combo, they react to your attacks in a way that makes fights feel unpredictable and alive. We’ve got basic ranged and magic AI combat working now, meaning enemies can now throw fireballs or gunfire at you instead of just charging in blindly. Lock-on targeting is in, and we also fine-tuned how weapons interact with it—when you’re locked onto an enemy, spells now auto-track, making combat more fluid and intuitive.

The locomotion system was one of the biggest struggles in development. We tried AGR V. We tried custom retargeting. We even tried building our own system from scratch—each attempt led to limitations, jank, or something just feeling “off.” Eventually, we pivoted to motion matching, but that too had its quirks, especially when dealing with dynamic characters. In the end, we pulled together multiple systems, tweaking and refining until we landed on something that feels smooth, natural, and responsive.

Weapons are expanding, too. We started with pistols and unarmed combat, but now we’re moving into swords, melee weapon types, and firearms with unique properties. Next, we’ll be implementing proper damage calculations based on weapon type, making sure a heavy warhammer doesn’t hit the same as a combat knife.

The Rise of the Underground Market
One of the core themes of Breedspawn is power, corruption, and survival, and what better way to showcase that than a full-fledged bounty and black market system? Right now, we’re adding capture mechanics to melee combat—down an enemy instead of killing them, restrain them, and then decide their fate. You can sell captured individuals to the Authority or the Cult, gaining money, influence, and reputation (or making enemies, depending on your actions). It adds a whole new layer to how you engage with the world—are you a ruthless bounty hunter, selling anyone and everyone for profit, or do you have a code, choosing only to take down certain targets?

Factions, Choices, and Consequences
Speaking of choices, we’re working on faction relations and a UI to track them. Your actions will dictate how different factions perceive you. Hand over too many captives to the Authority? The Cult will start hunting you. Work with the Cult too much? The Authority will brand you as a terrorist. Some groups might even offer special rewards if you prove your loyalty.

On top of that, the love system is making a return. Relationships with NPCs will be more dynamic than before, tied to reputation and faction standing. The world is brutal, but that doesn’t mean there isn’t room for something more… intimate.

What’s Next?
With the major overhaul in place, the next few weeks are all about refinement and expansion. All remaining character classes will be added, giving players more options on how they approach combat and survival. The love feature will be fully implemented, giving more depth to interactions beyond just fighting and trading. The capture system will be finalized, fully integrating it with the bounty economy. And finally, we’ll finish implementing firearms, expanding the arsenal with more weapons and fine-tuning how shooting feels.

We’ve come a long way, but there’s still plenty to do. The foundation is strong, and now it’s all about making Breedspawn into the horror-fueled, open-world experience we’ve envisioned from the start. Keep an eye out—this next build is going to be something special.

Thanks for sticking with us, and as always, let us know what you think. We’re building this for you, after all.

See you in the ruins.

World & Environment

  • Switched from an alien landscape to a procedurally generated destroyed city, creating a darker, more immersive setting.
  • Developed and implemented a procedural city generator to ensure dynamic world-building.

Combat System

  • Introduced melee combat mechanics, including attack montages, dodging, parrying, and directional hit reactions.
  • Implemented spell casting with lock-on targeting and auto-tracking projectiles.
  • Added Class-based damage calculation, differentiating melee weapons and firearms.
  • Targeting system updated—crosshair is now removed when locking onto enemies, and aimed spells auto-track.
  • Added combat disciplines for unarmed combat, starting with “Urban Brawl,” with more to come.
  • Introduced new weapon overlays, including a one-handed sword combat style.

AI Improvements

  • Developed enemy AI systems with perception, strafe mechanics, and combo attacks.
  • Implemented ranged and magic combat AI, allowing enemies to engage from a distance.
  • Added AI knockback mechanics to enhance combat interactions.

Locomotion & Animation

  • Overhauled locomotion system, moving from multiple failed setups to a refined motion-matching system.
  • Added custom dynamic animations to overlays, improving movement and combat fluidity.
  • Integrated new locomotion mechanics for different combat overlays.

General Fixes & Improvements

  • Redesigned inventory system with a slot-based structure.
  • Implemented parametric stat system for better character customization.
  • Added quick weapon switching functionality.
  • Various bug fixes and performance optimizations.

Known Issues

  • Weapons do not fire yet due to lack of bullet implementation.
  • AI sometimes behaves unpredictably in combat situations.

Game Images & Screenshots

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Win: DELAFIL – DROPMEFILES – GOFILE – MIXDROP – UPLOADHAVEN

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