[p]Hey everyone, wanted to give you all some details on the awaited Q2 update. It's getting very close to completion but still needs a bit of time for polish, testing and final fixes. Given that Canada Day lines up with the end of this month (July 1st), I wanted to make sure an update this size has the time to be fully ready with minimal game-breaking issues, with resources available afterwards to make sure. A lot has been reworked and changed to support injuries, the new weather and advanced building systems.[/p][p][/p][p]With all that, I'm aiming to get the Q2 update out July 14th, 2025. I apologize that it's not really hitting the Q2 timeframe as originally planned, but it will be worth the wait to make sure things are as solid as can be![/p][p][/p][p]I'll try to get a smaller update out before then with a few fixes and UX improvements between now and then.[/p][p][/p][p]Here's an example of what will be possible with the new building system:[/p][p][img src="https://clan.akamai.steamstatic.com/images/40600341/b2f979ee97d3009024c147356c6cec0557848484.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/40600341/7f58d07b9be99e5a14f2a258a28be71ae4b67e6f.png"][/p][p]Thanks for your patience! It will be worth the wait.[/p]
Update v0.10.3
Another set of fixes and improvements for the game! One fairly big change is a reworked sun position calculation across multiple frames to reduce amount of shadow "flickering" seen when the position is updated every frame. A completely new cloud rendering system was added as a result of this new sun position change to make sure the shadows continue to look right.
Additions:
Reworked sun position to only be set every few frames rather than every frame to reduce amount of flickering you may see around the edges of the shadows, especially at lower settings
Reworked cloud shadow rendering to take the new sun positioning into account
Added ability to chop up dead logs to receive scrap wood
Added new input to switch between top-down and third-person perspectives (only with keyboard/mouse, default key: H)
Added smoked fish recipes
Fixes:
Fixed third-person mode field of view (FOV) being incorrectly zoomed out after the character customization update (v0.10.0)
Fixed wrong terrain height calculation near chunk borders that would cause terrain levelling to creates spikes along these borders
Fixed female character dress behavior when walking
Fixed creatures getting into a state where they run around the player without being able to hit them
Fixed potential hang when starting or loading a game with large view distance on MacOS
Performance:
Removed superfluous texture sampling calls in terrain rendering to increase framerate a small amount
Balance:
Reduced stamina cost when using shovels
Other changes:
Increased environmental brightness in various cloudy conditions
Increased sky brightness below the horizon (if on a mountain or hill)
Update v0.10.2
More fixes and requested changes in this regular update while work continues on some of the big Q2 update features!
Additions:
Finally added ability to break up all large rocks/boulders with a pickaxe
Added new grass anti-aliasing graphics setting that greatly reduces "twinkling" of grass and other foliage as the camera moves around slowly. Note that this setting adds a decent performance impact due to the removal of a rendering optimization step related to grass-based surfaces
Fixes:
Fixed long-standing issue of the anti-aliasing setting not being loaded properly on game start-up
Fixed floor lengths not being updated to work with the new snap-to-grid distance increase for beams/walls
Fixed fish not triggering fish traps as much as they should
Removed "rabbit remains" for fish when they decay
Reduced bonus stack size for hearth furnace slots to avoid situations where you can't add enough fuel to complete the smelt
Fixed infinite splash effect when creatures die in fairly shallow water
Added speed reduction when the character is approaching a target position for an interaction such as piloting a raft to avoid jittering at the center
Fixed being able to walk into a raft's storage area to push it across the water
Fixed fish not properly passing on their infection level to their resulting meat items in certain cases
Balance:
Removed spawn chance of hostile creatures near camp at night
Greatly reduced chance hostile creatures wandering near camp
Other changes:
Increased depth that posts can be placed in water to better allow for protection against hostile creatures
Reworked creature disease state to be set when they spawn rather than when they die. Won't change things much now but will better set up the game for breeding animals and whatnot later on
Reworked how the far-away terrain is rendered to no longer rely on stencil masks but still nicely blend between it and the nearby detailed terrain
Update v0.10.1
Adding a few fixes and requested quality of life changes in this small update. As always, greatly appreciate your feedback and bug reports! Glad you are enjoying the recent big update! Really excited to see the rest of the roadmap fulfilled this year.
Fixes:
Fixed ranged attack targeting in top-down mode - the target circle was behaving oddly when aiming higher than the character (ex. up a hill)
Fixed ranged attack targeting in third-person mode - specifically for throwing stones, the angle calculation was done from the wrong point causing the stone to be thrown to the right
Fixed in-inventory dead rabbits losing their inventory state when loading a save, causing their harvestable items to be empty when trying to harvest after being dropped
Fixed internal error happening during nighttime due to missing fish spawn data
Additions:
Added a migration of demo saves to the full game. This will only happen for players launching the full game the first time before any settings files are created to make sure the demo saves don't overwrite any full game saves
Added stockpile support for charcoal, pebbles, and a new extra large stockpile added for thin trunks
Added new game preferences storage system, currently saving whichever game customization options you set when starting a new game so that it will be re-shown the next time you try to start another custom difficulty game
Added "kill" item action for live rabbits in your inventory
Other changes:
Updated credits for character modelling
Removed "experimental" from third-person control mode, it's fairly stable now!
Major Update v0.10.0
The first major update of the year has finally arrived, just in time for the end of Q1! A ton of new and exciting features and improvements have been added to the game, a few still preliminary versions that will be improved over time. Even though this is a major update with a 0.x version increase, all old saved games should still be compatible. Please reach out if you see any issue with your saved games! And thank you for your patience, I know many of you were very excited about the update and were wondering if it was going to be delayed or not. Hope you enjoy!
New Features
Character customization
Added a preliminary character customization system at the start of new games, and also when pre-0.10.0 saves are loaded (this will happen only once). There aren't any more detailed customizations yet sadly but these will come in future updates! There also may be some animation issues after a big migration from the old character model, these will be fixed with time as well.
Game customization
Added a much-requested game customization options for new games! You can customize a ton of settings like turning off the Blight (mostly), food decay speed, etc. For now, these settings can only be set at the start of a new game, but modifying them during the course of a game will potentially come later on.
Fishing with fish traps
Fishing with simple fish traps is now possible in The Last Plague. You can catch multiple fish in the trap at a time, collect them and cook them. More active fishing with fishing rods will come in a future update.
Bows and arrows
Finally added bow and arrow support for some more interesting ranged combat in the game. Currently bows and proper arrows can only found in cabins, with support for crafting them coming in later updates when the resources required are added to the game.
Melee/ranged toggle for spears
Finally you will be able to use the spears as a longer range melee attack, as well as craft a flint-spearhead for a slightly more effective spear in the early game. Toggling between melee and ranged modes is possible with a new key bind (V and DPad-Right by default).
Ability to pick up creatures
You can now choose to pick up trapped rabbits to be able to carry them back to a safer spot before harvesting them. Being able to drag larger creatures like coyotes will come later on.
Other Additions/Changes
Added selection outline brightness option
Reworked player melee attack collision detection to be a lot more forgiving, factoring in highlight of enemies into the attack rather than always checking directly in front of the player character
Added quiver container that only stores arrows, must be equipped on the belt to be able to provide the bow attack interaction with arrows
Added long plank wall
Increase support beam connection distance slightly to allow one more snap-to-grid position
Added character outline to main inventory window with (currently unused) new chest, legs and feet slots
Fixes
Added detection of controller inputs at the start of the game that you can now turn off, in cases where controllers were added unwanted input like navigating up throughout the menus
Fixed crafting recipes with multiple output items not preserving input condition percent properly
2025 Roadmap!
Hey everyone, thanks so much for all your support and feedback since the game's EA release a few months back. Seeing the enthusiasm for the game and its future has been amazing to see. I know a lot of you have been eagerly awaiting updates and a more detailed roadmap showing exactly what's to come, and I've finally been able to put together something that has a bit more structure to it. These are all estimates of course and things may be accomplished earlier or later in some cases. Check it out:
Q1 (Jan - March)
Character customization - male/female characters with some basic customization options (more advanced will come later)
Game customization - customize game settings for new games like world Blight levels, enemy counts/behavior, etc.
Fishing - starting with fishing traps first followed by actual fishing with rods
More items, buildings, weapons - bows & arrows, hoe, flint/bronze tool heads & blades, melee mode for spear, traps, etc.
Q2 (April - June)
Injury/would system - bleeding/bandaging, localized damage, infections, etc.
More advanced building system - large wooden posts/beams, multiple levels, fireplaces, stairs, etc.
Weather/seasons - temperature & clothing, snow, expanded food preservation for winter
Q3 (July - Sept)
Skills/proficiency system - get better at certain tasks over time through repetition
Other survivors/NPCs - find isolated survivors and their campsites, trade or fight
Glass blowing - create glass objects, windows, etc. using things like slag from metalworking
Q4 (Oct - Dec)
Story continuation - with all the above features in place, continue the story and seek the cure by collaborating with other survivors for various resources, clear out the infection in villages with their help, and start resettling villages
Animal husbandry - taming and breeding animals
There will be a lot of other miscellaneous content and features added throughout the year as time allows, and some features will be expanded upon later in the year after their initial implementation. Some of these smaller features include: item rotation in inventories, better combat system, reworked cooking system with better ingredient management, new biome areas and terrain features, mod support, and expanded map area.
The completion of this roadmap will bring the game a lot closer to a full 1.0 version state, so expect news of that closer to the start of 2026!
Thanks again for checking out The Last Plague: Blight and I hope this roadmap helps build excitement for what's to come.
Update v0.9.14
Happy new year everyone! Finally adding some more promised translations in this small update!
Took some time to recharge over the recent holiday period but work continues intensely going forward. A more detailed roadmap will be out in the next week, stay tuned! Appreciate your patience!
Additions:
Added Brazilian Portuguese, German and Spanish
Fixes:
Fixed inventory being unusable when you are targeted by a nearby hostile creature
When transferring liquids between containers, the default selected value will be the max amount to make this process smoother
Update v0.9.13
A smaller update addressing a few quality of life issues raised over the past while as we enter the holiday season. There has been a lot of feature work going on behind the scenes that isn't quite ready for release yet, and I can share more details about all of this soon. One of these is the character customization system with a much more finalized looking male character along with a new female character. German, Spanish and Brazilian Portuguese translations are in the works and will be ready in the next week or so.
I plan to send out a more detailed 2025 roadmap very soon with more concrete timelines of various features and content, so stay tuned! I know that the speed of feature/content addition has been very slow given the tiny size of the team and I apologize for that, but if you currently enjoy the game and the direction it's heading in, know that there is so much planned and that I will stop at nothing to get the game to the greatest it can be over the next few years.
Happy Holidays!
Additions:
Added an often-requested transfer amount popup when moving item stacks or filling containers. You can hold shift when dragging then releasing an item stack to another slot (or press Y on an XBox controller) to open a transfer amount popup that lets you fine tune how much to transfer. This is also shown when filling a container with another, allowing you to select the exact amount of liquid to transfer
Added a proper terrain levelling function to the shovel (default Ctrl + left click). An indicator will appear showing the height and range of the levelling process, and this indicator will snap to certain height steps to allow for more obvious terrain planning for your camp. Note that this feature won't work if the terrain difference is too steep, so add/remove dirt with the shovel first to be able to level things properly.
Added a way to snap shelter building pieces to a grid by holding Left Alt (or DPad left on controllers) to better layout your posts and walls. Let me know how this grid feels and if you'd like any changes!
Fixes:
Fixed queued crafting recipes with liquid outputs (ex. berry juice) continuing even if the destination container is full
Fixed language change not setting the new language in all places within the game, requiring a game restart
Fixed French translation issues and missing translations for French/Russian
Fixed errors when dragging a floor
Fixed PS5 select button glyph
Other changes:
Reworked floor placement process to be much less strict about how flat the terrain needs to be to avoid unneeded flattening with shovel after placement. Coupled with the new levelling feature done in advance, you should almost never need to flatten the ground to complete the floor
Terrain smoothing was moved from Ctrl+left click to Ctrl+right click to allow the new levelling feature to take priority. Smoothing has also been reworked to be much quicker and line up with the digging animation
Update v0.9.12
Finishing up controller support with a new on-screen keyboard for the various text input spots in the game like map markers and co-op game names and passwords. Also adding a few further fixes for a few things introduced in the controller input like mousewheel over-sensitivity. As always, thanks for playing the game and giving feedback!
Additions:
Added on-screen keyboard for text input for non-Steam Deck controllers (Steam Deck was already using its built in keyboard system)
Added a new controller glyph dropdown setting to choose the glyphs you want to see if the game can't properly detect the controller you are using
Added stat bar labels to show their name and values when using any in-game menus with a controller
Fixes:
Fixed sensitivity of keyboard-based camera rotation
Fixed being unable to right click on the player icon to create a map marker
Fixed map zoom sensitivity via scrollwheel
Lowered the inventory controls help bar on 130%+ UI scale so it doesn't overlap any important UI elements like buttons
Fixed first combat hint showing "no input mapping" text when using a controller
Other changes:
Increased rain visibility when cloudy and at night
Update v0.9.11
Fixing a few issues related to the controller update pushed out yesterday, thanks for the reports! Hope the controller support works well for everyone.
Fixes:
Fixed copper alembic extract button showing an empty list of destination container items
Fixed inventory sort not sorting item names correctly due to singular/plural forms of the item names
Attempt to fix PS4/5 controller detection for proper glyph display
Fixed up placement rotation speed with mousewheel to be more granular, as well as making rotation with controllers more consistent regardless of framerate
Fixed being unable to click player-made map markers to delete them
Fixed some buttons being clickable when they shouldn't be (ex. in distillation)
Fixed hand cart wheel rim break down recipe mistakenly giving 5 rims instead of 1
Actually fixed hand cart wheel rim held position, the original fix applied to the wrong item
Fixed error related to letting go of a dragged item in certain situations causing an uncaught exception and not behaving properly