It's done! Welcome to my game! I put zombies in it.
To celebrate the game leaving early access, some of the youtubers from the discord have been making videos or will be streaming over the course of the week, keep an eye out for them at the top of the store page!
Yes, the 1st of June 2020 feels like not that long ago but terrifyingly it was almost five whole years - that's how long this game was in Early Access for. (I intended it to last "approximately one year"!) A lot has happened in that time - Story Mode, vehicles, friendships and relationships, chickens, constitution and rescuing, extortion squads, surrendering, alliances, infected weapons, hitting the road, numerous quality of life features (remember when you had to manually loot every corpse and sort your loot into buildings, or could only assign one role per person?), 11 complete translations, greatly expanded mod support, etc. Plus it's now on XBox Series!
Of course the game didn't start in 2020, the closed beta started in 2019, and I actually started development around 2016, using the Survivalist code as a base. The original Survivalist launched on Steam in 2015 (after which I added multiplayer). Before that, it launched on XBox 360 (XBLIG) in 2014. And I originally started development in 2009. So you might say this game has been in development for a while.
What does the future hold? As mentioned before I still haven't decided yet - one option would be to make another sequel, as I still have a long wishlist of ideas I would have dearly loved to put in this game. The other option is a new project that I have in my head which would really like to get out. It would share a lot of DNA with Survivalist though so, either way, Survivalist will continue in some form.
Meanwhile, the relentless march of publicbeta continues with the latest patch, v243. This concludes a playthrough and bug sweep I've been doing leading up to launch - here's the change list:
Fix for Morgan Harding staying stuck on the spot after she returns home after warning Tent City
Fix for kicking not causing damage in fisticuffs against allies
Fix for NPCs saying they know their leader would pay you to bring them food, when their leader is dead
Fix for characters getting stuck in a loop searching for containers if you set Carry Amount to 1 for cooking pots
For modders, if you set up a recipe to build a vehicle, it will be driveable once built
Don't show Abandon action for under-construction buildings (just demolish them instead)
Fix for Out Of Sync error when adding wood to a fire while having both wood and charcoal in inventory
Fix for NPCs getting stuck continually shooting and missing a camping stool
Fix for vehicles taking full damage when parked touching the dump truck
Fix for you losing approval if you loot the corpses of NPCs from the 'Turned' community
Fix for incorrect speech when sending Emma to the safe zone
Fix NPCs from a settlement with no campfires repeatedly picking up unconscious bodies to try to rescue them, but then dropping them immediately
Fix for character spinning round on the spot trying to pay respects to a corpse they are carrying
Fix for wrong backpack sometimes being equipped after you hit the road
Fix for Out Of Sync error on character creation screen when hitting the road sometimes
Updated Brazilian Portuguese, Czech, German, Hungarian, Latin American Spanish, Russian and Spanish translations
And the previous patch, v242, has made it to the main branch!
Some people have asked whether publicbeta will end now that Early Access is ending. The answer is no, it will continue to be the way I release patches :) And there will continue to be patches in future, at least because there are several translations being actively worked on.
What's this publicbeta thing?
v243 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
New patch in publicbeta (v242), previous patch promoted to main (v241)
Hello everyone, it's Easter patch day! It's the usual bug fixes and translations, but I did slightly break my "no more features" rule for one minor change - if you have something equipped which can't be used as a weapon or thrown (like a bandage, antigen, match, wood etc) and you press the Aim button (i.e. right-click on the mouse or LT on the gamepad) you will automatically equip a weapon. I can't see any downside to this and it makes it much less awkward and confusing if you get attacked while you happen to have something like that equipped - your instinct is to press Aim but prior to this change nothing would happen and it would take a few seconds to figure out why not, during which time you'd probably be getting bitten or beaten to death. It's especially awkward on gamepad because you can't just hit the shortcut keys to equip a weapon. Anyway, pretty small change, hope it doesn't have any unforeseen consequences.
Aside from that, I've removed the text saying Early Access and the version number from the bottom of the screen - it was useful but ugly and Early Access is ending soon, so if you want to know your version number check Settings / Patch Notes from now on. Here's the full change list:
Removed Early Access Version text from bottom right corner of screen
If you have a non-weapon equipped (e.g. bandages) and you press aim, automatically equip a weapon
Fix for hint text telling you how to equip a weapon if you don't have any weapons
Don't show keyboard shortcuts on weapons in equipment selector menu when using gamepad
Fix for Pick Up action sometimes not saying (Stealing) when people nearby would consider it so and attack you
Fix for people accosting you after you pick up a body even though you are crouching with a full camo meter
Fixes for your character sometimes running or walking off back to their previous location as soon they wake up after being rescued
Fix for true statements in the drinking game with Ava sometimes being things like 'Someone and someone are getting on pretty well!'
Don't allow Kelly to be targeted with a bow while she's playing dead
Fix for Kelly sometimes leaving you and then immediately being at war with you
Fix for sometimes not being at war with Kelly if you say 'You shouldn't have tried to rob me, now reap the consequences!'
Fix for a place on the Story Mode terrain where you could get stuck sliding
Fix for people's health sometimes not being reduced when punched during feuds
Fix for characters sometimes T-posing in multiplayer after turning into invisible strain zombies
Fix for rare crash on loading screen
Updated Czech, Brazilian Portuguese, German, Indonesian, Latin American Spanish and European Spanish translations
v242 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
New bugfixing patch in publicbeta (v241), previous patch promoted to main (v240)
Hey everyone, it's patch time! It's all about those bug fixes and translations these days, here's the change list:
Fix for 'You still haven't given me the reward you promised earlier!' speech to Carter not working if spoken at a distance (e.g. if surrendering)
Fix for equipment variation sliders on character creation screen not highlighting in red when selected with gamepad
Fix for Survivalists being able to dig graves on a particular patch of road
Fix for Malachi having a bad opinion of you if you lie successfully to him in one situation (when he shouldn't realize you lied)
Fix for dialog options that can't be used, because you have the wrong personality for them, sometimes not being visible
Fix for speech bubble from PiP being shown a bit further down on Steam Deck or other screens with taller than 16:9 resolutions
Fix for crash in editor when inputting incorrect hex numbers for colors
Fixed some bugs in speech formulae and added support for not '!' operator and scope brackets
Fix for not being able to use mods you've already downloaded if you are offline
Fix for some mods not working on Steam Deck
Allow corpses to roll for longer before freezing if they are on a rocky slope, to fix cases where you're unable to pick up a corpse because it rolled onto a slope and you can't reach it
Fix for FEMA not attacking you if you rescue someone they had quarantined and they see them loose, also increase the amount of gold needed to surrender after breaking someone out of prison
Fix for FEMA or Survivalists picking a prisoner up and taking them to a fire if you knock them unconscious
Fix for characters sometimes breaking stealth or dropping carried bodies to find warmth or change clothes (they should only do that if they are very cold)
Some fixes for Carter, Malachi and FEMA outcomes of Vanished quest
Fix for not being able to scroll the invaders panel on the map screen with gamepad
Updated Brazilian Portuguese, Czech, Indonesian and Traditional Chinese translations
Fix for someone saying 'You had to attack %2'
As of this patch (v241, that is) I'm going to start compiling the build without the "Development Build" setting, which means you don't get that text in the bottom right of the screen saying "Development Build" and, in theory, it's a little faster - though I didn't notice any difference personally. It also means I get less detailed information when people report crashes, which is why I've waited so long to do that. But I can't keep having a thing saying "Development Build" on a game that's finishing development!
Also the previous patch, v240, has been promoted to the main branch :)
What's this publicbeta thing?
v241 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
New bugfixing patch in publicbeta (v240), previous patch promoted to main (v239)
Hello, I've released a new small patch in publicbeta. This one is mainly focused on fixes for bugs at the beginning of Story Mode, in cases where the player does something a bit unexpected. Here are the changes:
Fix for Carter being able to join you too early if you fight and defeat the FEMA Patrol, which causes a number of later quest bugs
Fix for a situation where it was hard to have a conversation with a character because they were aware of a zombie that was inaccessible to them, and their AI kept wanting to attack it but failing
Fix for Kelly trying to rob you after she's already joined you if you shoot her with an arrow before you reach her
Lock player in place while talking if you surrender to Kelly at the beginning of story mode, to avoid new players unintentionally cancelling the surrender by moving around
Fixed various glitches around the starting quest in story mode
Stopped trash containers around Tent City from belonging to them so it's not considered stealing if you their take rags and empty bottles
Editor crash fixes
Updated Brazilian Portuguese, Czech, Indonesian, Latin American Spanish, Polish, Russian and Spanish translations
I've also promoted the previous patch, v239, to the main branch.
What's this publicbeta thing?
v240 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
New patch in publicbeta (v239), Release date April 25!
Hello, it's announcement time - the game will leave Early Access on the 25th of April! That means I consider it finished, though I'll keep on fixing any bugs that crop up, and updating translations as needed. I'll be moving on to my next project, which could be a sequel or could be something else. It'll be a while before I figure that out, but if it is something else it'll have a lot of Survivalist's DNA still in it.
And it's also coming out on XBox Series S/X on the 25th of April! The page on the XBox store is now live. The original Survivalist started life on XBox Live Indie Games - the junior sibling of the old XBox Live Arcade - and I still sometimes get people telling me they played it back then and followed its development and Invisible Strain onto Steam. So it's pretty cool for the sequel to be able to return there!
It's also patch time! This one is all bug fixes and translation updates. The European Spanish translation is now complete, mostly by copying the Latin American Spanish translation to fill in the gaps, and changing "ustedes" to "vosotros" in a number of places. Thanks to SheamusHD for advising on that! Here's the full changelist:
Some fixes for bits of terrain in Story Mode where you can get stuck sliding for a few seconds
Bullets use the ricochet effect when hitting helmets instead of the smoke effect
Use the language selected in Steam as the default language the first time you play
Updated Brazilian Portuguese, Czech, Hungarian, Latin American Spanish and European Spanish translations
Fix for being able to continue targeting someone's head if you switch weapons even if you don't have the required skill with the new weapon
Fix for your camouflage meter dropping when zombies hear a radio that you threw
Fix for situation where someone kept trying to vault a fence that was just next to a car door they were trying to get into
Fix for save tokens being found on the map in Story Mode if you start a new game in save anytime mode, or on new players (they will be replaced with equivalent gold)
Fix for situation where people would give using the toilet higher priority than roles set to Urgent
Fix for enemies reacting differently if you're crouching in a building or vehicle, from if you're not crouching
Fix for not being able to hover over invader icons on the map page with a gamepad when zoomed out
Fix for rare crash in brain scan page
Fix for fog of war covering everything for a few frames after you load a game
Fix for crash when roads are deleted
Fix for crash when a large number of objects was added to the world in a mod map
Fixes for compatibility with 'SIS Extended: Regrow', 'SIS Extended: Adaptive Combat' and 'SIS Fishing' mods
Possible fix for you being unable to escape a zombie bite if they bite you at the same time as you start to choke or assassinate someone
Close crafting dialogs etc when someone joins or leaves a network game (fix for various bugs caused if they are open)
Out Of Sync fixes
That's in the publicbeta branch now, as v239. I've promoted the previous patch, v238, to the main branch.
What's this publicbeta thing?
v239 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Small publicbeta patch (v238), upcoming price increase to $11.99, Xbox Series
Hello, a few announcements today. I've released another small patch to publicbeta, v238, with the following bug fixes:
When someone starts a feud with a player avatar character, the player automatically equips a melee weapon if they have one (similar to how they automatically equip fists for a boxing match)
Possible fix for Carter's squad sometimes killing you after you agree to work with them
Fix for player accidentally starting a war by hitting a nearby neutral character with a melee weapon while in a feud with someone
Fix for crash when snowball fights take place near the edge of the map
Fix characters pointing rifles/shotguns at the ground when crouching and aiming
Secondly the previous patch, v237, is now in the main branch.
Thirdly, I made this post a "regular update" to make it more visible and give some warning: I'm going to do a small price increase soon to $11.99. That's 48 CNY, 11.79 euros, 14,000 JPY, £9.99 GBP, 13,500 KRW, etc. I need to do this 30 days before I release the game out of early access so that I'm allowed to do a launch discount (which will probably be 25%, probably in late April). After that there'll be the usual periodic sales. But if you want to get the game at its current price, now is the time. I'll do the price increase on Monday so this weekend will be the last chance to get it at the old price.
Lastly, this game will be coming to XBox Series! Once I've locked down a launch date with them I'll announce it and that will probably also be the date that it leaves early access on Steam (or around the same time, at least).
What's this publicbeta thing?
v238 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
New small patch in publicbeta (v237), last patch promoted to main branch (v236)
Hello, it's patch day! I've been playing through the game in anticipation of releasing it out of early access soon, so this is mostly a bunch of minor bug fixes that came out of that. Here's the change list:
Fix for PiP flickering when dragging the screen with the mouse in Command Mode and hovering over a character
Fix for movie theater side entrances not being correctly aligned with where you actually come out
Fix for carried body being left in mid-air in some cases when characters drop a body in multiplayer
Fix for characters who are carrying bodies wandering off and dropping them in order to auto-collect/deposit/get ammo/use toilet
Fix for characters who are carrying bodies keeping hold of them while entering buildings
Fix for not being able to toggle Builder role Urgent/Not Urgent using the sprint button while playing the building animation inside a building under construction
Fix for target switching after you throw something at a neutral character
Fix for player community members not repairing their armor at nearby workbenches that don't belong to you
When opening a Character sheet from a character in a building with the gamepad, select the button the goes back to the building by default instead of the skills tooltip
Changed missing animation error to a warning, to stop a mod from crashing
Tweaked vehicle wheel slip values to slide less on dry grass
Updated Czech, Indonesian, Latin American Spanish and Thai translations
v237 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
New small patch in publicbeta (v235)
Hello, I've released another small publicbeta patch. This adds Thai support and fixes a bug introduced a couple of versions ago where you couldn't stash bodies in buildings/vehicles. But the biggest change probably is that achievements are now allowed when mods are active! I've found that a lot of people play the game with mods - and there are a lot of good ones now - and it's a shame not to allow achievements just because someone is playing with SIS Drop Loot enabled, for example.
I thought it might be a controversial change so I asked the discord folks to run a poll about it, and the poll was in favor by 64% vs 36%, which I felt was enough. One of the objections raised was that you could join a multiplayer game that had mods enabled, and accidentally get some achievements too easily. To address this I've added a tooltip to the Join Game screen so you can see what mods are active in a game when you join it. It shows a green tick if you've downloaded them already, and a red cross if you haven't.
Admittedly this is kind of stretching my definition of "no changes except bug fixes from now on" but the achievements stuff I started asking about before then, and I'm gonna call the "Active Mods" tooltip a bug fix because it feels pretty broken that you can try to join a game and get a loading screen for ages while you download 20 mods or something... yeah I'll go with that.
I know some people would like achievements to be enabled in some mods but not others, but that would mean maintaining a whitelist (which I don't think I can do) or making it a setting for the mod author to maintain (which has other issues such as mods by authors who have moved on would be missed out), and anyway it's hard to imagine what the exact criteria would be. Other Steam games don't seem to have a consistent rule for this, with some doing and it and some not, as far as I can tell. Achievements are always an honor system - it will always be possible to release a cheat mod that just gets you all the achievements, if someone wanted to do that. So I think this is the simplest and best solution.
Here's the full change list:
Achievements allowed when mods are active
Show what mods are active on multiplayer games on the Join Game menu
Added support for Thai translation
Updated Czech, Hungarian and Latin American Spanish translations
Fix for player avatar characters giving each other the Lost Item quest, which doesn't make narrative sense for them
Fix for Chicken Heist quest being given by characters who already have a relationship with the player
Fix for stashing bodies in buildings/vehicles
v234 won't go to the main branch because of the Stash bodies bug.
What's this publicbeta thing?
v235 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Small patch in publicbeta with a few crash fixes (v234)
Hello, I've released a small patch in publicbeta with some hotfixes for crashes that were reported in the last few days. There's also a fix for the map size setting not being retained when you Hit The Road - it should keep using the map size you originally chose. Here's the change list:
Fix for crash when trying to bandage self while unconscious in Command Mode (also fix for various actions appearing enabled while unconscious)
Fix for camera sometimes going crazy when dragging it in Command Mode
Fix for rare crash when trading
Fix for map size not being remembered when hitting the road
Updated Czech, Hungarian, Indonesian, Latin American Spanish, Lithuanian and Russian translations
What's this publicbeta thing?
v234 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
New patch in publicbeta (v232), previous patch promoted to main branch (v231)
Hey everyone, it's patch day! This patch introduces a small new feature to Hit the Road - your companions will now increase their skill caps by a few stars when you move to another map, perhaps representing their personal growth after having survived one area and travelled to a new one :) Each exit from the map will give you a different skill cap bonus, between 1 and 5 stars each, depending on the supposed difficulty of the new area. So there's a little incentive to go for more difficult areas, or at least more of an interesting choice between areas - and to take companions with you. (Note - since the player's starting character always has full skill caps for everything, it won't have any effect on them).
I've also made it so one Hit the Road exit will always say "Similar Area" and one will say "Harder Area", instead of giving you some stats for urbanization, etc. The Similar Area will re-use exactly the same difficulty settings that you had before, while Harder Area will copy them and then try to make them a bit harder by reducing resources and increasing enemies.
When going between maps you'll see a little UI sequence showing the skill cap stars increasing. I've re-used this to show a similar sequence when you die and lose a Constitution point, as I always felt that needed to be made a bit more clear to new players. Besides that, I've also made the game remember your equipment policies when hitting the road so you don't have to set them up all over again.
Finally, three more translations have been finished and checked for technical errors - French, Lithuanian and Hungarian! Thanks to Jean-Charles Rocher, Audrius Vaidalauskis, and Attila 'Ateszkoma' Kurucz for finishing those off :)
This patch is a bit of a sad one I'm afraid because I'm making it my cutoff point - no more new features from now on! There will be bug fixes, hopefully not too many of those either but we'll see. And of course translations are still welcome. But as for the feature set, the game has been in early access for almost 5 years now and it's time to move on.
That means if all goes well I should probably be able to release it out of early access some time in April. I want to make sure I have a nice, stable build before doing so, so it has to be left to sit and cool down for a while. If things crop up, as they often do, it might take longer but I certainly hope it'll be out before the 1st of June as that would make it fully 5 years since it was launched, and I really don't want to go beyond that.
I have a long wishlist full of great ideas, both my own and suggestions from other people, that I would have liked to have done, but I think at a certain point it becomes easier to implement these things in a fresh new project where I have the ability to break stuff and change the rules, rather than being always afraid of some knock-on effect on existing systems. So that's what I'll be doing - starting a new project! I'm not sure yet if it'll be a sequel or something else (or both) but I'm going to start dividing my time between figuring that out, and whatever bug-fixing is still needed for Invisible Strain. (Also, I'm going to try and bring this game to other platforms - but more on that later).
Here's the full change list for v232:
When dying and being rescued by another community, show a brief sequence informing you that you have lost a Constitution point
When hitting the road, increase your companions skill caps, using the above mentioned sequence to show them increasing
A couple of Hit the Road exits in Sandbox maps will give you the options of Similar Area (to keep your current settings) and More Dangerous Area (dial the difficulty up)
Equipment policies are remembered when hitting the road
When doing an urgent role, characters will play animations such as wood chopping faster (and chop the tree down faster)
Updated Czech, French, Hungarian, Indonesian, Latin American Spanish and Lithuanian translations
More support for Hungarian cases
Show on the debug menu when achievements are disabled because of mods
Fix for enemies smelling or hearing followers while creeping up on them
Fix for being able to bury two bodies in the same grave by putting one in while someone is walking towards it with another
Fix for followers sometimes playing fists up melee stance while holding a bottle or other item that isn't a weapon, before moving to attack an enemy
Fix for characters and equipment on Community screen showing black squares when you switch the sort type
Fix for characters sometimes freezing at the end of certain animations like hugging or unequipping
Fix for shades sometimes clipping characters' foreheads
Fix for sun lens flare disappearing when highlighting a character and showing the PiP
Fix for terrain cache error sometimes when saving a multiplayer Story Mode game
Fix for incompatibility with SIS Explosive Props mod
Fix for Out Of Sync sometimes when dying and getting rescued
Crash fix
Lastly, v231 has been promoted to the main branch.
What's this publicbeta thing?
v232 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".