The Forest cover
The Forest screenshot
PC PS4 Steam
Genre: Puzzle, Simulator, Adventure, Indie

The Forest

V1.0 release date

Hey Everyone,

Today we are officially announcing April 30 as the release date of the PC version of ‘The Forest’

It’s been a long journey and we’re really excited to show everyone what we have in store.

The team at Endnight

V0.73 and release plans

Hey Everyone,

We wanted to share our plans for moving The Forest out of early access and into a full v1.0 release. We’re aiming for a release date towards the end of April. We’ll have an exact date when we are a bit closer. On release of v1.0 the price will increase from $14.99 USD to $19.99 USD

There are a bunch of new features we’ve been working on for v1.0, and want to give everyone an idea as to what we’re planning on shipping with. Languages and controller support will be improved and officially supported. We’re going to be adding new reasons and resources for killing the creepies. There will be a rethinking of the cold and warmth system, including a new warm suit. New buildables will be added. There will be some big performance optimizations especially for late game saves. Changes and improvements to how multiplayer save games work and along with this a bunch of dedicated server improvements. The multiplayer clothing system is being improved and expanded, with a new system to allow you to switch outfits. We’ll also give some details about a VR game mode when we are closer to release. Along with a bunch more we don’t have room to include here, we have some really crazy and fun surprises in store, especially regarding the ending and are really excited to see what people think.

To focus on pushing this out we’re going to stop doing the smaller timed patches. To keep everyone involved in the process leading up to launch and to help ensure the release is as good as it can be, we will be putting out release candidates as we get closer to our first final.

V0.73 patch

Todays v0.73 patch includes a new icon grouping system. This will group icons together based on distance. Large games with lots of structures and in progress buildings will benefit the most.

In addition there are a ton of UI fixes and improvements, and a bunch more bug fixes and tweaks, for the full list visit: http://survivetheforest.com and https://www.facebook.com/SKSgames/posts/2010519405628826


Edit: A small hotfix v0.73b has been just been released that fixes some issues with arrows and the log sled since this patch.


Edit: A small fix has also just been released for the Dedicated Server. This fixing an issue with autosave not functioning.

If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.


As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

V0.72b - hotfix

Hey Everyone,

Here’s a hotfix to address to some issues that came up in last nights v0.72 release.

For the full list of yesterday’s v0.72 patch notes, please visit:
http://steamcommunity.com/games/242760/announcements/detail/1645371339827259064


    <*>Fixed missing plane axe speed upgrade
    <*>Fixed water collector's water not visible
    <*>Fixed an issue with robot toy crafting
    <*>Fixed save system not always initializing correctly, possibly causing some player made structures to go missing such as log holders
    <*>Fixed players sometimes being removed from the game if rafts are destroyed while being used
    <*>Fixed an issue with having multiple ghost basic walls in game causing parts of the game to not work correctly



    If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.


    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

    V0.72

    Hey Everyone,

    For this patch we focused on bug fixing and polish, as well as adding in a couple long requested tweaks (the log sled can now carry a full 12 logs!)

    In addition to over 100 bug fixes, we added an audio slider in options to tweak the volume of the walky talky, improved accuracy of building placement by using camera position to allow fine tuning of positions, improved the look of a bunch of buildings that were still using old logs, and added new cargo pant player variations in multiplayer.

    It’s been a long journey since our first v0.01 release on Steam. In the next few weeks we will be announcing our plan for moving the game out of early access into a v1.0 release including some hints as to some of the new features you can expect! Stay tuned.

    For the full list of changes and tweaks visit: http://survivetheforest.com and https://www.facebook.com/SKSgames/posts/1992065824140851


    If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.

    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

    V0.71b hotfix

    Hey everyone,

    Here are some fixes and improvements to last weeks v0.71 release. Including some balance of the new calorie system.


    • Fixed dying with toggle crouch on causing issues in hanging cutscene
    • Fixed old saves resetting the strength stat value (if not saved over)
    • Calories system balance pass, should make weight and strength more manageable
    • Fixed dried meat eaten from inventory having the calories applied twice
    • Added calories display in stats page
    • Fixed blue berries, soda, fish, generic meat and oysters yielding wrong calories amount or having wrong displayed amount
    • Fixed crafting recipes with overlapping ingredients and different costs not completable before having done the recipes will fewer ingredients. It will now check all valid recipes and pick the completed one with highest amount of ingredients, completing ones with fewer ingredients can be achieved by having less ingredients on the crafting mat than other recipes require (ie: it is now possible to make rabbit fur boots before the small rock bag)
    • Fixed shoes vanishing when on turtle shell sled
    • Fixed colliders on tennis players being too large



    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

    V0.71

    Hey Everyone,

    This patch adds a new electrical tape pickup item. With electrical tape you can now craft the new slingshot weapon type, which uses the small rocks in world as ammo.

    Electrical tape can also be used to tape certain items together, such as taping the flashlight to the flintlock, or to the bows or chainsaw to help make those weapons more effective in caves. This crafting ingredient is also now needed for making explosives.

    To simplify crafting, you can now put more ingredients than needed on the crafting mat and they will simply be left over afterwards, instead of stopping you from crafting. This can be used to speed up crafting multiple items of the same type, for example to make molotovs, you can now add all your booze and cloth at once and fast craft as many as you have the resources for.

    We did an almost total re-work of the strength and stats system. Calories are now displayed in the inventory for each food item when you hover over them, and gaining strength, or weight or improving athleticism should seem more natural. Previously you could become overweight and it would take many in game days of barely eating to get back to a reasonable weight.

    The player base clothing models have been redone at much higher detail. This includes new t-shirt variations, and much better looking pant, shoe and shirt models along with new textures.

    The new modern arrows can be found in caves and in some of the modern yellow cases in the world. These arrows give more damage to the bows when equipped. For best use, combine with the modern bow.

    There are also a bunch of smaller fixes and improvements for the full list visit: http://survivetheforest.com and https://www.facebook.com/SKSgames/posts/1949589921721775


    It’s been a really busy month for us, in addition to the patch, we showed a ps4 version of the game at playstation experience this past weekend. It was really great to meet some fans of the game, and lots of people who played the PC version came by our booth to say hi. We announced at PSX that we will be releasing on playstation in 2018. We are currently working out the exact release date for a version 1.0 of the PC release and will announce that date in the new year.

    If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.


    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

    V0.70c hotfix

    Hey Everyone,

    Here is another hotfix for last weeks v.070 release fixing an issue with exiting caves in save games.

    For the full list of v0.70 patch notes, please visit:
    http://steamcommunity.com/games/242760/announcements/detail/2668808741600299074

    • Improved performance of bone chandelier
    • Fixed some cases of terrain collision not loading correctly if game was saved inside a cave


    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

    V0.70b hotfix

    Hey Everyone,

    Here is a small hotfix for some issues that came up in Friday’s v0.70 patch release.

    For the full list of v0.70 patch notes, please visit:
    http://steamcommunity.com/games/242760/announcements/detail/2668808741600299074

    • Fixed drinking boiled water from pot not providing hydration
    • Fixed draw distance on lizards and rabbits being too close causing them to pop on
    • (Multiplayer)Fixed a case of enemies sometimes not spawning in caves for clients
    • (Multiplayer)Fixed a case of enemies not drowning when underwater
    • (Multiplayer)Fixed a case of in cave status staying on for clients if they exited a climbing exit whilst climbing very close behind another player

    If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.


    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

    V0.70

    Hey Everyone,

    This patch adds new recipes to the stew system. Now the combination of items added to the stews has a greater effect on the bonuses they give, for example, meat cooked with herbs but without water will give more fullness, whereas mushrooms with herbs cooked in water will give a health and energy boost but only a small amount of fullness.

    We added a new animation for swimming into and out of caves. We’re hoping this fixes all issues of the game still thinking you are in a cave when exiting a swim entrance at the wrong angle which was causing lighting and tree issues as a result.

    Gamepad controls have been drastically improved. We added rumble to a bunch of the weapons (make sure xinput is on in the controller options and game is restarted to use this feature) Additionally aiming with weapons on controller has been improved, there is now more precise aiming on bows when aiming slowly compared to when aiming fast. We also re-worked the book to work better on a controller, making the selection easier and clearer and with new icons. For inventory we switched selection to left stick by default, added a new selection cursor and removed the old snap option that made selecting some items difficult.

    Some of the frustrating aspects of hard survival mode such as fullness yields and meat decay duration were set back to normal values. In this mode we reduced the amount of birds and turtles significantly to match the lower spawn rate of other animals and added a new thirst penalty to eating dried meat.

    We focused a lot on LODS, and performance this patch, moving the calculations of where trees and items are to it’s own thread which should help on CPU limited systems. We’re hoping these changes give a performance boost for most players when in the overworld. For caves we made some major improvements to how lights and props are rendered and this should provide a substantial framerate increase for most systems when inside caves.

    There are now less throwable rocks spawned in the world, and to fix an issue with players accidently picking them up when they don't want to, small rocks now take half a second to take.

    You can now fill waterskin with water from pots! We’ve also tried to make dying of thirst less annoying, with changes to both damage amounts and timing of when you take damage.

    We added new animations to the flashlight. Previously when finding a story item in a cave it would sometimes be too dark to see what it was, now the player will aim the torch at held story items. There’s also a new animation to make clearer when the torch is out of battery instead of it just returning to your inventory.

    For enemies we've tweaked their A.I. so that when the player is already surrounded by a group of enemies, other enemies that enter the area will tend to keep their distance or run away, helping to prevent cases of players being swarmed by too many cannibals especially in late game.

    The thin mushroom stump in the world can now be destroyed. Poison chunks will now be visible when applied to a melee weapons. There is some new dialogue for the end game cutscene, and we made a bunch of fixes to traps. Along with this we fixed a ton of long standing bugs in both single and multiplayer, for the full list visit: http://survivetheforest.com and https://www.facebook.com/SKSgames/posts/1914776378536463



    If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.


    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

    V0.70 update

    Hey Everyone,

    The v0.70 patch will release tomorrow instead of tonight, as we found a few issues right before release.

    The team at endnight