We’re putting together a one-time feedback thread to gather all your thoughts in one place—issues, suggestions, balance gripes, things that still feel off, stuff that feels great, wishlist ideas, you name it.
Creators, give us a hand and let your viewers know about the thread- we'd appreciate it!
Why this thread? We know not everyone browses the subforums, and while we’re still actively using the Feedback and Wishlist sections, we wanted one giant catch-all for players to speak up—including folks who’ve never posted before.
A few ground rules:
Keep it focused. While you can post more than once, please avoid spamming. Edit your post when possible to help us track feedback more easily.
This thread is for intake only. No back-and-forth debates please—we’re here to read, not moderate arguments. I will remove spam, troll posts, etc.
Be clear and specific. "X is bad" isn’t as helpful as "X feels unbalanced because Y. I think it would help if Z."
Include anything relevant: Bugs, balance, mechanics, systems, UI, performance, features, QoL, frustrations, praise—lay it all out.
Remember that multiplayer and guns - as we've stated repeatedly- aren't happening.
We’re reading everything in here—whether you’ve been playing for 2 days or 200 hours, your input matters.
V23.0 Is Now Live On the Public Branch!
Hey folks,
Today's Update: This patch brings major improvements to early-game flow, loot balance, control quality-of-life, and sets the foundation for future story mode content. Many of these changes affect early systems and may only be noticeable with a fresh save.
Thank you to everyone who helped test and gave feedback during the beta cycle—we genuinely appreciate the support!
Coming Friday: We’re opening a one-time community input thread to influence our next Beta Cycle. Everyone gets one post—your chance to give feedback, suggestions, or critiques about any part of the game. Think about the full experience: what works, what doesn’t, what still needs tuning. The more actionable, the better. Keep it focused, keep it clear—and keep an eye out Friday.
V23 Patch Notes
Additions:
Save file stats now display in both the main menu and in-game menu.
New tutorial and quest systems implemented.
New quest journal UI. (Story mode content will use this system in the future.)
New keybind added for quest journal access.
Sandbox vs. Story mode selection available in the settings. (Story mode content not yet active.)
Added trader tech that allows crafting of Electrical and Mechanical Parts (25,000 coins).
Added Take All shortcut when looting POI containers. (Default key: T)
Full controller support added.
New footstep sounds implemented.
Corner Dirt Plots and Stone Path foundations added.
New cave added to the map. (See image below.)
Fish Ration added. Can be crafted on the Food Prep Table.
Quarter Foundations with legs (long) added.
Mirrored Ceiling (Ladder Access) pieces added.
Wooden Double Door Frame added. Can be upgraded to Metal.
Double Doors added. (Two variations.)
Garage Door added for use with Double Door Frames.
Arrow indicator added to show door orientation.
Changes:
Players now start in random spawn locations.
The ATV no longer spawns at the lighthouse by default.
ATV now spawns fully repaired at a random POI.
Reduced number of Gas Barrels at POIs; they no longer respawn.
Significantly reduced medical and bandage loot from POIs to promote crafting and survival gameplay.
Bolts now auto-reload—no longer need to press R.
Updated in-game UI icons (interact prompts, etc.) for clarity and controller support.
Crocodiles now ignore swamp trees for smoother navigation.
AI now has a chance to dodge player attacks.
Some items now included in dead AI drops.
Doors that were open when saving will now load in the open state.
Bug Fixes:
Fixed: Upgrading a ceiling ramp to cement would incorrectly become a foundation ramp.
Fixed: Extractors could have multiple ore types toggled while powered off.
Fixed: Moving the NPC Town Hall and House could cause door duplication.
Fixed: Snapping vertical walls below another vertical wall wasn’t functioning.
V23.0 Beta Branch New Update Cycle!
Hey folks,
Welcome to another Beta Build Cycle!
This update brings big changes to early-game flow, loot balance, controls, and sets the foundation for future story mode content. While a new save isn’t strictly required, we’d really appreciate it if folks started a fresh playthrough for this cycle. A lot of the updates target the early experience, and feedback from clean saves helps us dial things in more effectively and get a better read on how the changes feel for players.
Thank you for all the feedback during the beta cycle—and as always, we appreciate your continued support.
Reminders:
Centralized Patch Notes:
Every time we release a new Preview Build, we’ll edit this post to include the latest changes by day.
You can track the progress of the update in one place.
Translations:
Translations will only be added once the entire update is complete.
All feedback, suggestions, and bug reports should be posted in this subforum. This helps us and the community moderators keep track of everything in one place. Again, we will only intake issues, suggestions, and feedback when posted to the new subforum—so please head there to post!
How to Access the Steam Public Beta Branch for The Infected:
Open Steam Launch your Steam client and ensure you’re logged in.
Go to Your Library Locate The Infected in your game library.
Right-Click on the Game Right-click on The Infected and select Properties from the drop-down menu.
Navigate to the Betas Tab In the Properties window, click on the Betas tab on the left-hand side.
Choose the Beta Branch Under "Select the beta you want to opt into," choose beta- Beta Branch. Wait for the Update. Steam will now download the beta version of the game. Once the download is complete, you’re all set to launch the game!
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V23 Preview Build Notes
Build 1 -April 7th
Additions:
Save file stats now appear in both the main and in-game menus.
New tutorial system added.
New quest journal system added.
New quest journal UI added. (This is where quests will live for future story mode updates.)
New keybind for opening the quest journal.
Added Sandbox vs. Story mode option in the game settings. (Story mode not yet implemented.)
Added trader tech that allows crafting of Electrical and Mechanical Parts. (25,000 coins)
Added "Take All" shortcut when looting POI containers. (Default key: T)
Full Controller support added.
New footstep sounds added.
Changes:
Players now start at random locations.
The ATV no longer spawns by default at the lighthouse.
The ATV now spawns fully repaired at a random POI.
Reduced number of Gas Barrels found at POIs. They no longer respawn.
Significantly reduced number of bandages and medical items found at POIs.
Bolts now reload automatically after each shot. No need to press R.
In-game UI icons updated (i.e., interact prompts) to better support controllers.
Crocodiles will now ignore swamp trees when moving.
AI now has a chance to dodge incoming player attacks.
Bug Fixes:
Fixed issue where upgrading a ceiling ramp to cement would incorrectly turn it into a foundation ramp.
Fixed issue where multiple ore types could be toggled on extractors while powered off.
As a heads up:
This patch includes foundational systems for future story integration.
We’re still working on polishing controller support, UI elements, and some deeper balance tweaks—those will continue in upcoming betas.
V22.3 Small Patch Update!
Hey everyone,
Just another small patch to fix some bugs and a small change to the map/environment.
Best regards
ADDED - New cave and some changes to the landscape near the new City POI. CHANGE - Changes to the map image to reflect the new environment. BUGFIX - Cart could end up underground in some spots in the new POI. CHANGE - Reworked the large cliffs to have less vertices and more aggressive LODs. This will result in an increase in FPS in some environment spots. BUGFIX - Deletion of map markers would sometimes not work.
V22.1 Mini Patch
Hi everyone, just a few changes and fixes.
Best Regards
CHANGE - AI in city POI will not drop coins. Since the AI respawn on death it became to easy to mass gather coins.
ADDED - Elevator settings panel that allows you to add tooltips to your floors and disable unwanted floors.
BUGFIX - Could not upgrade the half pillar to concrete.
V22.0 Update is now Live!
Hey folks,
Below is a breakdown of the new features, fixes, and changes live in V22. This build is heavily focused on build parts and some end-game advanced placeables.
Thanks for all the community feedback and suggestions during this beta cycle! Your input has been invaluable in shaping the game, and we appreciate your support. If you've been enjoying the updates, we’d love to see your reviews—it really helps!
A quick note: The Beta Hub will close soon as this cycle wraps up, but don’t worry—it’ll return for the following public beta phase.
Reminder: If you have suggestions, feedback, or bug reports, please post them in the Steam Forums. That’s where both the community and the developer check regularly. Head over to the forums here to share your thoughts - or visit us in Discord!
We hope you enjoy the new additions and improvements!
Build Part Additions:
New set of Wooden foundations and ceilings:
Wooden Foundation 2
Wooden Corner Foundation 2
Wooden Triangle Foundation 2
Wooden Ceiling 2
Wooden Corner Ceiling 2
Wooden Triangle Ceiling 2
Wooden Ceiling 2 (Ladder Access)
Wooden Corner Ceiling R 2 (Ladder Access)
Wooden Corner Ceiling L 2 (Ladder Access)
Wooden Triangle Ceiling 2 (Ladder Access)
New set of quarter foundations and ceilings:
Wooden Foundation Quarter
Wooden Foundation Quarter 2
Concrete Foundation Quarter
Sandstone Foundation Quarter
Wooden Ceiling Quarter
Wooden Ceiling Quarter 2
Concrete Ceiling Quarter
Glass Ceiling Quarter
Sandstone Ceiling Quarter
New sets of vertical half walls:
Wooden Vertical Half Wall
Interior Wooden Vertical Half Wall
Glass Vertical Half Wall
Sandstone Vertical Half Wall
All the upgrade variations of walls (Brick, wood, concrete)
Other build part additions and changes:
Wooden Slanted Roof Quarter
Wooden Door 2
Wooden Door 3
Wooden Ramp (Ceiling) – Snaps only to ceilings and has no legs.
3 new sets of metal railings.
Mirror versions of the corner foundations and ceilings so textures align correctly.
Wood and Concrete half pillar.
Change: Pillar snap points adjusted slightly to accommodate quarter foundations and ceilings. Previously placed pillars will maintain their original position.
Other Additions:
New POI – Added a new POI and roadway near the center of the map.
New POI – A more city-like POI that contains an enormous amount of loot. This POI will not include any technologies but will offer some other cool items that can be found with a fresh/new game save.
Advanced Sawbench – Electric Circular Sawbench: requires 200 power and trader tech—yields five planks per log.
Trader Tech – New Electric Sawbench tech available from the trader for 1000 coins.
Elevators – Added both Elevator Frame and Elevator Cabin- tech required from the trader.
Trader Tech – New Trader technology for unlocking elevator components.
Settings – Added menu settings to adjust the number of AI spawns in POIs (default is 3).
Lighting – Players can now change the color of powered lights. Additionally, lights can now have adjustable intensity and a flashing effect.
Lighting – New linear light added.
Lighting – New wall light added.
Watermill – Provides 350 power and must be placed on rapids. Trader tech required.
Trader Tech – New Watermill trader tech available for 1500 coins.
Water Bottle – Can't be crafted but can be found in loot.
Changes:
Build UI – Adjusted to accommodate all the new build parts.
Spike Traps – Now have a 10-20% chance of breaking when hit by AI Vambies. Barbed wire is recommended for complete protection.
Environment Rapids – Rapids no longer freeze in winter.
Vambie Drops – 30% chance for Vambies to drop coins (between 5-15 coins). It makes coin collection easier and adds incentive for combat.
Rain Sounds – Rain sounds are dampened when in buildings and bases.
Log Cart – It will no longer push logs, frogs and other objects on the ground.
Bugfixes:
Fixed an issue where some objects could not be placed on glass ceilings.
Fixed a bug where players could get stuck in the fridge UI, requiring a forced reboot to exit.
Finally resolved (hopefully) all rain-in-base issues.
Mike would sometimes have issues opening gates if they were placed near slopes.
V22.0 Beta Branch New Update Cycle!
Hey everyone,
Welcome to the Beta Test Cycle for V22! Suggestions are especially valuable during this phase, as we can implement and test them directly—so if there’s something you’ve been wanting to see in the game, now is the time to share it!
Here’s how it works:
Preview Builds:
Updates on the beta branch will be released as Preview Builds (e.g., Preview Build 1, Preview Build 2, etc.).
Players can test new content, provide feedback, and report bugs as we develop the patch.
Centralized Patch Notes:
Every time we release a new Preview Build, we’ll edit this post to include the latest changes by day.
This means you can track the update’s progress all in one place.
Translations:
Please note that translations will only be added once the full update is complete.
All feedback, suggestions, and bug reports should be posted in this subforum. This helps us and the community moderators keep track of everything in one place. Again, we will only intake issues, suggestions, and feedback when posted to the new subforum—so please head there to post!
How to Access the Steam Public Beta Branch for The Infected:
Open Steam Launch your Steam client and ensure you’re logged in.
Go to Your Library Locate The Infected in your game library.
Right-Click on the Game Right-click on The Infected and select Properties from the drop-down menu.
Navigate to the Betas Tab In the Properties window, click on the Betas tab on the left-hand side.
Choose the Beta Branch Under "Select the beta you would like to opt into," choose beta- Beta Branch. Wait for the Update. Steam will now download the beta version of the game. Once the download is complete, you’re all set to launch the game!
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V22 Preview Build Notes
Build 1 - Jan 22nd:
Bugfix: Issue where some objects could not be placed on glass ceilings.
Bugfix: Could get stuck in the fridge UI, requiring a forced reboot to exit.
Bugfix: I think I finally fixed all the rain-in-base issues.
Change: Tweaks to spike traps—between 10% and 20% chance of a spike trap breaking when hit by AI Vambies. Barbed wire is recommended for 100% safety.
Added: Map update—new POI and roadway added near the center of the map. See the image below.
Added: Electric Circular Sawbench, requires 200 power and trader tech. Yields 5 planks per log and no Oil required.
Added: New Electric Sawbench tech available from the trader for 1000 coins.
V21.0 Update is now Live!
Hey folks,
Below is a breakdown of the new features, fixes, and changes live in V21.
We hope you enjoy the new additions and improvements.
Additions:
Stone Crate Rack – Store up to six stone crates for better organization.
Electric Furnace – Offers 20 slots and consumes 200 power. Power consumption stops when no ores are smelted. (Locked behind trader tech.)
Trader Tech for the Electric Furnace – Cost: 750 coins.
Cooler – Preserves a small amount of food, ideal for livers or other perishables while on the go. Can be placed on the Truck. (Max 2 can be built per save.)
Advanced Mixer – Requires 100 power to run. (Locked behind trader tech.)
Advanced Mixer Trader Tech – Cost: 1000 coins.
Brick Half Wall Slanted – Now includes the missing Dark Brick version.
Wooden Corner Railing Open and Concrete Corner Railing Open.
Wooden Window 2 – Can now be opened and closed.
Iron Window – Can now be opened and closed.
Glass Window Frame.
Auto Stack/Store Button – Added for easier item organization in storage containers.
Wall Sections – Snappable to the side of foundations for seamless building.
Custom Food Storage – You can now decide which foods get stored in NPC Storage Chests.
NPC Chest Rules – Configure which NPC Storage Chests Mike (or other NPCs) can eat from.
Changes:
Increased Loot Chances – Loot chances in the large town (apartments) increased from 50% to 66.6%. Better odds for loot hunters!
Animal Attacks – Bears, foxes, and wolves are now more challenging, with added blood effects and attack feedback.
Auto-Return Projectiles – Harvesting animals, picking them up, or looting AI will now return arrows or bolts to your quiver or backpack automatically. No more lost projectiles!
Trader Item Prices – Adjusted sale prices for some items sold to the Trader.
Movable Log Stands – Log Stands can now be moved even when loaded with logs.
Plant Beds Grid Snapping – Plant beds now snap to a grid for easier placement.
Chest Rack Update – The chest rack in the Town Hall now supports NPC Storage Chests.
Glass Texture Improvements – Glass on building pieces is now clearer, with no dirt film.
NPC Chest Texture – Updated to better match regular chests with a slightly darker color for distinction.
Window Mesh Update – Improved wood and brick window meshes; glass is now clearer.
Stone Crate Rack Expansion – You can now add coal and sandstone crates to the stone crate rack.
Stackable Clay Bowls – Clay bowls now stack in piles of 10.
Mushroom Interaction – Press the interact key ([E]) to gather mushrooms. No need to right-click anymore.
Gate Placement – Gates can now be placed on foundations, not just the ground.
Stone Grinder Output – Now drops 5 sand per cycle instead of 10.
Fish Bait Price Adjustment – Sale price changed from 0.30 to 0.06.
Mike Behavior Update – Mike will now close the doors he opens.
Bugfixes:
Animal AI Fix – Animals attacking players inside bases or on foundations now correctly target the player instead of structures.
Empty Cans Return – Mike now returns empty cans after eating fruit or veggie salads.
Rain Issue – Fixed rain appearing inside bases under specific conditions.
Repair Bench Cost – Repairing depleted armor now costs 50% of the craft cost (down from 100%).
Inventory Border Glitch – Fixed a small black border appearing when right-clicking items in the inventory.
Mike and Log Stand Fix – Mike no longer gets stuck when placing logs in a log stand being moved.
Indoor Plant Bed Fix – Plants indoors no longer die with heat provided. Doors are now recognized as part of the base structure.
Rooster Requirement – Roosters are now required for chickens to reproduce.
Mike Distance Issue – Fixed Mike glitching when Log Stands are more than 25k units away from his house.
Watermelon/Pumpkin Crates – Added missing details for adding and removing items.
V21.0 Beta Branch New Update Cycle!
Hey everyone,
We’re trying something new with how we handle updates, and we’re excited to share it with you! Starting now, players can actively participate in the current update cycle while it’s still in progress—rather than waiting until it’s fully finished.
Here’s how it works:
Preview Builds:
Updates on the beta branch will be released as Preview Builds (e.g., Preview Build 1, Preview Build 2, etc.).
Players can test new content, provide feedback, and report bugs as we develop the patch.
Centralized Patch Notes:
We’ll post a patch specific news update on Steam, and every time we release a new Preview Build, we’ll edit that same post to include the latest changes by day.
This means you can track the update’s progress all in one place.
Translations:
Please note that translations will only be added once the full update is complete.
All feedback, suggestions, and bug reports should be posted in this subforum. This helps us and the community moderators keep track of everything in one place. Again, we will only intake issues, suggestions, and feedback when posted to the new subforum- so please head there to post!
How to Access the Steam Public Beta Branch for The Infected:
Open Steam Launch your Steam client and ensure you’re logged in.
Go to Your Library Locate The Infected in your game library.
Right-Click on the Game Right-click on The Infected and select Properties from the drop-down menu.
Navigate to the Betas Tab In the Properties window, click on the Betas tab on the left-hand side.
Choose the Beta Branch Under Select the beta you would like to opt into, choose beta- Beta Branch Wait for the Update Steam will now download the beta version of the game. Once the download is complete, you’re all set to launch the game!
This is an experiment for us, and we’re curious to see how it works out. There may be some bumps along the way, but we think this approach will help us improve the game even faster—and we’re counting on your feedback to make it a success.
Let us know what you think, and as always, thank you for your support!
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V21 Preview Build Notes
Build 1 - Nov 15th:
Bugfix: Animals acted strangely when attacking players inside bases or on foundations—they’d attack structures instead of the player. This has been fixed.
Bugfix: Mike wasn’t returning empty cans after eating fruit or veggie salads. That’s now resolved.
Added: Stone Crate Rack – You can now store up to six stone crates for better organization.
Change: Increased loot chances in the large town (apartments) from 50% to 66.6%. Enjoy better odds for finding loot!
Change: Animal attacks (bears, foxes, wolves) are now more challenging, with added blood effects and feedback.
Change: Harvesting animals, picking them up, or looting AI will automatically return any arrows or bolts to your quiver or backpack. No more lost projectiles!
Change: Adjusted sale prices for certain items sold to the Trader.
Added: You can now decide what foods get stored in the NPC Storage Chest.
Added: You can also configure which NPC Storage Chests Mike (or other NPCs) can eat from.
Added: Wall sections can now snap to the side of foundations, making building more seamless.
Build 2 - Nov 18th:
Change: You can now move Log Stands while they are loaded with logs.
Change: Plant beds can now snap to a grid for easier placement.
Change: The chest rack in the town hall can now be used for NPC storage chests.
Bugfix: Fixed an issue where rain would appear inside bases in specific scenarios.
Build 3 - Nov 19th:
Change: Glass texture on all building pieces has been improved—no more dirt film! The glass is now much clearer, as players requested.
Change: Updated NPC Chest texture to better match regular chests, with a slightly darker color for distinction.
V20.4 Small Patch update!
Hey everyone,
Sorry for all these small patches, I know it can be annoying but I want to fix all the lingering issues reported before moving on to V21,
BUGFIX - Issue with Mike nav mesh when building certain build pieces above his house or townhall that would result in him remaining idle/stuck. BUGFIX - Could not move all items to and from the garbage container. BUGFIX - Both fireplaces would not register as a heat source for plant beds and resulting in the plants dying. BUGFIX - Fixed Cypress tree collisions in the swamp, they were too large. ADDED - Snap ability for all the ore shelves.
Best regards and thank you very much for the continued support, I love this community.