Today, we celebrate ten years of Unturned on Steam!
If you'd like to read a long-winded rambling blog post from the overly nostalgic developer, you may enjoy: Reflecting on 10 Years of Unturned
Event Content
The main menu is decorated with a harkening back to the 2.0 era. And, for the first time, we're releasing a craftable mystery box, or, more accurately, mystery... tophat?
Reach in and draw a random item from the hat! Its design pays homage to the company's early hat-themed logos (I named SDG when I was around 12-13 and unfortunately don't recall quite what I was thinking). The hat contains a variety of classic items from Unturned 2.2.5. It's similar to the original Anniversary Gift Bag, but freely craftable rather than a playtime drop in our continued opposition against bot farms.
For the next two weeks, as part of the anniversary event, you can craft it from Menu > Survivors > Inventory > Crafting:
Credit and special thanks to Toothy Deerryte! We hired her to port the assets from her 2.0 data mining, and I think she brought a special nostalgic perspective as a player from that time.
New SDGNelson Plush
We're also excited to unveil a new collaboration with Makeship to make the SDGNelson/SDG-logo-character into a limited-edition collectible plush toy!
With your own genetic* clone of Unturned's developer (Nelson), you'll have unprecedented access to request features, report bugs, and ask your burning questions about the lore**.
*It's yet unconfirmed whether the original Nelson is composed of polypropylene cotton and ultra-soft fleece. This is almost certainly a marketing gimmick.
**Plushie is incapable of responding or acting on these inquiries. But hey, don't let that stop you from asking away!
In case you missed it, earlier this week we released a major gameplay update, too! Various vehicle improvements, an audio menu, kicking for grass-colored skin, and more:
Ahoy there me hearty! What, why is this update vaguely pirate-themed? Because it's fun to say "car" with an extra 'r', that's why!
I left my offroader parked in the Pirate Cove for 5 minutes and some scallywag vandalized it with magenta paint. As a navy man, that is, a man who likes the color navy (not to be confused with a pirate's enemy, the navy), it was a clear choice how to restore ol' reliable:
Oh right, the update! Well, vehicles with 4+ wheels - like cars and trucks - should behave a fair bit more reasonably now! With new suspension and a somewhat more realistic engine system they handle much better, though this is hard to show with a picture so here's me kicking up sand on the beach:
It's hopefully worth giving them a try in-game! Note, however, that two-wheeler vehicles like bikes and snowmobiles are still rather questionable (to say the least) and haven't been addressed by this update yet.
Can you spot a green-skinned player in this screenshot? If you can, you may need to get your eyes checked because I took the screenshot in singleplayer mode.
That said, it can be challenging to spot players online whose skin color perfectly matches the terrain. In an experment to protect against this, we're requiring players' skin color not to be too similar to the terrain before they join a PEI, Washington, or Russia server.
o7 to our O.G. double-R Unturned pirate, yarrrr! (He's not dead or anything, I just felt he deserved acknowledgement considering the piracy here.)
3.24.4.0 Changelog
Added
Vehicle spraypaint items. [IDs 1840-1866]
Audio Menu with new Game Volume slider separate from Master Volume and Voice Volume.
Options for adjusting volume and limiting framerate while alt-tabbing.
Preliminary engine RPM and automatic gearbox systems for vanilla cars.
Tire kickup particle effects on vanilla physics materials.
New wheel models that properly match suspension, steering angle, and speed for vanilla cars.
Support for item names in vanilla /give command and vehicle names in /vehicle command.
Kick for skin color too similar to terrain color. Enabled on PEI, Washington, and Russia.
Enable_Terrain_Color_Kick server config and TerrainColors level asset property.
Per-item-type options for Has_Durability tuning.
Spread_Midair and Recoil_Midair gun properties.
Invulnerable [true/false] property for attachments. Enables Invulnerable property on the gun.
Shared_Skin_Apply_Visuals item property.
Per-deadzone damage and radiation control.
FilterDegradationRateMultiplier mask item property. Multiplier for per-deadzone radiation intensity.
Redirector asset type for replacing one asset with another.
VehicleRedirector asset type specifically for consolidating vehicle color variants.
OnExploded event for VehicleEventHook.
-LogVehicleWheelConfigurations command-line flag to assist in converting to new wheel system.
Changed
Changing directions while driving is more responsive by automatically braking until velocity changes direction.
Third-person camera rotates independently of vehicle.
Converted barricade and structure rotations to use quaternions rather than euler angles.
Perform host bookmark GET request without protocol specified if address contains forward slash.
Consolidated all vanilla vehicle LOD groups so wheels don't disappear so soon.
Merged vanilla vehicle color variants into paintable base vehicles.
Respawn affected vehicles when reloading assets.
Physics material names are replicated using a string table now that tires use them.
Vehicles should no longer require a legacy ID for anything.
Similarly, spawn table legacy IDs should be mostly optional except for references by legacy systems.
Updated example assets and project packages.
Fixed
Laser/light/rangefinder attachments now only affect damage and firerate when enabled. [Thanks danaby2!]
NPC support EquipablePrefab override. [Thanks NSTM!]
Boss_Spirit zombie type missing bullet resistance. [Thanks Molt!]
Focus camera mode drifting away from focal point if spinning. [Thanks diddlyono!]
Hide attachments without name in otherwise unsupported slot from item description. [Thanks Happy12222!]
A few small visual bugs on Russia. [Thanks Happy12222 and Williriano!]
Maybe fix some visual issues with mythical effects. [Thanks ai-kana!]
Escalation Bionic Spine and Spirit Signs adjustments. [Thanks dug!]
Adjusted a few vehicle names including renaming Russian APC to Vodyanov.
Duplicating NPC reward volume not preserving asset reference.
Special thanks to Big-Raider, Der Ente, Diddlyono, elsultaan, Flodo, Molt, Renaxon, Senior-S, WWTC, and YOUALLWA2 for their help resolving a variety of issues while this update was on the preview branch!
Behind the Scenes
If you're interested in the thought process behind this update, you might find this blog post interesting. It explains why and in what order some vehicle changes were worked on:
For the modders out there looking for details on how to implement these improvements in your own content, here are some links to the relevant documentation:
Default new terrain tiles to Fallback_Green material. [Thanks Jdance!]
Map credits list cut off in some cases without enough height. [Thanks WWTC!]
Push forward rendering decal out from surface 2 mm.
Exception when logging out inside ambiance volume.
Potential cause of out-of-sync NPC date/time counter.
Edit: Released a .2 patch to fix an exception related to effect cleanup. My apologies for any inconvenience! I'm still not actually sure *why* this exception arose after the .1 patch rather than the 3.24.3.0 update, so if you ran into it in .1 and know why I'd love to hear about it.
3.24.3.0 Update Notes
Welcome to Escalation
Featuring a myriad of new gameplay mechanics, systems, unique items, and more, Escalation raises the bar for Unturned.
Escalation's arsenal is designed to feel great between immersive animations, precise attention to detail, and high-quality sound design. A great deal of focus went into weapon balance to ensure that each gunfight feels fair.
You may come across certain objects that can be shot or blown up. When set off, these objects can cause considerable harm to any unfortunate souls caught in their wake.
Strike Calls are powerful, single-use offensive weapons. They can be utilized with the assistance of an LTLM (Laser Target Locator Module) to cause considerable damage at a targeted location.
Base building is designed to be easy to understand but also has a great depth of functionality and detailing. Complex structures are available to those who choose to make them. A variety of decorations allow any survivor to decorate their base however they like.
To host a server running the map add its workshop file ID (3251926587) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Escalation" (without quotes) in Commands.dat.
For the next two weeks, as part of the map's release event, you can craft a random new limited item from Menu > Survivors > Inventory > Crafting.
This project was created by dug, NSTM, Renaxon, and Witness Protection. If you enjoy the map and would like to support them, consider checking out their items in the Stockpile:
Out-of-bounds exception with chat text repeat. [Thanks Lion4K!]
Misplaced lamp on Russia. [Thanks WilliamB0rum!]
Catch exceptions when formatting NPC condition/reward text. [Thanks sunnamed434!]
Names of a few locations on Russia. [Thanks DerpyHoowes!]
Positive oxygen modifier incorrectly listed as stamina in item descriptions. [Thanks Toothy Deerryte!]
Dango headband circle z-fighting when far from origin. [Thanks Jdance!]
NPC dialogue animated text when first character is '<'. [Thanks CPL!]
Changing weapons before rechambering animation finishes. [Thanks Spebby!]
Rain barrel item collider oriented along wrong axis. [Thanks WWTC!]
Sneaky bug of doors stuck with colliders off if destroyed while animating. [Thanks Gamingtoday093!]
Some dumb mistakes on the preview branch. [Thanks DiFFoZ!]
Compression artifacts on Kuwait pajama tops and detective top. [Thanks Animatic!]
Server Bookmarks
One downside of the favorites server list is that if the host address or port changes, there can be a long delay before Steam internally updates the listing. This update adds a new "BookmarkHost" property to the server's Config.json file to help work around this issue (among others).
If the server has a GSLT and BookmarkHost is set to a DNS record (e.g., "myunturnedserver.example.com"), a Bookmark button will appear on the server info screen and in-game pause menu. The bookmark saves a few details about the server, such as the name, description, and thumbnail. It can then be quickly rejoined from the Bookmarks menu without refreshing the server list.
For more advanced usage, the BookmarkHost property can be set to a web API URL starting with https://. In this case, the client will initiate a GET request. The response can include an address or DNS name, along with an optional query port override. This allows the address and port to change without affecting bookmarks. Servers using Fake IPs can then keep the randomly assigned address and port in sync with a custom backend. Pandahut has already implemented this on their servers and has graciously offered to share their implementation. We will update this post with a link to it when it's ready.
Find the official Unturned Wiki on wiki.gg!
TL;DR: We’ve moved the official Unturned Wiki to wiki.gg! Tell us what you think on our Forum, and consider getting the wiki.gg Redirect browser extension!
Hey, players! A few years ago, we moved our official wiki to our own website in order to provide a better experience to both readers and volunteer editors. It’s important to us that we are always looking to provide a better, higher-quality, and more comprehensive game wiki for Unturned. We’re going on nearly 10 years worth of updates now (wow!), with even more to come.
With this in mind, we’ve partnered with the people at wiki.gg – a platform built by experienced developers and editors to create the best experience for gamers looking for information – to host the official Unturned Wiki.
As the wiki continues to grow with the game, it became clear that the current wiki wasn't up-to-par. Here's some of the changes you'll notice:
The wiki is more focused on Unturned rather than "Smartly Dressed Games"! No more confusing categories, page names, logos, etc.
Switch between light and dark themes that are more closely inspired by the game and some of our other sites.
If you're coming from the FANDOM site, ads are significantly less intrusive, and are only for other games! For an ad-free experience, create an account.
Browse from your mobile device – we've made several changes to make mobile viewing a better experience, including to the main page.
New editors have more information about getting started! You can also join the wiki.gg Discord server for help.
Use the wiki.gg Redirect browser extension (for Chrome, Firefox, and Edge) to be automatically redirected to the new site.
Eaglefire page as displayed in both the light and dark themes.
All of the up-to-date content from our old official wiki is still here – but you can help by joining the community and creating new pages or adding more information, or recommending that other players use the new wiki!
There's already a lot of information about vanilla content, but we always need more information added about all of the community-created content we've accepted into the game.
If you'd like to provide feedback, please visit the dedicated thread on our Forum! We're super excited about this migration, and we hope you'll join us on the new wiki.