Urge cover
Urge screenshot
Genre: Simulator, Adventure, Indie

Urge

Some changes and fixes - v0.08b

Hey Everyone,

just a small update with few changes and fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.

CHANGED
- toilets now spawn with random U. purity value after new game start
- lower chance for solidified Urdust to get inhabited
- bottle can now hold 3x more Urlid
- plastic container can now store 2x more Urlid
- composter ejected Urdust size (purity) is now affected by the purity of Urlid inside
- yellow fog collector now only needs one bottle to empty it
- low fuel light is now red on all vehicles
- low fuel light is now blinking

FIXED
- pouring bottle in U. container barely affected the purity (mainly noticeable if the container was empty)
- yellow fog condenser was purifying Urlid up to 30%
- ammo in chests had random value after load

Urlid purification, diggable soil piles, new builds, more story - v0.08

Hey Everyone,

Another update is here! Introducing Urlid purification, diggable soil piles, two new builds, more story, some changes and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.

See you in two weeks!

Old saves will load value items and U. containers empty.



ADDED
- Urlid purification (Urdust by size, Urlid by color)
- digging (diggable dirt piles around the map)
- solidified Urdust may get inhabited by small insects
- Urlid purifier build
- house tenting door build
- new tool/item "Purity detector"
- new weapon/tool/item "Shovel"
- continuation of the main story
- new toilet building in trailer parks
- new collectable log
- more sounds for edible items

CHANGED
- peeing in toilet, etc. is now triggered if you're not holding acid, bottle, purityDetector or by pressing Q
- bottle now has a chance to disappear after pouring (instead of disappearing every time)
- better plastic container amount visibility
- enemy hit range is affected by their size
- lowered flashlight intensity
- yellow fog condenser is now accessed as Urlid container
- small changes on the map
- shorter backpack memory
- no low grade class items will spawn in high grade class anymore (supplyCrates, spawns, etc.)

FIXED
- enemies could traverse the collapsed bridge
- limb health wasn't affected by enemy max health
- next version number on the countdown sometimes had odd numbers

Alive enemy ragdoll possibility, stealth, solidifying Urdust, intro skip - v0.07

Hey Everyone,

Another update is here! Introducing a possibility to behave stealthily, enemy alive ragdoll, Urge dust becoming solid after being static for a period of time, an option to skip the whole intro sequence, some important changes and some fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.

See you in two weeks!

ADDED
- stealth (displayed with vignette)
- alive enemy ragdoll (jumping over obstacles, Urdust intoxication, randomly on hit/explosion)
- Urdust will become solid, if static for a period of time (will be saved)
- you can now skip intro (before you enter the car)
- overeating & overpissing (out of bounds on the HUD bar)
- bloody bulletHoles/slits and object bulletHoles/slits
- description to all the available perks
- breakables that don't have shatters now have bump overlay (intensity by damage)
- house tenting triangle build
- new loot spawning car wreck
- new random spawn woodPallet (in woods & dryLakes) dropping plywood after breaking
- few new props
- hotkeys for switching building pages (Q & E)
- post-explosion hole
- fire releases smoke when heating something burnable
- new stab sound for sharp melee weapons

CHANGED
- enemy hanging on you can now fall off
- flashlight now works in vehicles
- difficulty setting now affects energy reduction
- difficulty setting now affects Urge speed only on easy and default (hard & horror = default)
- inventory tab (build, perks, etc.) is now set to previously opened tab for a while
- you can now cut down a tree with an explosion
- you are now visible if your flashlight is lit (at night or underground)
- both pipe melee weapons are now single-handed
- improved hit animations for sledgehammer
- toilet worm return longer delay
- saltpeter random spawn in dry lake areas
- higher chance for red meat to spawn

FIXED
- optimizations enemy animation culling
- sleep may have skipped a few days (depending on how long you were playing)
- when urinating, particles were visible along the stream
- odd whee sounds heard in the car crash scene
- couldn't repair house tenting build
- flashlight stopped working after getting in and out of car (if it wasn't lit before)
- fog would rotate when you flip the car you're sitting in, thus making it disappear
- flashlight charge amount is now actually saved
- after death enemy torso wasn't spilling blood on hit
- ambient reflections are now off at night (made everything not lit by flashlight look glossy)

Cassette player, arrow types, bloody piss, new builds - v0.06

Hey Everyone,

Another update is here! Introducing a new story-telling device, different arrow types, some new builds, progressively bloody piss, some changes and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.

See you in two weeks!

ADDED
- TV cassette player in some houses
- new collectible story cassettes
- new craftable item "Explosive arrows" (arrows + battery)
- new craftable item "Fire arrows" (arrows + alcohol)
- new craftable item "Poisoned arrows" (arrows + belladonaBerry or noiroom)
- bloody piss/puddles/toiletGrunge when your health is low
- Urlid lamp build
- Urdust meter build
- 5 days clock build
- you can now sleep in the beds and on the mattresses (recharge energy, skip night)
- hive sound
- new item "Battery"
- hint to turn on/off flashlight
- few new small hints
- heating sound to all heatable items

CHANGED
- the flashlight now has to be recharged with batteries
- you can turn on/off flashlight manually
- small map changes/improvements
- size of enemies now also affects their hit damage
- enemies shake when being hit (the thud sound is louder too)
- some vehicles are harder to get due to enemy spawns
- visibility radius is now darker at night
- larger angle of flashlight
- push vehicle key bind is now also used as a flashlight key bind
- itemSpawner longer respawn delay
- small balancing changes
- you can place builds on steeper slopes now
- carrierBoats now also have itemSpawners

FIXED
- optimizations Urdust physics
- optimizations enemies
- tree bark shader (odd lighting at night)
- blood spray and urination has smoother edges
- cabinets sometime spawned item above the counter

Day/Night, difficulty setting, geyser eruption event, new perks - v0.05

Hey Everyone,

Another update is here! Introducing day and night cycle, difficulty setting, Urlid geyser eruption event, new perks, important changes and some fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.

See you in two weeks!

ADDED
- day/night cycle, day lasting 1 hour (daylight = 66%, darkness = 33%)
- once every five days one of the Urlid geysers will explode and release random amount of Urdust, the geyser will be making a specific sound heard all around the map (so you may approach and block it with the house tenting)
- new gameplay setting "Difficulty" (affecting Urge, loot, enemies, Urge Rush, starting supplies, etc.)
- new perk "Vehicles" (faster carBoost, slower fuel reduction, dirt speedUp, steerAngle, lowers sound of the vehicle)
- new perk "Perception" (chance to find loot, randomSpawns (saltpeter, etc.), chance of itemSpawningBreakables, meele range, ammo amount)
- Urlid storage build, that you can get by breaking the random spawn U. storage (because you can't stack plastic bottles anymore)
- new lootable/openable cabinets
- gun kickback (affected by power of the weapon)
- if you start a new game and you have a save file on a disk, than you may wake up in a different house, after the car crash
- new props/objects placed around the map
- new Urlid-high (junkie) enemy sounds/screams
- you can now also make campfire from plywood
- sound effect after placing build
- "Difficulty" setting hint after death

CHANGED
- the motorway bridge is now partly collapsed, so it's impossible to traverse it with a car as is
- flying/water enemies are now more aggressive
- items now have different stack limits (items like weapons, bottles, etc. are now one per slot)
- items/breakables that spawn item (saltpeter, etc.) now spawn after a delay, so you can't loot cycle by saving and loading
- toilets now have random amount of Urlid in them after new game start (can be cleaned with acid)
- ammoBoxes now have random amount in them
- breathing in Urdust particles now also adds stamina (same way as Urlid springs/geysers already do)
- high yellow fog (Urge Rush) slows down stamina reduction when sprinting
- enemies now can't see in the dark, but they are faster (they still react to Urdust release or sounds though)
- starting supplies (pipe, herbal liquid, cooked meat) won't spawn if the difficulty is set to "Hard" or "Horror"
- Urdust puffing ballsack enemy now has much bigger range of Urge bar rise speed up
- randomized enemy spawn time
- lowered first level requirement of every perk
- "Guns" perk now also lowers the sound and reduces kickback
- p. bottle isn't thrown out after filling it, because they don't stack anymore

FIXED
- Urge dust particle release huge optimizations
- enemy optimizations
- leaves were falling off of bushes instead of trees
- toilets now load without the acid fizz and have correct amount of Urlid (visually)
- on screen filters optimizations
- when enemies were fleeing they kept hitting the air
- rough fog/darkness transition
- when collecting berries from a bush the button hint would sometimes freeze with no berries to collect

Yellow fog house/base tenting, crossbow, fat charging enemy - v0.04

Hey Everyone,

Another update is here! Introducing advanced Urge dust system, new weapon crossbow, fat charging enemy, important changes and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.

See you in two weeks!

ADDED
- house tenting build to enclose Urdust (currently the only substance that Urdust can't go through)
- new fat charging enemy
- new craftable item/weapon "Crossbow" (wood + cloth)
- custom triangle build (as an angled roof filling or as a floor)
- bleeding effect on limb/head rip-off
- bloodPuddle appears after bleeding
- new ambient animal butterflies
- new collectable story log
- new random spawn Birdsnest (for featherPile), spawning in woods and dry lakes
- new item "Tarp"
- new craftable item "Arrow" (featherPile + wood)
- new item "Feather pile"
- post-explosion smoke effect (car, grenade, etc.)

CHANGED
- Urge Rush now doesn't increase right when Urge dust particle is ejected, but when it reaches certain altitude
- breathing in Urge dust particle now also increases Urge bar
- Urge dust particle is now flammable
- Urge dust particle regenerates health of junkies (same way that Urlid hot springs already do)
- value items now show count & value (bottles, ammo, guns, etc.)
- campfire/fireBarrel is now (un)lit by a close by point (so you don't turn it off every time you take your meat)
- bigger wood item size after tree fall
- added one more wood item to every tree
- randomized speed for some sounds
- tripled the health of green big bush that drops the wood item
- forced peeing on ground when Urge bar is 0 now also makes puddle
- save slots are now shown after the car crash scene
- "Solopatron" (single-shot pistol) is no longer craftable

FIXED
- couldn't repair wire mesh build
- small pool count for limbGore (almost never appearing)
- new item spawner list is now shuffled (no more rows of same items)
- pause menu clip appear delay
- UROFF reduced random amounts
- localHazardSpawner (undergroundSpawner) odd spawning