Update v0.80 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
Saves from previous versions will have disconnected vehicle bases.
ADDED - main story additions - world-aligned snap grid on ground for custom buildings - custom triangle metal wall - power lines going south - more freeway city signs - fog-spreading events for the southern peninsula
CHANGED - all custom buildings can now be built smaller - improved weapon reflections - improved death animation - flashlight won't automatically turn on/off if its dark - save screen won't appear if you skip intro - removed low, mid, & ceiling wall (all can be made with custom wall) - removed metal wall (can be made with custom metal wall) - made inventory tabs more readable - increased render distance of Pericolvann cargo ship
FIXED - building would disconnect from a vehicle if one of its supports broke - slight rotation offset when placing custom walls - buildings placed directly on a vehicle would have a small position offset - misplaced hands after cutscenes (caused odd animations) - weird shadows & reflections inside vehicles - Urblob wasn't one shot by acid - anti-fog bomb could be ignited multiple times
Update v0.79
Hey Everyone,
Update v0.79 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - assault rifle without attachments variant - handgun silenced variant - SMG without silencer variant - pump shotgun without silencer variant - new location on the southern peninsula - far shadows - SS shadows toggle setting (far shadows + contact shadows) - no shadows option inside shadows dropdown setting - auto exposure effect (prevents overly bright/dark scene) - normals for tree billboards to make them appear 3D
CHANGED - improved shadows - remodeled folding knife - improved animations of bone shiv & folding knife - improved walk animation of some enemies - improved collision of cliffs - improved grasp of revolver, TBS, SMG, & assault rifle
FIXED - acid would do infinite damage (insta-kill big enemies) - triangle walls were hard to place - big insects didn't do attack/hurt animation when hugging player - composter wouldn't finish by topping off Urlid - enemy facing player during ragdoll causing strange movement - tarp wasn't considered as ceiling (rained through, etc.)
Update v0.78
Hey Everyone,
Update v0.78 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - carcass random spawns - metal sliding door - remodeled silenced pistol - Milfort motel interior - semi truck bed steps - microwaves are now openable - vehicles now get bloody after hitting enemies
CHANGED - improved building obstacle detection - reduced vehicle dirt slowdown - maxed-out Vehicle stat will completely eliminate dirt slowdown - reworked reload animation of handgun & silenced pistol - improved grasp of handgun, silenced pistol, & hunting rifle - adjusted aiming position of handgun & silenced pistol - improved steering wheel grasp
FIXED - items disappearing from inventory/chest - glitches when hitting an enemy with a car - firing a gun numerous times near a light source would disable it - some entrances had black/white geometry nearby - fixed some broken wrists - Gulrood dam missing geometry
Update v0.77
Hey Everyone,
Update v0.77 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - main story additions - sound muffling (sound that's far away or behind obstacle will be muffled) - dark/bright fog when looking inside/outside cave, sewer, and so on - more house props - underwater explosion effect
CHANGED - hazmat enemies won't turn against each other - contamination player stat will no longer increase when fog is high - Urid flakes will now start falling when fog is above 80% - explosion size now affects its sound - improved Urblob rendering - improved some textures - lowered volume of some gun & explosion sounds
FIXED - train cutscene could be triggered again after reloading a save - static corpses/carcasses weren't saving their destroyed state - lightning strike flashes were visible underground
Partial load fix - v0.76b
Hey Everyone,
here's a fix for an issue that came up in yesterday's update. Please note that if you haven't saved your old save yet, the game should now load successfully.
FIXED - if a damaged enemy skeleton disappeared, the game would only load partially (missing buildings, etc.)
Update v0.76
Hey Everyone,
Update v0.76 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - main story additions - lights now emit a glowing dot that's visible from a distance at night - small portable signs (useful to mark chests, spawn on freeways) - Milfort water tower is now accessible - small forest areas at the top of some cliffs in Gulrood & Pericolvann - Intl airport runway lights
CHANGED - enemy skeletal remains now have a small chance of disappearing - Urid stalactites won't automatically disappear if there's only few - removed invisible wall at the top of some cliffs - plywood campfire now has a unique icon - improved the look of airport runways - optimized some Milfort buildings
FIXED - dry tree stump collision was as high as tree (blocked bullets) - floating resin above dry tree stumps - foliage had a slight glow at night - enemies couldn't enter yellow toilet buildings - invisible obstacle on Gulrood freeway bridge
Update v0.75
Hey Everyone,
Update v0.75 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - buildable custom sliding door - new stat Addiction - new cave (near Milfort) - some cave entrances are now blocked by dirt (require shovel) - airport gate in Milfort can now be opened - new collectable document - hint for collecting pot, clock, & solar lamp - diggable ground hint
CHANGED - Urid stalactites will eventually disappear by themselves - relocated the pickup to Milfort - back of semi & pickup now renders below buildings - relocated the pump shotgun to Milfort - relocated the TBS to pump shotgun position - reduced TBS projectile spread - hazmats will no longer off themselves - shopping cart, shopping basket, & mannequin can now be destroyed - Urblob now floats on water - diggable ground can now be removed with explosives - reduced diggable ground health - adjusted values of some consumables
FIXED - some instances of vehicle disappearing - looking away from a vehicle triggered damage sound - underwater vehicle damage sound never stopped playing - screen shake increased with frame-rate
Another update is here! Introducing a buildable bridge, Urblob rework, Milfort ATC interior, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
CHANGED - vehicles now break stuff more easily - vehicles won't damage player-built structures - button hints now show correct keybinds - barrels can now be destroyed for metal sheets - Urblob now spreads more Urdust - improved some textures
FIXED - jittery view movement when frame-rate wasn't stable - mouse sensitivity was frame-rate dependent - frame-rate wasn't limited in pause menu - footsteps were barely audible when walking up slopes/stairs - Hazerville freeway bridge missing collision
New junkie variants, portable plant pots, few new interiors - v0.73
Hey Everyone,
Another update is here! Introducing some new junkie variants, portable plant pots, few new interiors, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - new male junkie variants - new female junkie variants - plant pots can now be moved with plastic bag - few new Milfort interiors - new car chase song - placed some plant pots inside houses
CHANGED - increased chainsaw damage - mattresses & computers can now be destroyed for resources - some chairs & some tables can now be destroyed for wood - movable world objects won't automatically disappear in bases - wooden pallet will no longer spawn on freeways - improved pump shotgun hand grip - adjusted defogger build collision
FIXED - enemy spawner & other spawners would sometimes not disable in bases - some world objects weren't saving their destroyed state - door build open state didn't save - damage sound played if you healed right after loading a save - floating line/dots above some grass
Solar lamps, Milfort mall interior, mouse button binding - v0.72
Hey Everyone,
Another update is here! Introducing solar lamps, Milfort mall interior, mouse button binding, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
All key binds will be reset to default.
ADDED - portable solar lamps (spawn randomly in backyards) - Milfort mall interior - mouse button binding - vertical pillar build snapping - damaged vehicles now look scratched up - offroading now makes vehicles dirty - few new key bind settings
CHANGED - strength stat now also affects swim speed - lowered volume of ocean ambience - mouse smoothing is now disabled by default - moved the document/map holding position a bit higher - improved yellow tree billboard - adjusted vehicle enemy hit sound - improved few sounds
FIXED - pipes weren't stretching correctly causing leak - tarp wall builds weren't stretching correctly - armor clipping when using single-handed melee weapons - some toilets weren't saving their state