Urge cover
Urge screenshot
Genre: Simulator, Adventure, Indie

Urge

City of Urlando, improved melee animations, weapon stats - v0.41

Hey Everyone,

Another update is here! Introducing the city of Urlando, improved melee animations, weapon stats, 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
- City of Urlando (unfinished, no interiors)
- weapon stats (hit range for melee weapons, etc.)
- piranhas and sharks can now spawn randomly
- placed more random spawners inside caves
- some texture optimizations

CHANGED
- improved animations of some melee weapons
- relocated the semi truck
- your flashlight can now be recharged at any time (except 100%)
- using an extractor on wood will now give you resin
- you can now extract wire from both upgraded clubs
- cloth can now be extracted from duct tape & bandage
- improved collision of some melee weapons
- some melee weapons now appear bigger when dropped
- sped up club swing

FIXED
- fish could fly
- pipe item was always spawning in odd angle
- barricade in the starting lab area wasn't hammered up

New enemy, resin collector, random spawns in caves - v0.40

Hey Everyone,

Another update is here! Introducing a new dark fog stage enemy, resin collector build, random spawns in caves, 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 enemy (appearing only at dark fog stage)
- new build Resin collector
- random spawns in caves (saltpeter, etc.)
- new cave on the south
- melee weapons now get bloody as you hit an enemy
- added crawling state for unaffected junkie
- fridges are now lootable
- few new props

CHANGED
- collision in caves is now more accurate
- improved/sped up flamethrower reload animation
- tarp armor now reduces Urlid build up (instead of reducing player Urdust outlet)
- adjusted collision of the flat boat to prevent getting stuck
- improved the broken version of saltpeter & coal
- improved some textures
- adjusted/optimized some foliage objects
- improved player body blood map
- improved a few sounds

FIXED
- glitchy ragdoll of unaffected junkie
- possibly fixed some player values loading either full or empty (first load will have default values)
- some plywood objects were clipping through the ground

Swamp additions, bone weapon, improved flamethrower - v0.39

Hey Everyone,

Another update is here! Introducing some additions to the swamp, bone weapon, improved flamethrower, 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
- swamp additions (houses, etc.)
- you can now use bone as a weapon
- your body will get bloody when low health
- new craftable healing item "Bandage"
- placed some more underwater foliage
- epilepsy warning splash screen
- new props/objects

CHANGED
- flamethrower is now more responsive & better damages breakables/enemies
- remade ammo icons to better showcase the fog-spreading ammo type
- vehicles now start smoking after 50% damage
- gun fire rate is now increased with Guns stat
- white liquid container build can now hold 3 jerrycans
- increased the size of Organic waste item for easier collecting
- relocated some enemy spawners
- save basin now has a more contrasted look
- adjusted some objects

FIXED
- fluids visually stayed in bottles even when empty after power tool refill
- shallow graves were undiggable when physics were set to other than default
- pot steam and some other smoke effects were sometimes misplaced

Main story progress, furniture builds, underwater stuff - v0.38

Hey Everyone,

Another update is here! Introducing some progress in main story, furniture builds, underwater stuff, 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
- progress in main story (mostly unreachable)
- furniture builds
- underwater stuff (kelp, etc.)
- enemies will now freak out when they lose their attackLimb/weapon
- few more random spawns for the dark fog stage
- new collectable log
- lakes, etc. now have correct fluid inside (e. g., Urlid lake > Urlid)
- new fluid Salt water

CHANGED
- reduced overeating/overdrinking limit (150 > 110) made it seem like the stats weren't going down
- chainsaw & flamethrower no longer remove empty fluid containers (bottles, etc.) after refill
- solidified Urdust will spawn pest (cockroaches, etc.) instead of mosquitos
- enemy hit range & damage is affected by wielded weapon
- smoothed out swimming above water surface
- stamina no longer recharges underwater
- rain collector now collects more rain
- fog collector fluid surface now changes the color by the type of fluid inside & its purity
- improved some sounds
- starter house pool dolphin can now be pushed around & destroyed
- removed collision from roots (was causing some props to float)

FIXED
- fog collector was collecting 100% pure Urlid
- fog collector sometimes collected water
- flying bugs wouldn't attack you
- fluids would still boil in a pot even when the fire was off
- you could save at the starter house
- you could use Urid in a composter

Advanced foundations, infested houses, lootable trash containers - v0.37

Hey Everyone,

Another update is here! Introducing advanced building foundations, house infestation, lootable trash containers, 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
- advanced building foundations
- house infestation (affected by fog amount)
- dumpsters & trash cans are now lootable
- some enemy wielded weapons will be dropped (firearms will drop ammo)
- enemies can use some more weapons
- placed trash cans to Pericolvann & Hazerville
- shockwave player hit sound
- pot boiling sound
- few new fluids

CHANGED
- each town/city now has one erupting geyser
- constant fog in Hazerville no longer sums up with the world fog
- slowed down thirst & hunger (still affected by difficulty)
- increased chance for bottles to spawn with some random fluid
- drinking unpurified fluids will reduce your strength stat
- each fluid now also affects your stats in some way
- doubled hydration increase when drinking from a bottle, etc.
- your stamina fully recharges when you swim out of water
- non-corrosive fluids have much lower chance to break a bottle
- geyser eruption warning message now shows GPS coords
- GPS now spawns in a different location
- cabinet/closet triggers are now bigger and move with the openings
- increased the damage of chainsaw
- improved/remade some effects
- improved some sounds
- description appears after a bit longer to avoid flicker

FIXED
- destroyed vehicles were still drivable
- fire was rarely damaging the player
- some environmental objects could disappear after load (e.g., missing pool)

Boiling/brewing/purifying pot, thirst, numerous new fluids - v0.36

Hey Everyone,

Another update is here! Introducing a boiling/brewing/purifying pot, thirst, numerous new fluids, 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 build Pot, for fluid purification, brewing & item boiling (bones > broth + glue, etc.), must be placed on some kind of fire to work (preferably the fire barrel)
- thirst (hydration player stat)
- numerous new fluids (each having different properties)
- you can now dry out all containers by pouring acid inside
- you can now drink the contains of a bottle/jerryCan (by pressing RMB)
- new collectable log
- vehicles now reset back to their original spawn location when they fall through map
- more options for anti-aliasing (some without TAA)
- some optimizations
- few new in-game hints

CHANGED
- fog now reduces by itself even on horror difficulty (way slower than default though)
- bottles will now spawn with a random fluid inside on a rare occasion
- fluid name is now shown on HUD when holding a liquid container
- fluid detector now spawns in a different location
- fluid detector now shows purity of all fluids
- acid now dissolves stuff even if it's poured from say a bottle (not just the acid bottle)
- acid bottle is now treated as a liquid container
- you now empty a bottle & urinate inside of a bottle by pressing LMB instead of RMB
- liquid container (bottle, etc.) is now poured where you aim
- glue can no longer be made by burning bones
- when type of fluid inside of a container changes it also zeroes its purity
- improved/reworked some textures
- improved some sounds
- removed crossbow world spawn (it can now only be crafted)
- moved & resized some HUD player stat bars
- anti-fog bomb explosion sound now delays by its distance from player

FIXED
- campfire cooked some items (meat, etc.) inconsistently/slowly
- enemies could attack you with ripped off limbs (weapons)
- if you walked far away from a vehicle that was on terrain it would fall through the ground
- two door car & SMG were sometimes not spawning after the last update
- falling from big heights would only severely damage you, not kill you
- pipe didn't change the type of fluid (only amount)
- odd collision in Hazerville above train station

Expanded Hazerville, out of bounds lands, noticeable optimizations - v0.35

Hey Everyone,

Another update is here! Introducing an expanded version of Hazerville, out of bounds lands, noticeable optimizations, 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
- expanded version of Hazerville
- out of bounds lands
- some noticeable optimizations (possibly up to 30fps increase)
- partially remastered Hazerville
- wire fence is now breakable, save-persistent and will drop wire & pipe
- player blood burst effect when you're being shot at
- some enemies can now use an SMG
- indoors ambient sound

CHANGED
- you can no longer extract tape from metal sheets & plywood
- building destruction option now also prevents enemies from damaging your base by shooting
- world ambient sounds now muffle when you walk inside of a building
- random ground objects affected by fog will now stay even if the fog levels drop
- shortened the log pick up sound
- improved road textures
- the curved pipe weapon now also has a higher chance at causing limbs to explode
- adjusted & moved some props
- hazmat shooter enemies can now spawn without any weapon
- slightly increased flashlight range
- rain sound now plays simultaneous with the visual effect

FIXED
- strange angle of vehicle versus outside view when looking around
- you'd sometimes bounce in the air a little when an enemy shot at you
- random spawned ground items & berries would float in the air after pick up (if full inventory)
- big flying ballsack enemy kept moving even when the game was paused

Enemies fighting each other, 2 towns remastered, fellable yellow tree - v0.34

Hey Everyone,

Another update is here! Introducing the possibility for enemies to fight each other, remastered versions of Pericolvann & Gulmord, fellable yellow tree replacing the old one, 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
- enemies can now fight each other
- Pericolvann & Gulmord remasters (textures completely remade, models adjusted, etc.)
- new fellable yellow tree model (replacing the old one)
- some new stuff & changes for the crashed freeway airliner
- new collectable log
- placed some more trees on the map
- new surprised animations for some junkies
- animation for a bird stuck on a glue trap
- eating animation for opossum
- eating (reject) animation for chainsaw guy

CHANGED
- limbs of enemies no longer have random health
- removed floor of the anti-fog tent
- strong club & sledgehammer now have a high chance of causing limbs to explode
- branches/leaves/bushes now only move on the outer part (no longer floating in the air)
- lowered chance for enemies to spawn in some places (road to Pericolvann, etc.)
- improved some more sounds
- harvestable limb hit sound is now more distinct & doesn't play when enemy is still alive
- some enemies will now be more friendly from spawn
- rain effect is now more visible when standing still and overall
- improved some enemy animations
- removed high fog warning in dark fog stage

FIXED
- enemies were sometimes hitting themselves
- corpses could eat player-dropped food
- multiple simultaneous sounds when throwing food to junkies

Partial load fix - v0.33b

Hey Everyone,

just a small update fixing an issue caused by yesterday's update. Please note that if you haven't resaved your old save yet, the game should now load successfully.

FIXED
- if you had Urid in your inventory or in some chest, the game would only load partially (missing builds, items, etc.)

New enemy, player-enemy interactions, new build - v0.33

Hey Everyone,

Another update is here! Introducing a new enemy, player-enemy interactions, new build, 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 enemy (appearing only in high hazardous fog levels)
- throwing consumables and Urid near junkies will possibly make them neutral/friendly
- quick upward nod with your head (view) while looking at an enemy will invite them to fight you
- new emotion/stat for junkies Friendliness (affecting their behavior)
- new random terrain spawn Tarp tent (junkies may appear around it, can be broken down for tarp & pissed under)
- new build "Anti-fog tent"
- new craftable item "Orange herbal mix" (adds health, drains Urlid from your body & increases urge stat)
- new craftable item "Blue herbal mix" (reduces fat stat & maxes out stamina)
- dust effect when placing a build

CHANGED
- boxes and so on will now always spawn something (due to the recently added save persistency)
- extracting Urid ammo will now yield Urid gun powder (which can then be purified with acid)
- lowered chance for enemies to escape from a biological toilet
- breaking a house tenting build will now drop a tarp item
- increased the upper limit of FOV setting
- increased stack count of some items
- adjusted some objects
- adjusted/improved some sounds
- adjusted/improved some textures
- slightly increased the swing speed of all club weapons
- adjusted herbal liquid recipe (alcohol + orange herbal mix)
- herbal liquid now fully replenishes your health

FIXED
- if you entered a vehicle while climbing a ladder and then exited you could fly
- multi-item spawning breakables (trees, etc.) were dropping only one item if you had a bunch of them in chests
- spamming crouch insanely fast would increase endurance stat in a short while
- some organic items didn't decompose in a composter
- you could sometimes see lines/seams across the overcast sky
- biological toilet would sometimes permanently change rotation after wiggling