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Urge screenshot
Genre: Simulator, Adventure, Indie

Urge

Map, new craftable melee weapons, additions to Hazerville - v0.32

Hey Everyone,

Another update is here! Introducing a map, new melee weapons, additions to Hazerville, 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
- map (can be found, openable through logs)
- new craftable melee weapon
- two craftable variants for the new melee weapon
- some additions & improvements for Hazerville
- more variations of some sounds
- mouse smoothing slider option
- new in-game button hint

CHANGED
- improved & reworked a bunch of sounds
- random terrain spawns no longer spawn near bases
- adjusted some props/objects
- lowered logs angle & position (not blocking your view anymore)
- relocated the revolver
- lowered min value of mouse sensitivity setting
- chest no longer falls apart when being broken (to prevent some issues)
- adjusted wheel friction sound threshold when accelerating/braking
- reduced enemy deaths by drowning
- removed some starting items (except for the default house spawn)

FIXED
- player is busy freeze occurring if you closed logs while guarding
- bush stealth effect persisted after breaking the bush you were standing in
- speed of urinating was slower on low framerates
- Urblob was spawning underwater
- main menu scene got darker when going back to it from game
- corpses that were underwater got "killed" (disappeared)

Map, new melee weapons, additions to Hazerville - v0.32

Hey Everyone,

Another update is here! Introducing a map, new melee weapons, additions to Hazerville, 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
- map (can be found, openable through logs)
- new craftable melee weapon
- two craftable variants for the new melee weapon
- some additions for Hazerville
- more variations of some sounds
- mouse smoothing slider option
- new in-game button hint

CHANGED
- improved & reworked a bunch of sounds
- random terrain spawns no longer spawn near bases
- adjusted some props/objects
- lowered logs angle & position (not blocking your view anymore)
- relocated the revolver
- lowered min value of mouse sensitivity setting
- chest no longer falls apart when being broken (to prevent some issues)
- adjusted wheel friction sound threshold when accelerating/braking
- reduced enemy deaths by drowning
- removed some starting items (except for the default house spawn)

FIXED
- player is busy freeze occurring if you closed logs while guarding
- bush stealth effect persisted after breaking the bush you were standing in
- speed of urinating was slower on low framerates
- Urblob was spawning underwater
- corpses that were underwater got "killed" (disappeared)

Dark fog stage, random objects dense spawning, interiors for Gulmord - v0.31

Hey Everyone,

Another update is here! Introducing a new dark stage of fog, dense spawning technique for random objects, more interiors/additions for Gulmord, 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
- dark fog stage (after volatile fog stage, i.e., it's hard to reach)
- new spawning technique for random objects (herbs, boxes, resourcePiles, etc.), increasing density, improving performance
- more interiors/additions for Gulmord (ghost town)
- soil, bones, and mealworms now also spawn randomly on the ground
- steam effect for Urlid hot springs
- some graphical settings now have "(expensive)" next to them
- fog quality setting
- new item pick up sound for firearms

CHANGED
- anti-fog bomb now reduces fog to zero & will prevent fog from increasing for a few minutes
- enemies now die if they go underwater
- combining extractor with fog-spreading rounds will now clean them
- you can now consume all consumables even if your bars are full/empty (useful for stats increase)
- increased speed of sprinting & walking
- smoothed out weather sounds when entering or exiting a building
- wind sound is now more consistent & intense
- adjusted some items & buildings descriptions
- any kind of container liquid amount change now changes its liquid type
- drinking alcohol will now decrease your perception
- Urid now spawns as a collectable item on terrain

FIXED
- optimizations for Urdust
- on a rare occasion enemies wouldn't die
- enemies could clip through thin walls when they went into alive ragdoll state
- some build names we're overlapping with description text
- ladder step sounds were only playing when looking away from the ladder
- guarding would unwantedly reset when guarding repeatedly

Hazardous fog phases, multi-weapon enemies, rain collector - v0.30

Hey Everyone,

Another update is here! Introducing some new hazardous fog phases, multi-weapon enemies, rain collector build, save-persistent state for breakables, 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
- hazardous fog phases (Urlid rain, Urid flake fall, etc.)
- some less devastated junkies will now use weapons (firearm or melee)
- water/Urlid rain collector build
- save-persistent state for breakable objects (barricades, boxes, saltpeter, etc.)
- item automatically centers when thrown on a campfire
- new in-game messages (gun fire mode, fog amount milestones, fog phase warning)
- reset to default settings button
- effects when pouring liquids on the ground
- new liquid type acid

CHANGED
- hazardous fog won't reduce by itself on horror difficulty
- improved underground mine collision
- explosives now dispose of Urdust faster
- reduced the size of fire when Urdust is burning
- some breakables are now dissolvable with acid (especially useful for shallow graves)
- changed HUD position & color of item value for easier reading
- replaced stats level number with a fill bar
- item's icon that increased in count now bounces
- adjusted some default settings values
- all items are now thrown with the same force
- changed Urlid purity detector name to "Fluid detector"
- adjusted the Pericolvann container ship so its driveable on with a car

FIXED
- optimized Urdust burning
- hive that's destroyed no longer buzzes
- some limbs weren't dissolvable with acid

Emotions for AI, unaffected junkie, improved wall placing - v0.29

Hey Everyone,

Another update is here! Introducing some emotions for AI, Urid-unaffected junkie, improved wall placing, 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
- emotions for AI (guilt, depression, withdrawal, anger, sanity, phobias, etc.), leading to unpredictability and expanding their behavior. These stats are greatly affected by their Urid devastation (e.g., highly devastated junkies won't feel much guilt)
- new Urid-unaffected junkie
- placed some more cassette players on the map
- graphics setting for anti-aliasing
- credits page in main menu
- new enemy sounds
- sound when placing each build pole
- new in-game hints

CHANGED
- custom walls, etc. now rotate towards the third point (much easier & faster placing)
- hazardous fog will now increase faster on harder difficulties (especially on horror difficulty)
- harder difficulties will make enemies take a strike mostly when they're sure
- the assault rifle now has a silencer & 2x scope
- weight of a weapon now reduces its recoil
- minimized kickback on rifles when aiming
- improved the look of tree cutting chunks
- burned breakable will drop burned item (e.g., burned box will drop coal if it was meant to drop cloth)
- replaced white tree stump with a new breakable stump
- adjusted/improved some textures
- adjusted/improved some objects/props
- shooter enemies now have limited ammo & will try to flee if they run out
- melee weapons now ignore hitting items (for easier digging with a shovel)
- reduced protein bar spawn
- removed world spawn for metal sheet axe

FIXED
- ammo was spawning empty after many spawns (if you didn't happen to reload save before it)
- building template and cursor would stay even if the building wasn't placeable

Giant dry lake area, open sea on the south, build destruction option - v0.28

Hey Everyone,

Another update is here! Introducing a new dry lake area, open sea on the south, building destruction option, 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
- giant dry lake area south of Hazerville
- Pericolvann & swamps now have an open sea on the southern side
- option for building destruction from enemies
- more swamplands connecting the new dry lake area and Pericolvann swamps
- new item "Cured meat" = saltpeter + meat (edible raw, no health increase, lasts longer)
- new item "Cured bug meat"
- new props/objects
- vehicle jump-land sound
- new item combine sounds
- new item use sounds

CHANGED
- ammo now spawns only in the fog-spreading form (pure ammo has to be crafted)
- if you lose a special item it'll now respawn in its initial position (after save reload)
- Urdust puffing enemy now requires no fog to appear & spawns more often
- reduced health of Urid crust on loot
- having more fat now reduces outer damage intake
- if you're holding a duct tape you'll no longer automatically piss inside toilet, etc.
- you can now use the extractor on fog-spreading ammo
- changed the spawn position of the flatbed truck
- you now also get resin after breaking the old tree stump
- pipe build now only requires one pipe & drops pipe item after breaking
- metal pillar build now drops metal sheet item after breaking
- big glass jar props now spawn random small size item & Urdust after breaking
- you now get 3 coals after breaking the coal lump
- lowered strength stat increase speed
- increased cardboard box random spawn amount
- fat stat goes down slower now
- fall damage from shorter heights

FIXED
- sometimes getting off ladder or water would cause player damage
- giant worm was stretching all over the map sometimes
- stat milestone sound playing after every load when the stat was maxed-out
- guns odd shooting animation & no damage after game load when no ammo in inventory
- some enemies/animals made walking sound while standing still

Main story progress, fog-spreading ammo, drowning, stolen toilets - v0.27

Hey Everyone,

Another update is here! Introducing some progress in the main story, fog-increasing ammo, drowning, stolen toilets, 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
- progress in main story
- fog-spreading ammo = (UridGPowder = Urid + coal) + someAmmoIngredient
- drowning (when you're underwater & your stamina runs out)
- some random toilets will be stolen (missing) on new game start
- world 25 day clock in Gulrood & Hazerville (to track the big eruption or the other eruptions)
- new 3D main menu background
- more loot in ghost town
- new interior for a building in Pericolvann
- new environmental objects
- you can now see the purity of Urlid in a jerry can
- new in-game hints

CHANGED
- rapidly increased Urlid build-up from some consumables
- elevated the cabin floor to avoid grass clipping & for easier placing on the truck
- digging with a shovel now always spawns at least something (mostly soil)
- you may also get organic waste or Urid when digging with a shovel
- chest now drops everything in it when it breaks
- greatly reduced saltpeter surface spawns
- dirt roads now look much better
- campfire now lasts longer
- skeleton of a killed enemy now has a unique model
- combining arrows + battery will now only give you one explosive arrow
- giant worm now requires over 40% fog to spawn
- items are now dropped in front of your face
- endurance is now increased by staying underwater & also increases how long can you stay underwater
- elevated Urid random spawn (wasn't possible to harvest it)
- adjusted some props/objects
- fire is now more effective against enemies

FIXED
- quick item transfer would disappear items if transfer-to inventory was full
- some settings weren't visible on widescreen resolutions
- vehicles were jittery on low physics
- toilet worms spawned a skeleton after death

Hazerville interiors, buildable cabin, stronger axe, item extractor - v0.26

Hey Everyone,

Another update is here! Introducing some interiors for Hazerville, cabin building, stronger craftable axe, item extractor, 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
- City of Hazerville interiors & additions
- cabin building
- new item/weapon "Metal axe" = metalSheetAxe + acid (stronger)
- new item "Extractor", can be combined with, e.g., ammo to get gunPowder
- inventory quick item transfer (shift + leftMouseButton)
- killed enemies now leave a save proof skeleton after a while (can be harvested for bones)
- new item "Resin" (edible, spawning randomly on trees)
- new item "Bone marrow" (edible, bone + extractor)
- new coal recipes (flintNsteel + organicWaste/cloth)
- new fire arrow recipe (resin + arrows)
- new glue bar recipe (resin + coal)
- new protein bar recipe (resin + mealworms)
- more fog meters around map

CHANGED
- urge speed is now less affected by fog
- you can now walk up steeper slopes without jumping
- hazmat shooter enemy can now shoot in angles & no longer attempts to shoot through obstacles like buildings
- hazmat shooter enemy now drops pistol rounds after death
- player meters now appear in inventory even when HUD is disabled
- custom wall & ladder now both require only single plywood
- building damage bump map will now appear after the object was majorly damaged
- increased Urid stack count from 10 to 32
- reduced the size of a piss meter to fit with other meters
- fire arrow is now made from Molotov instead of alcohol
- eating rose hips now slightly increases health
- fog meter sirens only start sounding after fog reached over 95%
- adjusted urge filter & music threshold, intensity
- logs can now be closed by pressing one of the mouse buttons
- hotbar slots are now a bit more noticeable
- improved the look of explosions

FIXED
- some scene flash on main menu appear
- grenade caused multiple explosion sounds
- if a lot of purifiers were built particles would be popping in and out
- wrong step sound was playing when walking over buildings

Few changes and fixes - v0.25b

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
- resolution dropdown now only shows resolutions with the highest refresh rate
- default window mode is now set to windowed borderless

FIXED
- couldn't attach pipe to the top of an Urlid purifier (existing pipes would leak)
- you were unable to place Urlid purifier

Flatbed truck for building, slow urge in bases, improved textures - v0.25

Hey Everyone,

Another update is here! Introducing a new flatbed vehicle for building, urge slow down in fully custom bases, texture improvements, 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
- flatbed truck, specially made for building (located in southern part of the map)
- if you're inside a fully custom base, urge speed will go down to 5% (40% in a house, etc.)
- buildings now follow buildings that follow a vehicle (you can build a complex base on vehicles)
- buildings that you have all resources for now have a highlight on their icon
- resolution dropdown now shows all supported resolutions of your monitor (including refresh rates)
- invert mouse option
- more bumpy textures
- two new in-game hints
- new props/objects

CHANGED
- improved & tweaked a bunch of textures
- improved vehicle building placing (shouldn't break right after placing anymore)
- road to Pericolvann is now easily traversable for vehicles
- missing building ingredients are now highlighted
- felling a tree now drops one more wood
- tweaked some item icons for better visual recognition
- elevated dune buggy chassis & gave it more power
- shallow graves are now visually easily distinguished
- adjusted some props/objects
- some random toilets will be completely worm free
- increased toilet worm jump out required fill limit
- adjusted some in-game hints

FIXED
- buildings placed on a vehicle were sometimes following wrong vehicles after load
- window modes weren't sometimes persistent between loads
- stairs collision in Hazerville