Constant-fog city, metal pillars, fire igniting changes - v0.24
Hey Everyone,
Another update is here! Introducing a new city with constant unavoidable fog, two types of metal pillar, new fire igniting techniques, 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 - constant-fog city, where fog never goes below 70% - metal pillar buildings (upOnly & free) - campfire/fireBarrel battery igniting animation (reducing flashlight battery charge) - campfire can also be ignited with other fire starters, if you run out of battery - in hand items nudge when jumping (guns only > when aiming, clicking out of ammo, etc.) - car driving off-road sound - low purity Urlid vehicle sound - more recognizable campfire ignition point - new in-game hint
CHANGED - plastic bag now has a high chance to spawn in Urid crusted boxes - chopping up limbs now always drops at least something (now including spoiled flesh) - plywood, metal sheets & glue bar now all have a higher chance to spawn - item despawn rate is now affected by difficulty - Urdust now sometimes disappears instead of solidifying - increased UROFF Urge stat effect (taking 3 will increase by 1 lvl) - dune buggy sitting position is now higher - increased white liquid container spawn amount - changed motorway car vehicle location - charging enemies can no longer damage buildings with their charge - vehicles are now also damaged after crashing into breakable objects - lowered health of fat charging enemy & giant worm - no aiming wobble when standing still - changed loading hint - improved description for biological toilet - tweaked some props/objects
FIXED - most of herbs & mushrooms would disappear before you got to them - patrol van was still making sound after being destroyed & its sound wasn't centered - couldn't shoot through cage traps wire wall
Main story progress, cage trap, new fog spreader, parallax terrain - v0.23
Hey Everyone,
Another update is here! Introducing some progress in the main story, resettable cage trap, new fog spreader, better looking terrain, 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 - resettable cage trap building (only damageable with axes) - opening a distinct looking cabinet will cause Urdust spread - terrain ground 3D displacement - trash bag is now used to collect Urid crust - 3D terrain graphics setting - window & borderless window screen mode setting - firearm rustle sounds when aiming - damaged vehicle sound - use action dismiss sound - saving hint
CHANGED - vehicles now smoke by damage, eventually catch on fire (removed bump texture) - vehicle damage now affects its speed - Urblob sometimes spreads very fast - breaking a wooden object drops either coal or wood (by damage type) - breaking Urid crust no longer drops Urid item (you have to use a trash bag) - buffed broken bottle weapon - adjusted some props - improved some textures - breakables now may drop multiple shatter parts in one hit - free pillar building separate icon for better recognition - more herb & mushroom spawns - increased building placing distance
FIXED - Urid crust would appear on disappeared loot/boxes - zero health shatterable build always breaking after loading (resave to fix it)
Multi-caliber gun, resettable trap, new cave - v0.22
Hey Everyone,
Another update is here! Introducing new multi-caliber weapon, resettable trap, new cave near the ghost town, some changes and a 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 - multi-caliber gun (located somewhere in Gulrood) - resettable trap build - new cave near the ghost town - new collectable log - below water visible surface - shooting a firearm causes a light flash - new bush hit/break particles & sounds - flamethrower initial burst sound - plant mix/waste sound
CHANGED - the new underwater enemy now speeds towards you when he's head on - crossbow can now be used underwater - fuel in vehicles runs out slower now - skills take effect faster now - increased effect of skill "Strength" - "Guns" stat now also increases damage - some guns have worse accuracy & some shotguns have wider spread - shrubs now drop organic waste - better looking tree chopping particles - flying enemies try to avoid flying in water - increased light appear radius - loading screen hint
FIXED - build templates were sometimes appearing in the center of the map - revolver hand grip odd angle when aiming
Yellow fog veining, new underwater hazard, practice target - v0.21
Hey Everyone,
Another update is here! Introducing Yellow fog veining, new underwater hazard, practice target, some 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 - Yellow fog veining (sometimes flowing high purity Urlid) - new underwater hazard - practice target build (increases "Guns" stat) - player body now casts a shadow & shadows are cast onto player body - feet obstruction adaptation (e.g., running into walls) - new props/objects - underwater ambient sound - new collectable log - hint for attempting to reload without ammo/fuel - magazine drop sounds - walking in Urblob sound
CHANGED - Urblob now also spawns at specific places (interiors, underground, etc.) - only proper guarding covers you now - player body now has much better lighting & shading - you can now burn Urblob & Urdust with acid - underwater view is way more limited now (by depth) & has a more realistic look - lowered trees & bushes health - super flamer better detection & more powerful against enemies - flying enemies now try to avoid flying in bushes - buffed Urdust armor - lowered glue trap cost - buffed spikes trap - pissing particle is now more centered
FIXED - player body flashlight lighting rough snap to black at certain angle - fall damage sometimes didn't register - Urblob sometimes caused low frame rate - the newly added herb couldn't be reproduced in garden - piping system ignored toilets
Tree felling fix - v0.20b
Hey Everyone,
Just a small update fixing the tree felling bug. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
FIXED - tree felling
Hazardous blob, player body, guarding with anything - v0.20
Hey Everyone,
Another update is here! Introducing a new hazard, full body awareness, possibility to guard with anything, some changes and a 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 - procedural hazardous blob (random spawn) - player body - guarding with anything (guns, melee, usableItems, etc.) - object pushing (with your body) - Pericolvann container ship interior - underground area new objects/props/improvements - aiming weapon wobble by movement speed - sounds for weapon switch & guarding - new collectable log back pages on some existing logs - new herb that maxes out your stamina
CHANGED - you can now flip or align a collectable log by guarding - guarding is now effective even in transition (by angle) - you can no longer aim with a chainsaw - bone always spawns after digging up a shallow grave - Urlid purifier can hold 5x bigger volumes (jerry can) & starts purifying only if full - breaking solidified Urid doesn't spawn Urdust anymore - reduced enemy spawn new game cooldown (easy = 1day, horror = 0.2day) - max pistol rounds limit is now 20 - improved flashlight hint & battery description - removed car pushing key due to body pushing addition
FIXED - if going asleep too early, there would be no time skip - random spawns weren't spawning around Pericolvann & past the swamp area - pause menu background not stretching correctly with some resolutions - neutral enemies being overly friendly
New special enemy, Pericolvann interiors, herbal mixes - v0.19
Hey Everyone,
Another update is here! Introducing a new enemy, interiors for the town of Pericolvann, herbal mixes, some changes and a 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 - new special enemy - interiors for some of the Pericolvann houses - Pink herbal mix (nettle + thistle) - Yellow herbal mix (nettle + dandelion) - loot may spawn on the small Pericolvann ships - interior & loot for red containers around the Pericolvann container ship - music volume setting - new resolution setting (2560x1440) - fovs/mouseSens min & max values - loading screen hint - few new item combining sounds - new props/objects
CHANGED - Urid now crusts on top of other Urids - you can now crouch midair (resolving the sometimes unresponsive crouch & crouch jump) - reduced Urlid purifier Urdust emission & increased purity limit to 90% - guarding now has much wider angle - detonating an anti-fog bomb now reduces Yellow fog randomly, ranging from 50% to 60% - "Herbal liquid" is now made from any of the herbal mixes + alcohol - giant worm requires at least a bit of Yellow fog to appear - collision improved & optimized in Pericolvann - item description now appears if you hover over its icon - slightly reduced energy reduction when sprinting - increased overeating limit & added a hint text saying you're full
FIXED - limb explosion caused by a shotgun lead to spawn of multiple items/particles - flesh items dropped from limb explosion respawning repeatedly after a delay - when Urlid purity limit was reached in the purifier it still emitted Urdust - charging fat guy was sometimes missing charge animation when charging
Town of Pericolvann, variable Urge speed, multi-fuel vehicles/tools - v0.18
Hey Everyone,
Another update is here! Introducing a new town, variable speed of Urge, multi-fuel vehicles/tools, some changes and a 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 - town of Pericolvann - variable Urge speed (inside an enclosed space like a house/vehicle/underground, by elevation, at night, underwater) - harvestable limb distinct sound - blood spray sound - more limb explosion sounds - more rock hit sounds & new rock hit particle - refueling funnel to some of the vehicles - new collectable log
CHANGED - all vehicles and power tools can now use either Urlid, gas or mix of both - you can no longer gas up a vehicle just by clicking anywhere on it - time limit for intro skip - jerry can is now treated as a liquid container (bottle) & stacks one per slot - chainsaw location - cloth combine recipe (nettle + featherPile) - if playing on easy you can only spawn in the default tented house - depleted flashlight now also flickers - Urlid hot spring 4x faster stamina increase - tarp armor decreased Urdust outlet - "Urge" stat now increases by staying at full bladder - hands will be overshadowed if standing below something - underground area collision improved - water tower more weathered look
FIXED - giant worm extremely long stretch after respawn - the red jet flying overhead could be seen vanish (the flight animation now lasts until the crash)
Underground area, Urid crust, various armors, craftable fire starter - v0.17
Hey Everyone,
Another update is here! Introducing a new underground area, Urid crusting, various armors, craftable fire starter, some changes and a 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 - underground man-made location (traversable with a vehicle) - Urid crusted loot, crates, etc. (releases Urdust on break, but spawns special/unique stuff) - craftable fire starter - new craftable item "Tarp armor" (reducing player Urdust outlet) - various flesh parts on limb explosion (eyes, brain, limb parts, etc.) - candle build (may burn out, may burn your base down, so keep it on non-burnable surfaces) - dirt road on south side of the river - more sounds for tree chopping - new progressive gun barrel smoke effect - flashlight recharging now makes sound - more lore
CHANGED - some weapons now don't need cocking after mag change & use locked slide when empty - the man driving the recreational vehicle in the starting scene is now visible - enemies now also may back off when running towards you - guns now always spawn with at least one bullet - size of rippable limb affects its health - starting items now spawn on any difficulty - fish will try to swim away from you when getting hit - corpses now have multiple damageable parts, may drop multiple items - enemies may back off even when you hit them in their body - improved item take/appear in hand animation - fat increases faster - renamed few items to a more fitting name - increased depleted flashlight intensity
FIXED - bloody slits/hits on respawned enemies - chest made some stuff disappear after being placed - some toilet worms were jumping out right after the game load - Urid stuff didn't do sound after breaking
Another update is here! Introducing out of bounds Yellow fog, skills now increase/decrease passively, new craftable melee weapon, 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 - out of bounds Yellow fog (reducing fast, causing odd stuff to happen, some of them listed in "CHANGED" section) - geothermal spring area eruption (off bounds Urdust size, every 25 days) - new craftable melee weapon - new "Fat" stat (increased by eating certain foods) - interiors to some of the ghost town houses - physics setting (may drastically improve performance) - bedroll build - four new achievements (replacing the deprecated ones) - new specific item combine sounds - new item consume sounds - new props/objects - bullet holes smoke effect
CHANGED - skills now increase/decrease passively (by doing specific actions) - Urid arrow now always puts an enemy to ragdoll - faster item heating - folding knife different spawn location - off bounds Yellow fog enemies vanish - off bounds Yellow fog air catching on fire - off bounds Yellow fog ranged weapons are only useful in close encounters - off bounds Yellow fog big Urid fall size & amount - off bounds Yellow fog vehicle drag - hot slot text now shows item name - the train has a longer cooldown - ghost town visual improvements/changes - buffed the triple barrel shotgun - the Yellow fog is now darker - geyser burst effect smooth end
FIXED - optimizations - fire detection (taking priority by distance from player) - poisoned arrow wasn't damaging enemies (just slowing them down)