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Genre: Simulator, Adventure, Indie

Urge

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

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