Another update is here! Introducing new danger in high Yellow fog, giant worm enemy, ghost town area, 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 - Urid fall in extremely high Yellow fog (dangerous against base and player) - giant worm hazard - ghost town - no snapping build mode (by holding "Left Alt") - new props/objects - new collectable log - herbs and mushrooms can spoil now (takes much longer than meat though) - casing fall sounds - more water splash sounds - new item "Organic waste" (good for composter)
CHANGED - pistol rounds recipe (gun powder + metal sheets) - rifle rounds recipe (gun powder + pistol rounds) - pipes now taking priority by flow direction - you can now connect pipe to any part of the white container - composter urinating now only triggers when aiming at bottom (not sides) - metal sheet pile falls apart when getting damaged - some build recipes and descriptions - feather pile can now be used in a composter - campfire goes dark after being lit - patrol van now spawns after a delay & won't disappear in front of you anymore
FIXED - saving/loading wrong crossbow bolt type - if one of multiple pipes was blocked, the flow would stop anyways - pipe stopper weirdly stretched - loud sounds heard when loading in peninsula house - gun magazine drop not visible - if bunch of sounds were playing, it would cut of others
Piping system, revolver, food spoilage - v0.14
Hey Everyone,
Another update is here! Introducing a way to transfer liquids between containers via pipes, a new gun, food spoilage, some changes and 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 - piping system (purifier to container, makeshift gas station, etc.), direction gravity-wise - revolver (in western part of the map) - food spoilage - carrier ship interior (can be entered) - new collectable cassette - some new props/objects - pipe build (blockable) - new item "Spoiled flesh" (good for composter)
CHANGED - purity detector now also shows container fill amount - Urlid purity affects the performance of a vehicle - bottles now collect/pour precise amount - physics objects now won't respawn near your base - increased "Pipe" stack count (for pipe build reason) - you can now only carry single "Herbal liquid" per slot - roofs look more weathered - patrol van now spawns only in very high fog - increased/reduced fire rate on some weapons - small map changes & additions
FIXED - lower chance for neutral wildlife to just stand nearby - clipping collision on some rooftops - if shooting insanely fast you could go into unlimited ammo state
Yellow fog patrol van, Urlid chainsaw, other collectable liquids - v0.13
Hey Everyone,
Another update is here! Introducing high Yellow fog patrolling van, Urlid-fueled chainsaw, possibility to collect other liquids, 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!
Old saves will load value items and liquid containers empty (after first load).
ADDED - patrol van in high Yellow fog (ramming player, dropping off hazmat shooters) - new tool/weapon "Urlid chainsaw" - different liquids collectable with a bottle (water to extinguish a fire) - crawl spaces under some houses - root cellars on the side of some houses - transparent house tenting build - opossum den random spawn - Urid random spawn - new collectable log - more lore
CHANGED - Urlid purity now also affects weapons/tools - cardboxes, etc. won't respawn near your base - item description damage meter is now segmented for easier reading - purity detector can now detect other liquids - temporary campfire lasts longer - Urlid purity affects Urdust spawn count - improved hazmat shooter accuracy and increased health - campfire burn out indication - some toilets will spawn with water, instead of Urlid - less birdsnests - crows are now faster - bottle icon and description
FIXED - flying hazard sometimes stuck in a sitting animation - available Urlid amount not refreshing on Urlid tools/weapons - breakable thud not heard on break
Yellow fog storm, new builds, crows - v0.12
Hey Everyone,
Another update is here! Introducing Yellow fog storm, barbed wire, metal door, neutral crows, some changes and 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 storm in high concentration - barbed wire stretchable build (enemy slow down, trip) - metal door stretchable build - crows (neutral) - new item "Mealworm" can be digged up, placed in garden - new recipe for "Protein bar" (mealworms + organicGlueBar) - new dirt, plant, chem & metal sounds - magazines and casings on the ground - build and building cursor rotation memory - you can dissolve limbs with acid - continuation of the main storyline - few more biological toilet events
CHANGED - raw cookable and metal items won't catch on fire anymore - toilet worm will turn into normal enemy after jumping out - flying enemies can now sit down - pouring bottles to a full Urlid container isn't possible now - bottle now has a set amount of uses before disposal and dispose animation - herbal liquid recipe (alcohol + nettle) - spikes now slow down enemies - higher chance for flesh on limb rip off - some map changes/improvements - lower chance to find batteries - higher chance for biological toilet contents to escape - poisoned arrows now slow down enemies - sledgehammer now put enemies into ragdoll - you can heal up biological toilet by feeding it
FIXED - falling through map - breaking ladder while climbing would make you fly - burning limb made a thud sound - small insects from Urid spawning above house tenting - uhm damage sound played even if eating healing item (only one time after start)
Neutral wildlife, thermal spring area, armor - v0.11
Hey Everyone,
Another update is here! Introducing neutral wildlife, a new area in the western part of the map, armor stat, 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 - neutral wildlife (deer, opossum) - geothermal spring area in western part of the map (dangerous) - armor stat (affected by external damage) - new props in houses/levels (pictures, books, glassware) - new craftable item "Urid arrows" (urid + arrows) may put junkies in unconsciousness - new craftable item "Bone armor" (bone + wireMesh) - new craftable item "Tape armor" (ductTape + cloth) - metalSheetPile random spawn on map (also in scrapyards) - crafting highlight appear sound - some new gun sounds
CHANGED - Urdust now expands over time, centered distribution - enemies may spawn flesh or bone after a limb rip off, instead after death - items may catch on fire (useful to burn big piles of items) - improved fire detection - item combination will throw an error even if there is a possible recipe, but no highlights - improved toilet grunge (resolution, detection, etc.) - Urdust will dissolve (disappear) if it touches liquid - doubled weapon kickback - falling under map will put you back on the surface after a while - more Urlid collecting plants around map - trailers invisible enter ramp - nest can now hold more Urlid
FIXED - geyser eruption on load is now limited (won't go past certain time of day) - garden bush size too big, wrong plant amount on load - unwanted thud sound on particle appear after a while of playing
Anti-fog bomb, garden, chainsaw enemy - v0.10
Hey Everyone,
Another update is here! Introducing a new enemy, garden for plants, bushes or mushrooms, anti-fog bomb build, 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 - anti-fog bomb build (reduces Yellow fog by 40%, big radius shockwave, etc.) - garden build (for herbs, berry bushes and mushrooms) - new chainsaw enemy - you can dig up random stuff when hitting ground (dirt or dryLake texture) with a shovel - crafting recipe for herbal liquid (nettle + dandelion) - openable closet and wall storage - specific ambient sound for Yellow fog - new item "Urid" (solidified Urdust, can be used in a garden as a fertilizer) - new item "Dirt" - player throw away on explosion/shockwave - floating particles underwater - new blood splatter effect - some new props
CHANGED - improved hand idle/walk/sprint animation, added occasional settle movements - breaking solidified Urdust can now spawn Urid (small chance to spawn saltpeter) - openable cabinets can now spawn multiple items - when you get hit while covering with a weapon specific sound will be played - saltpeter can be used as a fertilizer in a garden - some map changes - vehicles get bumpy texture when damaged - solidified Urdust has lower chance to get inhabited - solidified Urdust releases less Urdust on break - pistol round guns are more powerful
FIXED - entering a car (while standing in a bush) would lock stealth state (vignette) - hit thud sound not heard on break (boxes, etc.)
Biological toilet, building on vehicles, interactive springs/geysers - v0.09
Hey Everyone,
Another update is here! Introducing alive toilet build, possibility to build on vehicles, some gameplay changes and 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 - biological toilet build (requires alive body, can die/escape) - you can now place buildings on vehicles (good for storage) - crashed commercial airplane on the freeway - Urlid in a geyser will purify throughout the eruption event - ladder climbing and swimming now makes sound - new collectable log - new item/tool "Plastic bag" (to collect unconscious bodies) - new reload animations & sounds for "Silistol" & "Handgun" - new rusted texture for the airboat - damage scratches on vehicles
CHANGED - hotSprings & geysers are now treated as Urlid containers - difficulty setting can't be changed while playing now - improved some enemy animations - improved some other weapon animations - some changes/additions to the intro level - added reverb to some areas - fat charging enemy needs slight Yellow fog to spawn - the car chase song is now triggered when you approach Gulrood - Urdust enemy attract position is now where it was released
FIXED - black Urlid issue (causing a lot of other problems) - right-hand palm would sometimes go off (steeringWheel, weapons, etc.) - you couldn't change climbing speed on a ladder - localEnemySpawner wouldn't spawn if you were in a vehicle
Some changes and fixes - v0.08b
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 - toilets now spawn with random U. purity value after new game start - lower chance for solidified Urdust to get inhabited - bottle can now hold 3x more Urlid - plastic container can now store 2x more Urlid - composter ejected Urdust size (purity) is now affected by the purity of Urlid inside - yellow fog collector now only needs one bottle to empty it - low fuel light is now red on all vehicles - low fuel light is now blinking
FIXED - pouring bottle in U. container barely affected the purity (mainly noticeable if the container was empty) - yellow fog condenser was purifying Urlid up to 30% - ammo in chests had random value after load
Urlid purification, diggable soil piles, new builds, more story - v0.08
Hey Everyone,
Another update is here! Introducing Urlid purification, diggable soil piles, two new builds, more story, 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!
Old saves will load value items and U. containers empty.
ADDED - Urlid purification (Urdust by size, Urlid by color) - digging (diggable dirt piles around the map) - solidified Urdust may get inhabited by small insects - Urlid purifier build - house tenting door build - new tool/item "Purity detector" - new weapon/tool/item "Shovel" - continuation of the main story - new toilet building in trailer parks - new collectable log - more sounds for edible items
CHANGED - peeing in toilet, etc. is now triggered if you're not holding acid, bottle, purityDetector or by pressing Q - bottle now has a chance to disappear after pouring (instead of disappearing every time) - better plastic container amount visibility - enemy hit range is affected by their size - lowered flashlight intensity - yellow fog condenser is now accessed as Urlid container - small changes on the map - shorter backpack memory - no low grade class items will spawn in high grade class anymore (supplyCrates, spawns, etc.)
FIXED - enemies could traverse the collapsed bridge - limb health wasn't affected by enemy max health - next version number on the countdown sometimes had odd numbers
Another update is here! Introducing a possibility to behave stealthily, enemy alive ragdoll, Urge dust becoming solid after being static for a period of time, an option to skip the whole intro sequence, some important 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 - stealth (displayed with vignette) - alive enemy ragdoll (jumping over obstacles, Urdust intoxication, randomly on hit/explosion) - Urdust will become solid, if static for a period of time (will be saved) - you can now skip intro (before you enter the car) - overeating & overpissing (out of bounds on the HUD bar) - bloody bulletHoles/slits and object bulletHoles/slits - description to all the available perks - breakables that don't have shatters now have bump overlay (intensity by damage) - house tenting triangle build - new loot spawning car wreck - new random spawn woodPallet (in woods & dryLakes) dropping plywood after breaking - few new props - hotkeys for switching building pages (Q & E) - post-explosion hole - fire releases smoke when heating something burnable - new stab sound for sharp melee weapons
CHANGED - enemy hanging on you can now fall off - flashlight now works in vehicles - difficulty setting now affects energy reduction - difficulty setting now affects Urge speed only on easy and default (hard & horror = default) - inventory tab (build, perks, etc.) is now set to previously opened tab for a while - you can now cut down a tree with an explosion - you are now visible if your flashlight is lit (at night or underground) - both pipe melee weapons are now single-handed - improved hit animations for sledgehammer - toilet worm return longer delay - saltpeter random spawn in dry lake areas - higher chance for red meat to spawn
FIXED - optimizations enemy animation culling - sleep may have skipped a few days (depending on how long you were playing) - when urinating, particles were visible along the stream - odd whee sounds heard in the car crash scene - couldn't repair house tenting build - flashlight stopped working after getting in and out of car (if it wasn't lit before) - fog would rotate when you flip the car you're sitting in, thus making it disappear - flashlight charge amount is now actually saved - after death enemy torso wasn't spilling blood on hit - ambient reflections are now off at night (made everything not lit by flashlight look glossy)