v028c- hotfix

Here’s another small hotfix to last night’s v0.28 release, this time fixing some saving/loading issues with map and manifest and improving balance on new dynamite cannibal (Sorry guys if he destroyed your bases!!)




  • (balance)Fixed rate of dynamite cannibal type spawning.
  • (balance)Lowered amount of ammo and frequency of dynamite man attacks
  • Fixed cave map not loading correctly when save was done in the outside world
  • Fixed passenger manifest not loading correctly with saves done in previous versions



As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub


v0.28b – hotfix

Hey Everyone,


Here’s a small hotfix for two issues that turned up in last night’s v0.28 release


v0.28B hotfix


  • (multiplayer) Fixed bug where after dying in a loaded game and being revived you would be unable to interact with some world items
  • Fixed plane missing collision in save games



As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub


V0.28 – Removable stumps! New leaf fire trap, new molotov trap, new passenger manifest system (find the missing passengers), Dynamite enemy type, arrow basket, Rock fall tree trap, cave fixes, hanging cave bats and lots more!

Hey Everyone,


This patch finally allows players to remove leftover tree stumps. Simply place a bomb on a stump and stand back.


We’re also introducing the passenger manifest system. Once collected this can be used to keep track of the missing plane passengers you find in the world. This is a first pass at this system – currently some bodies may not register correctly


Additionally 3 new traps, an arrow basket, a new enemy type, cave bats, new improved looking tree trunks and lots more, all listed below.


As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub


V0.28 complete


  • New item: Passenger Manifest ! (find all fellow passenger bodies in world to cross their name’s off the list)
  • New building: Arrow basket ! (stores up to 86 arrows)
  • New building: Swinging rock trap
  • New building: Molotov trip wire trap !
  • New building: Leaf pile trap ! (costs 50 leaves, once built can be set on fire for 20s
  • to fry enemies) (Hint – works well combined with molotov trip wire trap)
  • Lit molotov and arrows can now set leaf pile traps alight
  • Lit molotov can now set all fire types alight
  • Extended molotov fire duration by 2 seconds
  • It is now possible to blow tree stumps up by sticking explosive on it !
  • Fixed Cave Map not restoring map properly after loading a saved game
  • Fixed case of sprint sometimes being unresponsive
  • new mutant type added:  dynamite mutant
  • (Multiplayer) Fixed memory leak when cutting down/blowing up trees
  • (Multiplayer) Fixed trees cut far from host or client pop on when approached
  • (Multiplayer) The cave map and the passenger manifest are passed on to the respawned player when dying
  • (Multiplayer) Improved cases of log staying stuck mid air
  • (Multiplayer) Player list now displays properly for clients
  • (Multiplayer) Fixed issue where meat from animals would duplicate
  • (Multiplayer) Fixed issue where upgrades for weapons would not show up
  • (Multiplayer) Fixed issue where raft would become unusable after if person driving it got damaged
  • (Multiplayer) Fixed issue where mutant hanging in a noose-trap would vanish if trap was reset while mutant was still trapped
  • (Multiplayer) Fixed some issues with receiving invites while in the MP screen
  • Bushes & saplings are now properly pooled back when cut down
  • (Audio) Improved animation related system memory usage
  • Fixed finalized trophies not parenting properly with their supporting wall
  • Cut down thin trees are no longer loaded in saved game as tiny floating pine tree stumps
  • Reworded information on Garden in survival book
  • (Audio) Last Armsy audio
  • Increased skull lamp draw distance, and its light now fades in when enabled
  • Fixed wrong settings on tree cut causing them to vanish on ultra low draw distance when exploded
  • Art added: Camping Light
  • More stalagmite/stalactite models can now be broken apart
  • (Optimization) Improved performance of cave shadow blockers, and rendering on cave wood panels when not in cave
  • (Audio) Cowman breaths events added
  • (Audio) Fixed plane crash SFX playing again if you skipped the intro cutscene after the plane had already crashed
  • (Performance) New lod added for firestand built and treehouse built
  • (Audio) retimed plane crash sequence
  • Improved look of molotov explosion and of timedbomb explosion
  • AO added to dead trees
  • (Audio) Added grunts for Cowman’s Belly Flop Attack
  • Fixed drawn bow being automatically reset after jumping
  • Increased time for falling camera shake to kick in
  • Player will no longer be woken by enemies if he is sleeping inside a base that completely blocks enemies from entering
  • (Audio) Cowman dodge backwards sounds and recovery breaths
  • (Audio) Fixed hitting foliage with club sometimes sounding like sword
  • Thicker collider on tennis racket pickup so it falls over rocks better
  • Fixed enemy bodies sometimes disappearing when killed at a distance
  • New art added: Loose ground sticks
  • (Art) Improved all terrain to ocean transitions
  • Happy Birthday ghost model now matches built model
  • Fixed player getting thrown up in air when standing very close to exploding structures
  • New art added: Revised trunks, more detail, more variation
  • World mutants no longer instantly despawn when entering a cave
  • Cave 5- improved lighting, removed old purses, many collision and wall fixes, fixed cross pick up fixed, cleaned up stalagmites and replaced with breakable versions. Stalagmites added to geeselake swimout. Cleaned up pick ups and props. Replaced unbreakable tables with proper versions. Made tighter light blocker to prevent light leaks. Removed rock dressing from  ground that looked cluttered.
  • Caves- upped collision detail on walls for cave 1,5 and 6
  • Caves- yellow flare crate should be synced in MP in cave 10
  • Caves- fixed missing wall in cave 6
  • Caves- lighting fixes in cave 2
  • Caves – replaced old lamps in cave 1 and improved cave 1 lighting
  • Lowered speed and damage of crafted axe
  • Fixed player head collider being disabled when in water
  • Added “Map” action icon when holding map
  • Cave map pickup no longer unequips after a few seconds when picked up
  • Tennis racket is now stashed when pressing the “Drop” button while holding it
  • Removed Armsy from bottom of cave 5
  • (Audio) added flies sound
  • Fixed burnt bodies all aligned same way
  • Fixed blood effect repeating after killing fish and effect never being removed from world
  • Fixed missing blood on Katanta and climbing axe, improved look of rusty axe blood. Fixed plane axe not bloody when first picked up.
  • Moved second modern axe from dead tree to deeper inside cave 2. Moved katana from in front of cave 1 to deeper inside cave 1. Moved rusty axe from early in cave 5 to deeper inside cave 5
  • Fixed missing “Lighter” action icon during cave hanging scene
  • (Performance) Optimized memory usage of AI’s path finding
  • Flies added to burnt dead bodies
  • Skull Ceiling Lamp drawing added to book
  • (Audio) added on fire, hurt and death sounds for Armsy
  • Fixed plant bomb on tree not showing when equipping bomb while in another trigger
  • Fixed dropping animal heads, then picking it up again quickly causing it to vanish


V0.27 – New cave Map, Animal head trophies, Balance, Improved mp combat, New decorations, Tennis racket weapon, Better ambient lighting, Fixed windows 10 audio bug and more

Hey Everyone,


This patch introduces a new version of the cave map – this should make exploring caves a lot clearer, and help you keep track of which caves have been uncovered.


Along with some new home decorations, is a new head mount building type. Want to kill a deer and mount its head on your wall? Now you can.


We have also added a bunch of balance tweaks, getting hungry will take slightly longer, reviving a friend in multiplayer no longer requires you have medicine, axes are a little bit stronger and we added some tweaks to how low player health is handled. Check the full changelog for more information on this, along with the other fixes/changes we made this patch which include some new art, new spherical harmonics ambient lighting, Improvements to performance of large multiplayer saved games, new sounds, and lots more.


As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub


v0.27 complete


  • New item: Cave map ! Once found, visit cave system to reveal it. Replaces piece together map.
  • New Weapon added : Tennis racket!
  • It is now possible to harvest heads off the following animals: Boar, Crocodile, Deer, Goose, Lizard, Rabbit, Raccoon, Seagull, Shark, Squirrel, Tortoise.
  • New building: Trophy Maker, once built you may bring to it an animal head to turn into a trophy !
  • New building: rabbit skin rug!
  • New building: ceiling skull light!
  • (Multiplayer) hits from enemies on player are now calculated locally, reducing appearance of lag
  • (Multiplayer) Reviving another player no longer uses meds and restores only a minimum amount of health
  • (Multiplayer) Fixed issue of explosions not destroying trees when players were far away from host
  • (Multiplayer) Fixed another log-dupe bug (sorry!)
  • (Multiplayer) Fixed issue where some of the smaller tree types were not cuttable with explosives
  • (Multiplayer) Fixed performance issues with lots of buildings
  • (Multiplayer) Fixed an issue where (randomly) some wood planks being destroyed would not replicate out to other players
  • (Multiplayer) Fixed issue where client could not kill fish with explosives
  • (Multiplayer) Fixed suitcases sometimes jittering back and forth for client when stuck between objects
  • (Multiplayer) enemy hit reactions are more varied and closer those in single player
  • (Multiplayer) Optimized remote player animator cost
  • (Multiplayer) Fixed exploding trees spawning 2 cut tree models
  • (Balance) Slightly increased all axe damage
  • (Balance) Deer can no longer be killed with 1 arrow
  • (Balance) Slightly lowered attack range of plane axe
  • (Balance) Lowered crafted club damage
  • (Balance) Lowered attack range of mutants when attacking with only hands/claws
  • (Balance) Run stamina Cost reduced by 15%
  • (Balance) Hunger speed 30% lower (was about 2 full stomachs per in game day, now 1.35 per day)
  • (Balance) Hitting an enemy with flying axe attack now does more damage based on height of the jump
  • (Balance) Adrenaline rush ! When player’s health reaches grey zone because of an enemy hit he gets half his missing stamina back over 1 second. Has a 2 minutes delay.
  • (Balance)Player can climb up/down ropes faster now by holding “run”
  • (Balance)Warm day no longer triggers in north (the system that makes cold go away when sun rises)
  • (Balance) enemy hit that should cause death while player health is above grey zone instead brings player to 1 HP
  • (A.I.) enemies can now see player from further away when not surrounded by trees
  • (A.I.) prevented enemies targetting downed players in coop
  • (A.I.) fire mutant is now immune to fire
  • (A.I.) fixed praying behaviour from enemies almost never occurring
  • (A.I.) fixed fire mutants almost never choosing to throw firebombs
  • (A.I.) fixed Armsy occasionally spinning on the spot for no reason
  • (A.I.) enemies will attempt to cut their friends down from rope traps
  • (A.I.)  Fixed some issues with enemy spawning over days.  Should see more variety/amounts of mutants in general
  • (A.I.)mutants will break off attacks from structure more often if player is nearby
  • (A.I.) fire mutant is now faster and more aggressive
  • (Rendering) New SH lighting added! More ambient break up/better looking less flat ambient fill light
  • (Visuals) improved look of distant terrain – more break up, more bump
  • (Visuals) Ocean white caps will now fade in as players moves closer to ocean instead of popping on
  • (Visuals) Sun brightness is now dependent on cloud coverage, giving appearance of overcast days. Weather may now be cloudy without raining at all
  • Procedural buildings can no longer be stacked with defensive walls as a support (was causing numerous issues)
  • Increased speed terrain dries after raining by 2x
  • Added 1 cloth to cost of stick marker
  • Reorganized survival book pages and entries in each page
  • Held walkman playing music will alert nearby enemies now
  • Regular mutants should no longer follow player into water (much)
  • Enemies can now jump over and interact with the rock holder
  • Jumping onto small objects directly in front of player is now smoother/less glitchy
  • Added camera shake when falling a long distance
  • Sleeping bag models added to caves
  • Hanging body models in caves moved down to stop wobbling
  • Slight wobble added to yacht
  • 4 types of large cave stalagmites can now be smashed apart
  • (Performance) skull lamps particles and light get turned off at a distance from player
  • (Performance) optimised cpu usage when building lots of rope traps
  • (Performance) cut down trees now use pooled log pickups, limited to 100 instances (oldest ones get removed if new one are created past the limit)
  • (Performance) tree wood hit particles are now using a pooled version
  • (Performance) optimized cpu usage on log sled
  • (Performance) Fixed some object not getting cleaned up when cutting trees
  • (Performance) Lowered memory usage of freshly cut down trees remaining stumps
  • (Art) New lighter model and textures added!
  • (Art) New seaweed clumps added for beach!
  • (Art) Added new grass types and visual improvements to foliage
  • (Art) New prop added: R.O.V
  • (Art) Snow covered areas have new grass type and new grass placement
  • (Art) North and south of the big lake, terrain polish and added grass
  • (Art) new sleeping bags (and bloody alternate)
  • (Art) Torn version of blue tent added (can’t be slept in or used to save game)
  • (Audio) Fixed audio bug with windows 10 and some drivers which could cause a weird static sound
  • (Audio) added Armsy running breaths and tuned the trees falling sound a little more
  • (Audio) Made rain start loud, and then loop a little louder than it used to
  • (Audio) Tuned mutant distant cries
  • (Audio) Added Armsy Tree Knockdown sound
  • (Audio) tuned tree falling and tree hitting ground sounds
  • (Audio) Added new Armsy yells
  • (Audio) New Snow footsteps added (not yet implemented)
  • (Audio) Mixing on: small bird on hand, distant surf, leaves falling, leaf rustles, laptop dragging, hammering, footstep rock, footstep grass, footstep mud, footstep jump
  • (Audio) Fixed deadfall trap not playing sound event issue
  • (Audio) Fixed footsteps sometimes getting stuck as wood, regardless of what surface the player is walking on
  • (Audio) Deadfall Trap Sound Redesigned and added to game
  • (Audio) Happy birthday trap sound event timing adjusted
  • (Audio) cleaned up mixer objects so audio events don’t play when game is paused
  • (Audio) Added glass smash for unlit molotovs
  • (Audio) improved small birds flying sound
  • (Audio) Chopping trees don’t duck wind so much
  • (Audio) Removed a waterfall audio emitter that was incorrectly placed
  • (Audio) Tuned dying sound so first ragged breaths, then heartbeat, then blood in ears. World sounds get affected a little earlier also
  • (Audio) Fixed tree bridges triggering incorrect player footstep sound
  • Fixed sleep timer broken when having nearby enemies
  • Fixed wrong item equipping after having cancelled placing a blueprint by openning book
  • Fixed exploded enemy pickup objects icons showing the “Inventory” action key
  • Fixed garden blueberry respawn bug
  • Fixed dropped katana turning into dynamite
  • Fixed issue with custom effigy automatically lighting up
  • Fixed dead text having gradient inside it
  • Fixed missing sticks on sled ghost model (cost is 21 sticks now)
  • Fixed missing 7 leaves cost on rockpit and standing fires
  • Fixed tree platform missing 1 rope cost
  • Fixed thrown dynamite having sheen effect on material
  • Fixed missing collision on drying racks, rock holder, cannibal village old fires, pig head sticks, and hollow logs
  • Fixed firestick missing from fire mutant in MP
  • Fixed placed distraction device not waking sleeping enemies
  • Fixed an edge case issue with cold system causing after being warmed by the sun to never get cold until going nearby a fire
  • Fixed hud disappearing when attempting to open book while pushing sled (It is no longer possible to open book while pushing sled)
  • Fixed player losing stamina if stationary while holding the run key
  • Fixed spears not doing any damage when thrown or aimed downwards
  • Fixed spears not sticking into half cut trees
  • Lowered health of crocodiles
  • Player can no longer perform heavy swing attack if stamina is very low
  • (Rendering) Deferred skin shader improved: Subsurface scattering will only be applied on lights casting real time shadows
  • (Visuals) Large scale ambient occlusion added to trees and plants
  • (Art) Improved the look of snowy area and backdrop cliff transition
  • New input action: “Map” Set to M on keyboard and Left shoulder 1 on gamepad (check your settings if you have done custom mappings it won’t overwrite it)
  • Fixed camera seeing down neck sometimes during plane crash



v0.26d – balance pass


Hey everyone,


Here’s another small patch, mostly focused on improving some balance issues, along with fixing some bugs.


As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub




  • (multiplayer – balance)In general you will now see smaller groups of enemies early on, with size of groups increasing overtime
  • (multiplayer) Lowered chance of enemies finding players straight after plane crash
  • (multiplayer) Fixed some bugs with enemy spawn amounts, all types of mutants should appear after enough time has passed
  • (multiplayer)Fixed player_net faces looking too shiny and some arms not matching look of face
  • (balance) Slightly lowered how much damage enemies do to player
  • (balance) Old food that’s still edible now gives some health instead of none (previously only fresh food gave any health)
  • Increased custom effigy base range and per limb and torso bonus range
  • Fixed some glitches in enemy effigy effect reactions
  • Slightly higher damage from fire to all mutants
  • Fixed player sometimes losing armor even when blocking
  • Reduced overall block damage amount slightly
  • Fixed a case of save with bridge not loading
  • Fixed some bark having incorrectly scaled textures/and overly broken moss look
  • Fixed large missing piece in cave1
  • Fixed case of partially built treehouses causing issue on loaded games/inability to add items to them or complete them due to them using the old stairs ghost model



v0.26c – hotfix

Hey Everyone,


here’s another small hotfix, this time fixing a small issue introduced in previous hotfix!




  • Fixed issue with saving a game if no previous save game existed
  • Fixed ghost building rotation speed really high when using a gamepad



v0.26b – Fix for missing mp kick menu

Hey Everyone,


Here’s a small fix for the missing multiplayer host menu, which allows host to kick/ban players and which got lost in last update!


We also improved how rock wall building works, and fixed some issues with multiplayer save games.


As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub


v0.26b Hotfix


  • Fixed invisible buttons in MP player list stopping hosts from being able to kick/ban players
  • Each ghost rock fence visible model now costs 1 rock and no longer fills the whole chunk at once
  • Fixed all ghost walls and fences first locked point position being offset from placing model
  • Fixed following area not available message not showing up in sinkhole
  • (multiplayer) Fixed loading save file with custom rope sometimes breaking loading
  • (multiplayer) Fixed loading save file with fires erroring
  • Fixed energy mix staying on crafting mat when closing inventory without removing it first
  • Empty save slot can no longer be clicked to load from



V0.26 –  Improved gardens, co-op rafts, multiplayer improvements and lots more

Hey Everyone,


For this patch we’ve totally re-done how enemy and player animations are synced in multiplayer which should both improve animation accuracy and lower cpu usage. We’ve also fixed some issues with enemy combat in multiplayer games being too easy compared to single player, and worked on some enemy balance which should make things more challenging with multiple players.


We’ve taken a pass at overhauling the garden system. Planting should now make much more sense as little dirt piles appear for each seed you plant. Plants now grow in size over time, so leaving plants for awhile before harvesting is a good idea.


The snow area of the world has had some improvements, including some new snow covered props, snow rabbits and some gameplay tweaks to when you get cold.


All trees now work with the new wind system, new sound effects have been added for some of the creepy mutants, a bunch of multiplayer and single player bugs were fixed, some new props, some new animations and more.


As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub



  • (multiplayer) Fixed combat for clients being easier than in single player games due to enemies not using counter attacks as frequently
  • (multiplayer/Balance) Tweaked enemy frequency to work better with multiple players compared to single player
  • (multiplayer) All droppable items now sync between players
  • (multiplayer) All projectiles are now replicated over the network
  • (multiplayer) Fixed swimming sounds of other players being really loud
  • (multiplayer) Fixed a bug that was causing mutants killed by happybirthday trap to not fall down for clients when trap was reset
  • (multiplayer) Fixed some instances of enemies duplicating when killed
  • (multiplayer) Fixed some instances of enemies having wrong material on death, ie not burnt material if killed with fire
  • (multiplayer) Fixed plane not aligned for clients if host plays crash sequence all the way through
  • (multiplayer) Fixed issue with incorrect material on creepy mutant ragdolls
  • (multiplayer) Bloody tables are now synced between players
  • (multiplayer) Raft now synced between players!
  • (multiplayer) Fixed bug where items would remain on pedestal (metal doors) after being placed and taken again
  • (multiplayer) Fixed bug where if one player was holding full map, other players would only see them holding a partial map piece
  • (multiplayer) Fixed some issues with cooking food for clients
  • (multiplayer) Fixed repairing log cabin walls when whole chunk is broken
  • (multiplayer) Fixed a case of save failing for clients
  • (multiplayer/performance) Reduced cost of processing nearby tree detection for host
  • (multiplayer/performance) Optimized animator usage of all creatures in MP
  • Fixed bug where hanging scene could break if player had torch equipped instead of lighter
  • (performance) Removed some extra unneeded mesh colliders on distant objects
  • (performance) Decreased math instructions in ocean shader by 30%
  • (performance) New fully deferred version of skin shader
  • (performance) New Ocean Quality: Wave Displacement Low (previously existing option is now called Wave Displacement High) – note it doesn’t change wave height, just how good it looks and how much strain it has on the hardware
  • (performance) Now forcing flat ocean on 32 bits systems
  • (performance) Greatly lowered per frame memory usage of ocean waves
  • (performance) Tuned down bloom on 32 bits systems to limit memory usage
  • (performance) Combined ocean/lake depth passes to save memory
  • (performance) Optimized sheen billboard icons distance detection
  • (performance) Optimized grass displacement system to use terrain height instead of a raycast to find terrain height
  • (Visuals) New art added: Stonewall built models (replaces rock pickup mesh in built walls)
  • (Visuals) New plant vface shader added! More accurate lighting on single sided plants. Included new vface billboards which contain sss
  • (Visuals) Tiered waterfalls now have working water connecting them down to the sea.
  • (Visuals) Cleaned up trees/small plants intersecting sinkhole
  • (audio) New flesh, object smash, tree hit and plane impact sounds for mutant limbs
  • (audio) Improved armsy arm sounds
  • (audio) Added some distant Armsy sounds
  • (audio) Improved mutant baby sounds
  • (audio) Added more cowman sounds
  • (audio) Added garden digging sound
  • (audio) Hitting plane with weapons now plays sound
  • (audio) sound event now plays when player is attacked by a shark
  • (balance) Lowered molotov fire spread duration
  • (balance) Halved chances of raining
  • (balance) Slightly lowered amount of active animals in the world
  • (balance) Pale mutants are now more aggressive when outside of caves
  • New winter top heavy tree added!
  • New item type: Yellow cave crate containing flares
  • New decorative magazine added
  • New burn animations added to creepy mutants
  • New look at story item animation added
  • New add seeds icon for garden
  • New change color icon for stick marker
  • Small wooden cages are now destructible!
  • Fixed plant type that was uncuttable/distorted when hit
  • Fixed treehouse ghost meshes containing old stairs mesh instead of rope mesh
  • Fixed player getting infinite leaves when hitting explosive caches and improved shading on rock over explosive cache
  • Fixed some breakable wood planks in caves not being breakable
  • Fixed garden plants popping on too close even on high draw distance settings
  • Fixed rope mesh vanishing whilst climbing if player was on low draw distance setting
  • Fixed enemies sometimes clipping through walls when jumping over rocks and other objects
  • Fixed bug where dragged mutant would not transition to death if killed
  • Fixed visible section where terrain ended under ocean and would be darker than other water
  • Fixed small (tiny)pine tree having blue outline in far distance
  • Fixed dead wood especially on beach all rotated the exact same angle
  • Fixed some props looking too shiny/broken. Hanging body parts, legs, some enemy built art.
  • Fixed some trees wind settings not matching for trunks causing leaves to visually break away from trunk at some distances
  • Fixed bug where player was able to hit tree’s/enemies that were behind him
  • Fixed anchorable rope/tree houses/tree platform climb rope icon overlapping with rope model
  • Fixed ghost traps placing floating above ground (not retro-active)
  • Fixed fish vanishing while running with them on the spear
  • Fixed fish sometimes appearing in the air around player
  • Fixed cooking on raft causing it to go haywire
  • Fixed raft sometimes being unusable after loading a saved game
  • Fixed issue with raft’s buoyancy when built bellow water or after severe wobbling
  • Fixed scale on snow ground sparkles
  • Fixed fog height being too low in some snowy areas
  • Fixed player sometimes falling down when exiting at top of ropes
  • Fixed some navmesh issues when placing happy birthday traps
  • Fixed an edge case of rebreather light not turning on underwater
  • Fixed armsy being able to fall into water at the bottom of cave 5
  • Fixed missing dead tennis team in cannibal village
  • Fixed plane axe not getting bloody
  • Fixed a bunch of misaligned rocks, flying rocks, gaps between terrain and cliffs and other world errors
  • Fixed camera sometimes offset on plane when starting a new game from within a previous game
  • Fixed several issues with the rope trap in SP
  • Fixed mutants being able to follow player into water in cave 8
  • Fixed a case of molotov getting stuck unlightable after a failed lighting attempt
  • Fixed medium preset using SMAA by default
  • Fixed an issue where lower half of screen could be black after after loading a game in caves
  • Garden revamp: Seeds are now added one by one and spawn little dirt piles in the garden. Plants grow visually over time and provide from 1 to 3 of their respective yield based on growth time. Plants die after 1 to 2 days (depending on plant) at max yield. Plants growth timer now properly saves as well as account for slept time.
  • Terrain and detail improvements for section above big lake
  • Removed ferns and marigold flowers from snow areas
  • Added new snow covered rock, snow covered hollow log, snow covered dead wood
  • White rabbits will spawn in snowy parts of the map
  • New enemy behaviour:  Fire mutants can now throw firebombs at the player
  • Tree houses & platform now automatically position their rope above ground like anchorable rope does
  • Stick marker now also tints the top cloth piece the color of the flag you set
  • Hitting escape while in options in game now saves it
  • New sinkhole interior art added – along with enemies – sinkhole can now be accessed via lowest cave
  • New blend materials shader (used currently in sinkhole)
  • Improved look of cave 1 entrance, better rock materials and fixed running water settings on cave wall molted type
  • Resetting traps now require to hold the “Take” button for half a second
  • You can now save/Sleep at the tents in world and in caves!
  • Cave props – blue buckets and cut old arms are now dynamic and pushable
  • Burnt arms/legs in overworld are now dynamic objects
  • Orange snow covered tents added to snow section
  • Updated enemy layout in Cave 7 & 8
  • Cave 8 moved walls near entrance to clear walking ledge
  • Cave 8 fixed air pocket in corridor water
  • Cave 8 re-exported walls to fix issue with climbing down ropes through rocks
  • Cave 8 weights moved down to more easily see what you are placing in them
  • Cave 5 added mineral walls to swim up room and added new props
  • Cave 2 removed extra cave corpse in dead room
  • Cave 2 walls rexported with improved collision
  • Cave 2 hole in corridor plugged up
  • Cave 10 extra props added
  • Removed shiny cave debris
  • Less body part debris in caves
  • Rope layer changed so you can see it from further away in caves
  • Improved enemy nav mesh should result in less instances of mutants getting stuck
  • Improved collision on some cliff pieces to stop player poking head through
  • Improved draw distance on outdoor old white tents
  • Improved draw distance on thrown explosives and on built garden plants
  • Improved look for light molotov and light arrow animation
  • Improved look of molotov burning cloth – now correctly uses 2 sided material
  • Improved garden dirt material/texture
  • Improved draw distance on lake lily pads
  • Improved ambient reflections on objects
  • Improved timmy model/textures during plane crash
  • Improved ocean foam lighting at night with torch out
  • Improved look of cave water and fixed sharp edge/white outline around cave water
  • Improved accuracy of bonfire collision and its fire damage range
  • Improved accuracy of plane collision, can no longer crouch/glitch out of plane side doors
  • Improved accuracy of bridge collision shape
  • Removed some old purses and suitcases from overworld
  • Made it easier to light campfires with lighter (lighter does not have to be exactly over the fire any more)
  • Raft’s driver now automatically unlocks when raft gets out of water
  • Added a safety net to bridge saving, to allow recovering it if anchor data gets lost. This isn’t retro active, broken bridges are gone but all the new ones as well as working ones from saves will make use of the system after saving
  • Food cooking on a fire is now easier to target
  • Crafting mat feather/tooth/tree sap piles are now a bit smaller and teeth are more centered to prevent it from being inaccessible under bottles
  • Weapon rack, explosive holder and metal door now bring up same item if available after putting down one


v0.25b part 2 – hotfix

Hey Everyone,


Here’s another small hotfix, this time (hopefully) completely fixing the issue some cards were having with new ocean causing game to crash. All cards should now be able to turn on Wave Displacement quality mode in options settings. (although slower cards may want to keep to flat for performance reasons)


It turned out to be a texture format (R8) we were using for the ocean that wasn’t supported by all models of cards!


Additionally, whilst testing we found the sharks had been missing this patch, so also fixed them.


v 0.25b part 2 hotfix:



  • Fixed issue with new ocean crashing on some model cards (older ati cards, some integrated laptop cards), let us know if this still happens for anyone
  • Fixed sharks missing from ocean!



As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

v0.25b – hotfix

Hey Everyone,


Here’s a small fix to properly switch ocean types at start of game for some players who were having crashes on integrated graphics cards/low spec machines. As well as some other small fixes listed below.


v0.25B hotfix:


  • Changed how new ocean behaves at start of game. New ocean will no longer be active at start if ocean is set to ‘Flat’ from title options screen. If playing on an integrated graphics card or having any crashes when starting the game, set ocean quality to ‘Flat’ in options menu. (temporary solution until we find a better fix)
  • Possible fix for some players having invisible ponds/lakes
  • Fixed issue with scale/blend weight of dead enemies sometimes not applying on client
  • Fixed issue with props on mutants sometimes popping in after death for client
  • Fixed intermittent issue that could be preventing saving in SP



As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub