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

v0.25 – Custom effigy building! Multiplayer improvements, New fish types, new ocean! Fixes, balance, audio improvements and more

Hey Everyone,


We’ve thought for a long time that effigies are cool. It’s really fun to kill an enemy, chop him up and make some art out of his body parts on the beach. However it’s been limited to preset designs – we thought giving people total freedom in what they can construct would be a great feature, especially in multiplayer where you and a friend can create something unique together. So this patch we’re introducing Custom effigy building! To start, select the Custom Effigy, it replaced the old Simple Effigy *(prebuilt effigies are still available for those not interested in designing their own) Once the basic custom effigy is constructed, find an enemy, chop his limbs off and bring the parts over to start building. Note – Even torsos work with this new system, and you can use sticks to further increase size of effigy.


This patch also introduces our new ocean. It’s based on a new unity asset store plugin, however the creator has joined the team here and has been customizing it and helping us implement it. For those with lower end pc’s we’ve included a ‘Flat’ ocean type in options menu which will let you switch to the simpler looking old ocean.


Audio has seen some more improvements and additions, most objects now react and have sounds when pushed.


For multiplayer we’ve changed the network interpolation delay and tweaked packet settings to (hopefully) smooth out the multiplayer experience. We’ve also fixed some additional bugs. Suitcases are much smoother to push as client, the metal doors are now working in mp, and breakable crates should now sync between players.


Enemies now have lod’s added to them and we’ve improved how they use motion blur hopefully improving performance drops caused by enemies being near by.


Along with this there are also a load of other fixes, changes, gameplay balance and small art tweaks, for the full list check out below.


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


V0.25 Complete


  • New building: Custom Effigy – replaces ‘Simple Effigy’ in book (once built, use sticks to add to base shape and/or limbs and torsos to create effigies of your own ! Range and duration of the repulsive effect when lit depends on amount of added limbs)
  • New Ocean shader! Now has 3d waves and foam! – note – low, ultra low and fastest quality settings default to old ocean. This can be changed in quality settings
  • Player will now find themselves hung upside down when waking up in cave and will need to cut themselves free
  • New rain shader! *again – this time runs faster and looks better
  • Improved terrain water accumulation
  • (multiplayer) Animations now blend more smoothly for client players when attacking enemies.
  • (multiplayer) Fixed animation issues for client when mutants would die
  • (multiplayer) Fixed bug where cave enemies would sometimes ignore clients if client was far enough away from host player
  • (multiplayer) Lowered network interpolation delay for clients to improve responsiveness over network
  • (multiplayer) Metal doors are now correctly synced between players!
  • (multiplayer) Fixed head bombs not synced between players
  • (multiplayer) Fixed issue with grabbing items nearby a sled after looking at the sled picking up whatever is inside
  • (multiplayer) Breakable crates in overworld are now synced between players
  • (multiplayer) Improved suitcase syncing between players
  • (multiplayer) Fires don’t give light for players that aren’t around when first lit
  • (multiplayer) Fixed issue with scale of fire after loading a saved game in multiplayer
  • (multiplayer) Fixed some smaller issues with log/rock sled in multiplayer
  • (multiplayer) Fixed an issue that would occasionally stop players from connecting to a multiplayer game after already having joined one
  • (multiplayer) Fixed issue with effigies not always lighting up for clients or being lightable for clients
  • (multiplayer) Fixed animation issue that would happen when you were looking at another player dropping a corpse on the ground
  • (multiplayer) Fixed issue where suitcase “lock” icon would always be visible even after suitcase had been opened
  • (multiplayer) Fixed Defensive Wall Reinforcement sometimes doubling up
  • (multiplayer) Fixed cutting tree sometimes not finalizing properly leaving a floating cut tree
  • Fixed bug where fire would sometimes be really big when first lit under some conditions
  • (audio) Axe, club and rock weapons now make impact sounds when hitting plane hull
  • (audio) Ambient sounds no longer briefly heard before plane crash starts
  • (audio) Echo added to sinkhole!
  • (audio) Increased footstep volume when running
  • (audio) Revised scream sounds to sync better with animations
  • (audio) Fixed inaudible drop sound on pre-placed dead mutant bodies. Fixed bat exit cave sound inaudible.
  • (audio) Fixed thunder playing effect twice when rain starts
  • (audio) Added water drips to rivers during rain
  • (audio) Added less full-on inhales for when coming up from underwater
  • (audio) Randomised offset to fire start time to stop audio distortion when building lots of fires close to each other
  • (audio) Sigh relief sound effect is now played when the player extinguishes being on fire by entering a water volume
  • (audio) Weapon clean sound now plays when entering water with a bloody weapon.
  • (audio) Suitcases, laptops, small pots, food carts and plane seats all have sounds now when pushed
  • (audio) Fixed suitcase smash sound sometimes playing twice when hit and distorting audio
    (audio) Tuned cliff, item push, and some player sounds
  • New art added: Blue tent (replaced placeholder blue tents)
  • Terrain shader improvements, faster rendering, better performance when raining and more tweaks
  • (balance) Increased lung breathing duration to 25s
  • (balance) Rebalanced all weapon speed/damage/block strength
  • (balance) Slightly lowered energy drain from swinging an axe
  • (balance) Stopped bombs and dynamite sliding as much after being thrown
  • (balance) Blocking with weapons no longer drains stamina
  • (balance) Bow max charge duration set to 2s (was 5s before) Now, release when visually the bow looks ready and you will fire a straight shot
  • (balance) Lowered speed of shell attack
  • (performance) New Mid level trees added
  • (performance) Mutants now have skinned lod meshes
  • (performance) Optimized animator on distant/not visible enemies and bodies
  • (performance) Lowered memory usage in render textures by about 200megs
  • (performance) Lakes and ponds are now fully disabled when far enough away
  • Fixed blood visible on screen during drag away cutscene
  • (UI) Added weapon block strength display to inventory item tooltip
  • Amount and type of enemies in the world will change over time depending on how many are killed
  • More trees now respond to wind!
  • Trees when cut no longer switch shaders -improving jump between cut and not cut meshes*still some improvements needed to make this totally seamless
  • Lighting weapons and projectiles now requires to hold the “Lighter” button for half a second
  • Fixed suitcases around plane respawning at runtime when going back and forth to the plane
  • Fixed enemy placed art often being half underground, having wrong rock texture, or having items not pickupable when destroyed
  • Fixed strange shading on fire built model due to wrong occlusion map
  • (visuals) Improved look of lakes/ponds. Fixed mip mapping issues causing pixel distortion in distance. Better bump and fog settings. Brightened streams and improved bump/blend and reflections.
  • New enemy behaviour – mutants can sometimes be seen feeding on body parts in caves!
  • Fixed missing seaweed prefabs under water
  • Fixed weapon fire light having a really big range and lighting up entirety of caves!
  • Lowered brightness of player_net lighter
  • Blood particle effect made less shiny/metallic
  • Brightened colors on edible and spoilt fish, generic meat, rabbit, lizard materials to make difference between states clearer
  • Upped max arrow amount in inventory from 12 to 30
  • Multiple arrows can now be upgraded at once with a single bottle of booze
  • Fire arrows now look red in inventory
  • Fixed laptops being too dark and some still having old model linked in
  • Lowered chance of birds clumping onto perch targets on built items
  • Updated enemy cave layout in some caves
  • Improved some areas of cave collision to stop feet poking through
  • Fixed fullness not getting consumed while sleeping (so it behaves like thirst)
  • While sleeping both fullness and thirst can only be consumed up to a threshold, so that you never wake up on the verge of dying (unless you engaged sleeping in this state)
  • Sleeping is now limited to once per day (unless woken by enemies in which case it doesn’t count towards this limit)
  • Shelter now shows remaining time until next sleep instead of action icon while the feature is locked (display is relative to 1 in game day, ie if the bar is 50% filled it means half a day remains before sleeping again)
  • Effigies now require to hold the “Take” button for 0.5s to set alight
  • Added lighter action icons to all effigies
  • Added more fire particles to molotov to make it look spread out more
  • Molotovs can now be used to fuel fires
  • Molotov no longer leave fire floating in the air when colliding mid air with something
  • Fixed Destroyed Tied Tongue effigy parts not being pickupable
  • Fixed birds perching on other birds
  • Fixed bug where bodies could not be placed in Log Sled when carrying rocks.
  • Fixed bug with terrain sand making it look 8-bit around beach area. Balanced look of sand.
  • Improved cave reflection cube map for underground lakes
  • Sun is now correctly blocked by thick clouds in sky
  • Added blend option for clouds and new overcast texture to simulate clouds/storms forming before rain
  • New base cloud texture!
  • New rope material/textures
  • New cave art added: Stalagmites and stalactite types
  • Fixed bug where you could open survival book whilst climbing rope
  • Fixed some issues with matching props/textures when switching to dummy on death
  • Fixed 3 sappling types missing texture on thin trunks
  • New gameplay option: “Advanced controller support (XInput)” (required to use the game with a Steam Controller, it is off by default so check out options if you need it)
  • New gameplay option: “Show projectile reticle”
  • New graphics option: Ocean Quality [Wave Displacement / Flat] Low, Fastest and Ultra Low quality presets use Flat ocean quality by default.
  • New texture added for cannibal carry away timmy
  • New art added – replacement rocky/dirt ground texture
  • It is no longer possible to drink (from ponds/Lakes) while moving
  • Ensured better randomness of plane crash site roll
  • Cave 1 – fixed seam in floor, fixed distortion in parts of floor. Raised rocks in flooded room. lighting improvements, more walls replaced with mineral wall type
  • Graded ground textures to match values in trunks closer
  • Less electric green in tree moss
  • New fish models and types added!
  • Fish are now killable with regular weapons and explosives (hitting them with axe is pretty fun but probably way overpowered currently)
  • Fixed spamming the “Lighter” action with a fire arrow equipped creating several fires over time (could eventually cause fire to stay on forever and enemies to get caught on fire when poked with the fire arrow)
  • Lighting arrows now requires to hold the “Lighter” button for half a second
  • It no longer possible to shoot arrows while lighting it on fire
  • Arrow fire now properly shuts down after a few seconds
  • Arrow fire now properly burns close by objects
  • Lowered big effigy burn duration to 20 minutes (was 40)
  • Worked around an issue with some keyboards shooting keydown message repeatedly when holding down a key, preventing from using held input actions
  • Player no longer gets cold immediately when entering water at night or in caves, instead there is a chance it happens over time when water level is above ankles
  • Player can look down more while climbing cliffs
  • Fixed player movement breaking when sitting on a bench and alt attacking with a spear
  • Fixed player crouching glitching out whilst holding lit arrows
  • Fixed raft row material glowing
  • Fixed grabbing rocks from sled while carrying a body bug
  • Improved look of dirty pot water and improved look of steam particle when boiled
  • Fixed issue causing water pot to have a wrong texture when boiling dirty water on fire
  • Increased player swim upwards speed
  • Balanced blood amount on screen when suffering damage
  • Food cooking on a fire gets destroyed when the fire does, except water pot which you can pick up empty afterwards
  • Fixed bug where camera could be sometimes slightly offset after plane crash
  • Removed pre-placed dead cannibals in world
  • Raft is slightly faster now


v0.24b – hotfix


Hey Everyone,


Here’s a small hotfix to last night’s patch, fixing some small bugs found last night/this morning


  • Fixed bug where logs could not be added to sled unless you were also carrying a rock along with some other issues related to this and also issues related to sled and saving/loading
  • (multiplayer) Fixed issue with lighter behaving strangely if other players had molotovs out
  • Fixed new laptop art missing rigidbody and not able to be pushed around
  • (multiplayer) Fixed dropped decaying meat missing reference on rabbit
  • Fixed small bug with deer decoration rendering on top of inventory
  • Fixed arrow getting consumed on crafting mat when used with bow to set ammo type (it now properly goes back in the arrow stack)
  • Fixed issue with lighting arrows when having more than 12 arrows in a saved game

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

V0.24 – Multiplayer ban/kick menu, Clearer weapon upgrading, Improved tree cutting and more

Hey Everyone,


We’ve had lots of requests for a Kick/Ban menu in multiplayer and so have implemented a first version of this. Kick is temporary and players are able to rejoin instantly, ban is set by the server host and can be for as long as you want. Press TAB to bring this menu up.


For weapon upgrading, it was never really clear how much faster or deadlier a weapon was getting when you stuck teeth and feathers to it, so we’ve changed the display of the tool tip when you hover over weapon items. We now also display more information when placing items on the crafting mat about what effects the upgrade will have on the weapon stats.


Axes will now align much better to cut point on tree, hopefully improving feel of tree cutting.


You can now put out lit fires by hitting them, added new player animation for opening book, we finally added option to lower texture resolution  (this means we will eventually enable much higher resolution textures, but for now the option to go lower is available).


We’ve also fixed a bunch of bugs, added ability to place rocks in log sled, more balancing and cave layout/fixes, added some new art (some new cave wall types, club models), some new hidden story pickups, A bunch of new audio and way more fixes and tweaks all listed below.


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


v0.24 Complete


  • New input action: Multiplayer > PlayerList (set to Tab by default, not added automatically if custom bindings exists)
  • (multiplayer) Fixed host not counting itself in lobby member count displayed in game browser
  • (multiplayer) Player list (has ban/kick features)
  • (multiplayer) Banned players list (has cancel ban feature)
  • (multiplayer) Title scene displays a message when sent back there after being kicked or banned or attempting to join a banned game
  • (multiplayer) Fixed weapon damage inconsistency between single player and multiplayer – ie modern axe now takes less chops to chop down a tree in multiplayer
  • (multiplayer) Fixed bug where enemies would play standing up animation often right after being killed
  • (multiplayer) Fixed client unable to finish defensive wall reinforcement
  • (multiplayer) Moved back button down to avoid blocking hosting game by Steam for several hours when clicking too fast on create lobby button at some resolutions
  • (multiplayer) Fixed mutant babies disappearing for clients when they die
  • Inventory camera now moves back to fit whole carpet in view at all aspect ratios
  • (performance) Texture resolution options added to options menu!
  • Rabbits that are lit on fire turn into edible cooked rabbits when they die
  • Fixed gamepad navigation in menus
  • Fixed ghost rock fence not saving properly (might require to recreate the ghosts to have the proper shape)
  • Fixed distance from water at which fires must be built to be lightable
  • (Audio) Added break SFX for wooden objects, cardboard boxes, laptops and effigies
  • (Audio) Updated drinking sound for drinking from water sources such as ponds and water collectors, sound now timed to pond drinking animation.
  • (Audio) Added bone rattle and cracking atmosphere sounds that react to wind to each of the cannibal art structures.
  • (Audio) Added new bone sounds to mutant leader movement, hit reaction and attack animations.
  • (Audio) Added SFX for weapons hitting ground, water, rocks and other inanimate objects
  • (Audio) Added slide SFX for wooden crates, small cages, tables, rocks, laptops and cardboard boxes
  • (Audio) Added moaning wind ambient SFX to cave entrances and built structures
  • (Audio) Added burn SFX for female creepy mutants
  • (Audio) Rain SFX now responds to wind intensity
  • (Audio) Added cracking wood sound to fishing stands, sound responds to wind intensity.
  • (Audio) Added creaking ambient sound to Tree House and Tree Platform structures, sound responds to wind intensity.
  • (Audio) Fixed female creepy mutant SFX getting left behind as she moves
  • (Audio)Seagulls make individual sounds
  • (Audio) Large structures now moan in high wind
  • (Audio) underwater, swimming sounds, and jumping into water splash made louder
  • (Audio) Fixed pale mutants sound being muffled
  • (Audio) Log Cart sound intensity lowered
  • (audio) Fixed missing katana air Whoosh sound
  • (Audio) New hacking up mutant body sounds and new hitting/killing animal sounds.
  • Reduced maximum amount of feathers you can get from hitting dead birds with rocks
  • Player can now put out lit fires by hitting them
  • Axe should line up to cut point better when chopping trees
  • Fixed various animation glitches when transitioning between axe animations
  • Fixed enemies not jumping over stick & rock fences
  • Fixed dropped upgraded spear turning into dynamite pickup
  • Fixed houseboat not floating correctly
  • Book open animation added!
  • New art – Enemy club remodeled/retextured
  • New art – new model for regular crafted club – also now easier to select in inventory
  • Fixed some breakable wood planks giving leaves and playing plant hit sound effect
  • Fixed dead screen showing action icons
  • Fixed big buildings (like the houseboat) flashing out when looking down while placing on slopes
  • Molotov tutorial now only shows when a molotov is up, and is deemed done when a molotov has been lit
  • Blood now accumulates on screen for longer whilst getting hurt and stays even longer while in grey zone
  • Fixed bug with ghost skull decoration when loading a saved game
  • Fixed place bomb feature showing place talky icon
  • Fixed action icons disappearing when alt tabbing back in game
  • Fixed rare case of UI looking doubled
  • Lowered swing speed of craft club and held enemy club
  • (performance) New lods added for cliff rocks, cliffs, lake rocks
  • Fixed suitcases sometimes showing as open but having a locked icon above them.
  • New cave tileable wall textures added
  • New cave ceiling textures added
  • Fixed mutant baby spawning 2 ragdolls when killed with fire
  • Fixed some survival settings (starvation/thirst/cold) broken after loading a saved game, causing for example breathing duration to be really small
  • Fixed some pathfinding issues with defensive walls
  • Fixed action icons of inventory item tooltip breaking their scale and position when switching from mouse to gamepad while it is visible
  • Faster transitions into and out of axe attacks
  • Thrown molotovs will wake nearby sleeping enemies
  • Screaming enemies will attract/wake up nearby enemies
  • New player/timmy animations added to opening plane crash
  • Hitting hanging bodies now has a chance to spawn cash
  • Improved foundation system to better work with explosive destruction and improve destruction performance
  • Fixed an occasional bug when using pouch to collect berries causing all icons to stay visible on bushes in range
  • Fixed issues with save files date not displaying sometimes
  • Fixed several file dates issues, including dates of cloud files (should now properly sync only once)
  • Fixed listening to walkman music not regenerating energy (works once per in game day) + the return of the flashing outline !
  • Arrows now go through cave doors and can stick to terrain behind !
  • Fixed slight fired arrow positioning issue
  • Tweaked arrow physics settings so that it falls down more at it flies in distance. With those settings, a fully charged arrow shoot (5s bending) is very accurate while a mid charged one cannot go far in distance and can only be used for close up combat
  • Fixed enemies sometimes facing wrong direction when hit with arrows
  • Fixed enemies sometimes glitching through walls during combat
  • Fixed skinny mutants appearing to damage defensive walls
  • Thrown flares should emit more light and be more useful for finding way in dark
  • Fixed burnt baby texture looking shiny
  • Building distortion now scales with damage proportional to max HP (from 1x to 10x)
  • Building distortion now only effective past 0 damage
  • Fixed upgrades not spawning renderers when reaching max amount
  • Removed upgrade counters in inventory item tooltip
  • Now displaying weapon speed & damage values (upgrade bonus included) in inventory item tooltip
  • Now displaying preview for weapon speed & damage upgrade bonus when adding ingredients on the crafting mat !
  • Improved inventory item tooltip positioning so that it cannot go below bottom of screen
  • Lowered penalty of each upgrade type
  • Arrows now limited to 12 in inventory
  • New upgrade recipe: Fire arrow (1 arrow + 1 booze)
  • New upgrade recipe: Bow set ammo (1 bow + 1 arrow, none consumed, sets which arrows are used first by the bow)
  • Picking up an item while underwater and dropping it underwater no longer equips previously equipped weapon
  • Fixed lighter tut coming up in caves while underwater
  • Improved molotov fire particle quality
  • Fixed issue causing rocks to stop spawning after collecting a large amount
  • Fixed issue where some hidden caches of dynamite were not pickup able
  • You can now place rocks in log sled! and switched log sled add to a generic icon
  • New close range attack animations added to cowman
  • Fixed some swimzones in cave 6 and in other areas around world that shouldn’t have been there
  • Fixed issues with jumping into water while holding story clues. Also prevented dropping those items
  • (performance) Lowered cost of rain particles to render and killed them faster instead of rendering them far under terrain
  • Deer run away from player more consistently, and run faster
  • Updated cave 8 enemy layout
  • Two new story clue pickups added
  • Terrain – fixing some areas with holes, fixing some cliffs misaligned. Improving look of area around big lake.
  • New terrain shader, renders faster, looks better. Includes improved snow, wetness near water and more
  • Improved cave water shader – now easier to see, better reflection and better clearer refractions


V0.23B Hotfix

Hey everyone,


Here’s a small hotfix, fixing some of the issues that were reported overnight:





  • Fixed tutorials being off when underwater breaking picking up items underwater and causing their pickup or can’t carry anymore messages to stay on screen permanently
  • Fixed bug where most oyster spawners were placed too far below sea level and set to wrong terrain texture – making them extremely rare. Also fixed issue where they wouldn’t be visible, only the pickup icon in rare case they were found
  • (multiplayer)Fixed issue where clients couldn’t break wood planks open in some parts of caves
  • Fixed bug with arms and legs not spawning bones correctly when overcooked on fire
  • Added more protections against rare cases of axe not swinging (if anyone is still getting this, let us know the exact steps and we’ll make a fix)

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

v0.23 – Stick fences, rock walls (experimental), better fire, passive skills, gameplay balance, improved audio, oysters.

Hey Everyone,


We’ve added a bunch of gameplay tweaks and improvements this patch, including a first pass at passive skills that improve over time – run a lot and you’ll be able to run slightly further without running out of stamina, dive underwater a lot and your breath will last longer.


Two new building types have been added – a first pass at rock walls (although currently requires probably way too many rocks) and a new procedural stick fence!


More cave work has been done. For the overworld, a bunch of improvements including little paths, better ground textures and details. There’s also been a ton of new audio improvements/additions including the new ‘Player burning to death’ sounds.


We’ve also added oysters to the game, but so far no one on the team has been able to find them.


There are also more visual tweaks, multiplayer fixes, and lots more, check out the full list below.


Note! We’ve changed how molotovs work slightly. You now have to light the molotov by pressing L. However you can also throw unlit molotovs at enemies, dousing them in flammable liquid and increasing the damage further lit molotovs do to them! Let us know what you think of this and the other new changes and As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub


V0.23 Complete


  • Added Run & Breath silent skills, reducing running stamina cost or increasing lung air breathing duration as player practices those activities
  • New building: Procedural Stick Fence ! (can be found in bottom right page of shelters)
  • New building: Procedural Rock fence ! (can be found in bottom right page of furnitures)
  • New building: Defensive wall reinforcement ! (can be found in the decoration page, but nevertheless increases the wall strength by 45%)
  • Light fire weapons animation added!
  • Lighting a molotov now requires “L” to light
  • Molotov dousing – throwing unlit molotovs at enemies will cover them with alcohol, causing increased damage when set alight
  • (multiplayer) Game browser now displays amount of players currently in game
  • (multiplayer) Stick marker color is now synced
  • (multiplayer) Fixed client not properly waiting for building bellow to be loaded before removing black screen, thus causing to fall down below (when game was saved while on a player made structure)
  • (multiplayer) Fixed issues with fire replication
  • (multiplayer) Players can now see each other fire arrows and other burning projectiles properly
  • (multiplayer) Trees will now fall smoothly for clients
  • (multiplayer) Fixed several cases where mutant would switch clothes and weapons would switch for clients when killed
  • (multiplayer) Suitcases now replicate correctly between players! (previously would only work if players were close together and suitcase not not been physically moved)
  • (multiplayer) Fixed issue where logs could be duplicated by juggling them between two players (SORRY!)
  • (multiplayer) Fixed bodies sliding when dropped
  • (multiplayer) Increased volume of walky talky
  • (multiplayer) Fixed Lizards disappearing for client in traps
  • (multiplayer) Fixed Clients not getting cold outside of caves
  • (multiplayer) Fixed a case of foundation repair trigger vanishing for clients when it shouldn’t
  • (multiplayer) Fixed an issue where the body of skinny mutants would warp to regular mutants upon death
  • (multiplayer) Fixed an issue where cowman would knock clients over when they were outside of his targeting range
  • (multiplayer) Fixed Water level in water collectors not in sync between server/client
  • (multiplayer) Audio parameters will now replicate over the network to clients
  • (multiplayer) ‘Burn Damage’ animation will now properly play on mutants for client
  • (multiplayer) Alive rabbits dropped by client will now move aligned to terrain
  • (audio) Thrown objects will now distract enemies when hitting any solid object, rather than just trees and terrain
  • (audio) Dropped objects will now attract enemies in the same way as thrown objects
  • (Audio) Mutants sound clearer
  • (Audio) Added player on fire hurt sounds
  • (Audio) Fix jumping on ground when raining playing very watery sound
  • (Audio) New fireman idle, movement, attack and getting hit sounds.
  • (Audio) New female creepy mutant idle, getting hit and death sounds.
  • (Audio) Added doppler effect to fireman fire movement and attack sounds.
  • (Audio) Fixed missing flashlight flick on/off sound
  • (Audio) Added new freakout reaction sounds to regular female mutants.
  • (Audio) Increased volume of small boats/raft on water and raft paddling events.
  • (Audio) Tuned all aspects of swimming sound
  • (Audio) increased level of blood drips
  • (Audio) Fixed timing and tuned levels of bow and arrow
  • (Audio) Tuned levels of eating and drinking
  • (Audio) Added lighting molotov sound and improved its held on fire sound
  • (Audio) Optimized memory footprint
  • (Audio) Clifftop surf sound now audible
  • (Audio) Jumping on rocks plays rock sound
  • (Audio) Shipping containers play metal footsteps
  • (Audio) Geese have some sounds now
  • Fixed anchorable rope not getting destroyed with the building it is anchored to
  • Fixed player camera clipping through tree trunks after being chopped
  • Player can now set tennis balls on fire !
  • Reduced burning weapons memory allocations
  • Made underwater breath duration more consistent
  • Fixed Sleeping mutants stay frozen if killed before waking up
  • Lowered position of stick marker color trigger to make it easier to find
  • Player can no longer survive falls by using survival book or inventory
  • Holding the “Batch” button while placing a building now automatically brings up the same ghost building to be placed again
  • When items placed on the crafting mat match with upgrade recipes it will now be listed in the same fashion as normal recipes !
  • Fixed some bugs with fire particle size when fires were re-lit and stocked after loading a saved game
  • Fixed animal numbers never going down even when killing lots
  • Opening the book while in the air now delays opening till player is grounded again
  • New art added: Improved burning log (used for bonfire)
  • New art added: Improved bow and arrow
  • Improved look of pale cave mutants (resculpted normal map)
  • Improved shading of regular and skinny mutants (better sss, less orange skin diffuse, better spec)
  • Fixed seam on remote players head
  • New shader – toon outline for alpha textures – selecting feathers or other items with an alpha map will now have correct outline
  • Branches and leaves are now cut off trees with a built tree structure ! (only works on pine trees with moss currently – rest of trees soon)
  • Wood planks in caves can now be blown up with explosives
  • Survival book entry for skull lamp needed resources should match blueprint
  • Doubled rebreather air capacity
  • Can no longer open inventory while underwater
  • More underwater sea weed/coral placed. Underwater pickups placed and some hidden caches
  • Leaves are now required to build bonfire
  • New item added: Oyster. Can be found in ocean, can be stored in backpack and eaten but has limited shelf life
  • Terrain/world improvements, adding more detail to edges of some ponds, adding new paths, filling out empty areas, improving look of some areas
  • Improved fire particles on creepy mutants
  • Replaced/improved enemy necklace model, and enemy prop textures
  • Fixed flickering on small pine tree sapling!
  • Fixed normals on log spike tip
  • Grey zone health threshold now set at 10% (was 5% before)
  • While in grey zone, player weapon damage is increased by 30%
  • Improved terrain textures and shading
  • More plane crash animation added – more debris flying around, especially towards end as plane crashes
  • Cave 9 re-work
  • Fixed device placer (used by bomb & talky) showing icon too early and on colliders which nothing can be placed on
  • Fixed a rare case of weapon lock up after throwing projectiles
  • Fixed banding in sky especially at night (Unless on lowest material quality level, which will run slightly faster but still exhibit some banding)
  • Drinking a soda will now instantly restore some stamina along with energy
  • Improved shading on fat creepy mutant
  • Plugged in and fixed burnt materials for all cannibal types
  • Targeting a climbable wall now displays a sheen icon while not carrying the climbing axe
  • Dead bodies around the world now have a chance to appear as bloody, burnt and with limbs missing
  • Placing buildings near a raft no longer places it on top of the raft if it cannot be nested with it
  • Fixed issues with fat creepy mutant being able to damage player when not attacking
  • Fixed fat creepy able to stun lock player when knocked to the ground
  • Eating mutant limbs now hurts player slightly and gives less fullness replenishment
  • Halved soda thirst replenishment
  • Drinking from a dirty water source (like ponds) now replenishes only half of the total thirst
  • All regular mutants health increased by 25%
  • Decreased fire damage to all mutant types
  • Decreased bomb damage to distorted mutants
  • Decreased damage done to all structures by mutants
  • Decreased chance for mutants to attack structures
  • Increased chance of skinny mutants eating bodies
  • Arms & legs can no longer be picked up from exploded mutants
  • (performance) New lods made for: Cannibal hut, Cannibal fire details,Massive rock, Background mountains,Plane crash, waterfall, pinetree top heavy
  • (performance) Lowered mesh count on randomly placed dead wood and fixed orientation
  • (performance) Lowered rendering ranges for all lower draw distance settings (med/low/ultra low)
  • Fixed climbing wall icon not using the proper climbing axe icon
  • Improved terrain around cave 10 and fixed orange tent sitting crooked on rock
  • Fixed some areas where ocean trigger was missing/misaligned and would let you walk underwater or didn’t have fog visible
  • Switched wall experimental and basic wall positions in book. Wall experimental is now default wall.
  • Better matched cliff grass to terrain grass using planar mapping
  • Lowered intensity of skull light built
  • Small material tweaks: Darkened cave entrances to match albedo of surrounding rocks, brightened ghost experimental material to make it easier to see during day, tweaked clouds, fixed sheen on raft rowing stick, tweaks to plants material/spec settings. Improved look of held molotov. Improved shading on dead sharks and live sharks.
  • Tutorials are now hidden while in water
  • Rebreather bubbles activate only past 80% screen water coverage
  • Player cannot be burnt past 50% screen water coverage anymore
  • It is no longer possible to open book while swimming or diving
  • Can no longer light fires that are built underwater
  • Improved particle effect for standing fire, fire pit and basic fire and bonfire
  • Pause in inventory is now delayed by 1s to solve tone mapping issue
  • Fixed building not working in both tree houses
  • Fixed issue with weapon rack system allowing to duplicate items on rare occasions
  • Lowered chance of getting teeth when hitting enemies
  • Replaced circuit board spawners with dynamic laptops that need to be smashed open
  • Fixed issue where shelters page 2 could be skipped if shelters wasn’t viewed through survival book
  • Sharks attack player more often now
  • Sleeping and being woken by enemies should happen less often, and only when enemies are actually close
  • Fixed blood particle effects missing when hitting enemies
  • Fixed mutants not facing target sometimes when eating a body
  • Fixed some icons (like building repair) staying up when dying
  • Fixed issues with stamina calculations when running



v0.22- Improved multiplayer, Better audio, smoother player movement, better visuals and more

Hey Everyone,


This patch cleans up a lot of the multiplayer combat, fighting enemies as a client character should now feel a lot smoother and react better.


Player movement has also been improved, as we found the positioning of the player camera was causing some additional stutter as the player moved.


Visually we’ve replaced our bloom (again) with a new faster better looking physical bloom, replaced tone mapping and camera adaptation, and added some new effects. This includes a pretty amazing looking depth of field that isn’t quite ready to be used yet (currently blurs player and weapon) but we’ve left the option in in case anyone wants to play around with it.


We’ve also fixed a bunch more bugs, added new audio, added a new moss/grass shader which allows moss to grow on rocks and cliffs, and added more animation to the opening plane sequence along with lots more all listed below.


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


V0.22 Changelog:



  • (multiplayer) Massively improved responsiveness of enemies for clients. Should fix issues of them playing wrong animations, stuck in wrong poses or sliding during combat.
  • (multiplayer) Fixed bug where mutants could get stuck in burning animation (which could also be mistaken as disco-dancing)
  • (multiplayer) Fixed enemies sometimes not acquiring new target after current target is knocked down
  • (multiplayer) Revive other player feature now requires to hold the “Take” button for 2.5s
  • (multiplayer) Fixed bug where client entering save game would hear multiple building complete sounds
  • (multiplayer) Fixed issue where players would sometimes not hear building complete sounds
  • (multiplayer) Fixed clients getting kicked when eating leg/arm after it got burnt
  • (multiplayer) Fixed clients having lighter stuck after loading a saved game with lighter equipped
  • (multiplayer) Fixed clients not being able to repair custom foundations
  • (multiplayer) Increased time clients can wait with black screen at start of game to give time to bigger maps to load before enabling gravity (should reduce cases of falling through structures)
  • (multiplayer) Fixed client seeing tree stumps host doesn’t arround plane crash
  • (multiplayer) Fixed some inventory sounds audible to other players
  • (multiplayer) Fixed fat creepy not attacking client players
  • (multiplayer) Other players flashlights now visibly light up on mesh
  • (multiplayer) Fixed female enemies sometimes having wrong dead body
  • (multiplayer) Fixed issue causing foundation floor to not fully show up for clients when structure isn’t closed
  • (multiplayer) Breakable pathways in caves are now synced with clients
  • (multiplayer) Fixed partially cut down trees saved as cut down in MP
  • Plane crash animations added! Draws now fly open, luggage gets sucked out!
  • New cave floor variation type added
  • Enemies and animals should do a better job of avoiding player built fires
  • Improved mutant animation, more death variations
  • Smoother overall player movement, hopefully less camera stutter
  • More chance of seeing skinny mutants climb trees
  • (audio) Impact sfx added to cages crates and wooden table
  • (audio) Ambient river now fades in/out on approach
  • (audio) Linear emitters for river sfx, sinkhole streams, oceans, some waterfalls and clifftops
  • (audio) Events added for all different lake sizes
  • (audio) Crocodile sounds added
  • (audio) Voice count raised to 128
  • (audio) Raft will now play ambient sound when positioned over water
  • (audio) Sound effects added to abandoned yacht
  • (audio) Mutant baby audio added!
  • (audio) River sound improved
  • (audio) Clifftop wind added to clifftops
  • (audio) Player extinguish sigh
  • (audio) Unique sounds added for eating meds, eating meat and drinking water
  • (audio) climbing axe on rock sounds added
  • (audio) Bat Scare created
  • (audio) New events added for breaking laptops,cardboard boxes and effigies
  • Improved lichen rock visuals
  • Improved enemy burn animations
  • Fixed crouch player input sometimes not responding
  • Tweaked weapon upgrade stats – making a weapon lighter will now also lower its damage slightly. Lowered all upgrade amounts.
  • New faster tonemapping and eye adaptation
  • New physical bloom (faster and better looking)
  • Fixed fig trees popping off too soon
  • Fixed issue with v-sync needing to be disabled in game options menu
  • Fixed missing rain particles when raining – new rain particle has fake refraction added
  • Book light now only affects book and not rest of world
  • Water now accumulates faster on terrain when raining
  • Lightning flash now casts shadows!
  • Cave 6 major re-work
  • Cave 8 rework
  • Updated enemy layout in cave 6
  • Metal food carts now react to being hit
  • New cliff rock art (connects terrain to cliffs)
  • Improved cleaning up equipped stuff when dying (drops body, logs…)
  • Equipping plastic torch now properly hides lighter tutorial
  • Pressing escape while in save screen now properly closes it
  • Fixes issue with lighter not working properly when having a bow on a weapon rack
  • Fixed icons staying up after exiting item holder triggers
  • New cliff shader! Adds grass/moss based on slope. Used on big cliffs and big rock chunks, fallen logs, etc everything.
  • Fixed blown up floor logs on custom foundations not getting respawned when repaired
  • Fixed ghost wall defensive not saving properly (retro compatibility hack might cause old saves to have an overlapping log in between chunks)
  • Made Ex Floors & Roof closer to supporting walls (not retroactive)
  • Reduced power and speed of katana slightly
  • It is no longer possible to pick things up while pushing the log sled
  • Crafting arrows while having bow equipped and no arrow before now properly equips an arrow automatically
  • Cleaned up/reorganized graphics options and added new category for post effects
  • Defensive spikes, basic wall with window, basic wall with door, Bonfires, Gazeebo and basic stairs now have proper render distances on the max setting
  • Animals should do a better job of avoiding cliffs/walls/trees etc
  • Broken crate bits no longer impede player movement
  • Fixed player not aligned to benches sometimes when sitting
  • Player now faces the direction they approach benches when sitting
  • Material Quality setting now changes water material for a cheaper one when using the low setting
  • Improved look of sinkhole transition
  • Improved look/layout of cave entrances
  • New Art: Replaced large ugly rock
  • New image effect: Depth of field (currently blurs player also, this is experimental and not recommended!)
  • Fixed player heavy attack sometimes getting stuck on
  • Fixed animals not triggering big traps
  • Fixed bug causing suitcases to look open but be closed or the other way around
  • Fixed bug where carrying an enemy body on fire causes the fire to stay forever after dropping it
  • Fixed right arm on dead bodies not choppable
  • Fixed player being able to double jump under certain conditions
  • Fixed issue with structure anchor not being stored correctly, causing it to accept multiple objects instead of one and destruction to fail working properly for bridges (not retroactive)
  • Fixed turtle meat not spawning when already owning a turtle shell while picking it up
  • Fixed water partially covering entrance to cave3
  • Fixed equipping lizard skin while having plastic torch out breaking its held animation
  • Fixed bug where one of the cave climb out entrances would stop terrain loading
  • Halved chance of rain
  • Standing fire will now also warm players as well as give off light – but has much smaller warmth trigger than regular fires
  • Improved foundation destruction logic to prevent some cases of foundation ending without bottom row, flying in the air