V0.47d – hotfix

Hey Everyone,


Here’s another small hotfix, this time solving some issues with saving and loading the new procedural vertical walls.



  • Fixed newly placed autofill walls not always saving correctly
  • Added fail safe to attempt recovering data loss in wrongly saved autofill wall chunks – Note: some walls will need to be rebuilt in game to function correctly

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

V0.47b – hotfix

Hey Everyone,


Here’s a small hotfix for a few issues that came up overnight in the 0.47 patch.


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



  • Fixed cases of camera locking vertically when attempting to eat meat whilst cold
  • Fixed unlocking all ghost foundation points leaving a floating ghost behind
  • Fixed issue preventing to use manual floor & roofs placement to function as expected in some cases
  • Improved procedural wall terrain detection which was in some cases not switching to manual placement



V0.47 – Improved custom building, combat/a.i improvements, bug fixing and more

Hey Everyone,


For this patch we’ve made a bunch of improvements to the custom building systems. Visual feedback when placing custom foundations or walls should now be much clearer. For custom walls we have also removed the minimum length requirement and walls will place vertical logs if below the length to place horizontally.


Advanced building of custom floors and roofs has had a total re-work and the new gizmos should make it much easier to build advanced structures. We’ve also improved how hole cutter works, both visually and allowing it to remove items placed above what you are cutting out.


For combat we’ve made enemies more agile with the ability to dodge away and then counterattack immediately after getting hit by players.  Parrying enemy attacks is more reliable to pull off now, and parried enemies stagger for longer to give more time for a follow up attack.  Clients in multiplayer sessions can now parry enemy attacks as well.  Large axes now also have a heavy attack that can cause smaller enemies to be knocked to the ground in one hit.


We’ve also added a new profile button to the multiplayer player list so players can see each others steam profiles, added some new particles, fixed a bunch of bugs and lots more, all listed at:


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


V0.47 Changelog:


  • Enemies can now dodge away from player attacks immediately after being hit
  • Improved parry hit detection, should be easier to consistently perform parries on enemies
  • Fixed enemy attacks sometimes still registering after being parried
  • Increased length of stagger animation on parried enemies
  • (Multiplayer) Clients can now parry enemy attacks
  • (Multiplayer) Fixed bug where clients could be kicked from game if attempting to chop shark head
  • (Multiplayer) client player body and skin materials are now correct during opening plane crash
  • Fixed incorrect stamina drain when doing heavy attacks
  • Fixed camera rotating upwards slightly when exiting survival book
  • Fixed some cases of buildings placing bellow terrain while player isn’t in caves
  • Fixed ghost procedural stairs trigger not matching shape and environment well enough to always be reachable.
  • Improved ghost building placer staying above floors instead of constantly snapping to terrain
  • Fixed floor hole cutter rendering on wrong layer
  • Fixed floor hole cutter not properly showing wood particles at all rotations
  • Procedural walls/foundations and fences can now be placed after the first locked point and reaching the minimum length requirement
  • While placing a ghost wall or fence, parts that cannot be locked and wont be placed by pressing the place button now have a red tint to differentiate it from the rest of the structure
  • Placing a procedural wall with a short chunk places logs vertically for that chunk, instead of not allowing placement. These vertical chunks cannot be made into window or doors
  • Lowered min angle requirement for procedural walls and fences
  • Removed all ghost procedural buildings placement legacy gizmos (round half circle, grid)
  • Procedural foundations, floors and roofs now have a new dot and line gizmo when placing it in manual mode to fully visualize what is going on within
  • Revamped procedural floors & roofs manual placement in a similar way to bridge anchor locking, except that instead of targeting a single point it is possible to slide along the supporting structure shape (ie edge of wall)
  • It is now possible to place bridge directly when targeting it’s second anchor instead of having to first lock the second anchor and then place the bridge
  • Fixed ghost bridge being red after locking first anchor
  • Fixed red ghost material visibility
  • Added edge intersection check when placing floors and roofs
  • Floor hole cutter now also removes (some) overlapped structures
  • Optimized calls to nav mesh update when opening and closing defensive gate
  • Improved large log holder repair trigger positioning
  • Fixed attacking with held meat items not doing any damage
  • Fixed cut snow tree trunks material
  • Fixed stick & rock holder icons positions
  • Fixed wrong material on ghost log holder sticks, ghost basket sticks, raft built sticks and wrong layer settings for ghost weapon rack and floor hole cutter
  • Fixed player/player_net held log still using old model and textures
  • Fixed a bunch of material numbers for buildings being incorrect
  • Fixed eat meat animation not playing while player was on fire
  • Fixed eat meat animation not playing when eating burnt meat
  • (Multiplayer) Fixed camera shake not working for client during fat creepy foot stomps
  • Added a slight offset to fake gamepad cursor in menu so it doesn’t overlap texts so much
  • (Performance) Fixed unnecessary allocations in multiplayer games when in range of lakes or ponds
  • The escape key (on keyboard) or back button (on gamepad, either B or Circle) can now be used to navigate back to previous menu location
  • (Multiplayer) Added a “Profile” button in player list pointing to the Steam profile
  • Fixed broken transparency on coral and part of arrow feathers
  • Added heavy attack for large axe type weapons
  • (Multiplayer) Setup steal item feature to transport extra data such as meat decay state
  • Added new hit rock particle effect
  • Improved look of wood chunk particle effect when hitting structures (now uses 3d geometry)
  • (Multiplayer) Fixed case of dropped meat reverting to previous decay state
  • Fixed medicine cabinet using old log model/texture
  • Bone basket and arrow basket now have unique models and dedicated icons
  • Fixed rock and stick holder book pictures looking different than built versions
  • Fixed head cooking bug after using a decaying meat item
  • Fixed cooking head floating high above fires
  • Increased stipple range on some plants that were set wrong causing them to fade out too soon
  • (Multiplayer) Fixed dropping bodies sometimes being unpredictable/difficult to judge drop distance
  • Fixed cut fern texture not matching fern type
  • Fixed garden rotate seed type icon remaining visible after planting max amount of seed
  • New rain follow system that compensates player movement and time it takes particles to hit the ground
  • Improved look of dead mossy log
  • Fixed meat not set to back to the saved decay state after loading a saved game
  • Fixed eating oysters not working
  • (Multiplayer) Looting backpack now equips the plane axe if not already owned
  • Fixed a.i issue with enemies in caves sometimes not attacking players


V0.46c – hotfix

Hey Everyone,


Here is another small hotfix to yesterday’s v0.46 patch release fixing some issues with upgrading and some player animation issues.


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



  • Fixed skinning animal animation not resetting if player is on fire
  • Fixed sitting on bench animation getting stuck if player sits whilst attacking
  • Fixed stick + cloth upgrade recipe not working when not owning bow
  • Fixed items hard to interact with in inventory at low FPS
  • Fixed twinberries pink on the crafting mat



V0.46b – hotfix

Hey everyone,


Here’s a small hotfix for a couple issues in today’s patch release.


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



  • Added option to use legacy controller system to game options menu (free move cursor)
  • Fixed some items being impossible to select in inventory with new snap controller system in old saves
  • Fixed bone & arrow baskets inverted in book
  • Player now returns to their original position when exiting chair/bench – should fix issue of players stuck in chairs built too close to tables
  • Reduced trigger range on chair so players can’t teleport across room to sitting position



V0.46 – Animal skinning, improved controller support, Co-op passenger plane seats, bug fixes and lots more

Hey Everyone,


For this patch we’ve added a new skin animal animation. Now instead of the skin magically popping off, you’ll see the player cutting and then retrieving either skin or meat depending on the animal type.


For co-op players, you’ll now start the plane crash in your own seat. Host will see the same cutscene as in single player, however client players will be able to see this from a different angle.


We’ve tried to balance gaining weight too fast by adding a calorie burning stat to the eating system. Regular exercise, including carrying logs around will increase the amount of calories you burn per day.


For players using controllers, we’ve tried to make navigating the inventory and book easier. Using a snap system, you can flick across to choose either a weapon or book button, versus having to manually guide the pointer.


Additionally we’ve fixed a bunch of bugs, set enemies to drown if underwater for too long, added new table and chair buildable items. We’ve also added water running over terrain when raining sounds, improved some a.i. performance and some navmesh issues as well as improved the look of some plants and lots more all listed at:


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


V0.46 changelog:



  • (Multiplayer) Fixed client dried meat not being dried when taken by host
  • Fixed crouch toggle not working correctly on controllers
  • (Performance) Replaced all pickups with deferred shader version
  • (Audio) Added sound effect for running water on terrain when raining!
  • Rabbits and lizards now have collision when moving around the world
  • Improved ai navmesh around rocks and sinkhole area
  • Optimized physics calls on animals
  • Caves – Fixed some small holes and gaps in some caves
  • Caves – Fixed cave6 cut female legs not being dynamic
  • When using a gamepad, cursor now snaps to buttons instead of moving freely mouse style, thus making navigating book easier.
  • (Multiplayer) Clients now start the plane crash in separate seats from host, and watch timmy taken away from different perspective
  • Fixed logs flying up in the air when chopping down trees (hopefully)
  • Updated ReWired (input plugin), should fix the issue with xbox One gamepad drivers after the windows 10 update
  • (Multiplayer) Cloth, tooth, feather and booze weapon upgrades are now visibly synced to other players !
  • Fixed a bug when loading a save with ceiling skull lamps causing it to not be properly toggled on/off based on distance with player
  • Fixed the default “Map” gamepad mapping when not using the Advanced Input (X-Input) option
  • Added another way to batch items from inventory to the crafting mat, it is now possible to hold the “Combine” button to incrementally add more and more items
  • Fixed logs floating in water that get reused by the pooling system not getting their buoyancy properly reset (past 100 spawned logs, oldest ones gets reused for new spawns)
  • Optimized cpu/physics usage on enemies and animals
  • Mutant babies will now drown if submerged in water for too long
  • Fixed navmesh in cave 6 causing enemies to not find paths to player sometimes
  • Added second skull to two headed effigy when broken apart
  • Revamped crafting system to allow inputs when not hovering the cog
  • Hitting the “Jump” button while having a valid crafting recipe on the crafting mat will now fulfill it
  • Hitting the “Drop” button while having ingredients on the crafting mat will now return everything to the inventory
  • Now clamping item info tooltip so that it is always entirely visible
  • Fixed crafting guide page showing the “AltFire” action instead of the “Combine” action, causing it to show wrong buttons when using a gamepad
  • Fixed some navmesh issues in Cave 1
  • (Multiplayer) Reduced animation cpu usage as host
  • Improved textures on some bushes/plants
  • Improved/changed ugly plant like grass type with a more natural grass
  • Fixed some cases of enemies still able to glitch through walls
  • Fixed some item naming issues since the introduction of carryable dried meat
  • Fixed page link button highlighting not working in book
  • Caves – Fixed hole in Cave 4
  • Added skin animal animation to player!
  • Fixed some weird collision around islands where rocks were using a wrongly scaled collision mesh
  • (Multiplayer) Fixed a bug causing built logs from a ghost procedural roof to not be visible until structure is completed
  • Fixed next update part of title scene blurry at some resolutions
  • Fixed missing mud pickup icon
  • Fixed issues with survival book sometimes drifting away from players hands
  • Fixed player movement slowing down when trying to open survival book while carrying a log
  • Fixed enemies sometimes disappearing from noose trap  when sleeping
  • (Multiplayer) Fixed enemy movement appearing offset after being released from noose trap as client
  • Fixed player sometimes not able to paddle raft or houseboat
  • (Multiplayer) Fixed some logs flying for clients
  • Dried meat can now be properly put back on drying rack and retain decay status
  • Dried meat put down on a fire can now be eaten immediately
  • Increased range of catapult
  • Rotating ghosts buildings now speeds up after half a second
  • Procedural Floor/Walkway swap system can no longer place walkway below terrain when not in caves
  • Fixed eating dried meat from inventory not yielding fullness
  • Moved bone & arrow baskets in book to the page 3 of storage
  • New buildable furnitures: table and chair
  • Floors & roofs no longer show the autofill/manual mode toggle action icon when not in direct vicinity of a supporting structure
  • Physical exercise is now taken into account in the character weight formula so that exercising a lot slows down gaining weight when over fed and speeds up loosing weight if underfed
  • Added home icon to bed structure
  • Fixed player sometimes sliding forward after a hard fall
  • Procedural floor no longer suggests and allow the autofill feature on a foundation (since it would just make a second floor matching the foundation embedded one)
  • Improved nav mesh around big lakes area
  • Tweaked inventory management to allow items that are both equipment and edible (such a pot filled with water) to be used with the combine button, thus leaving open the option to equip the item even when currently edible
  • Fixed wall/fence attempting to go up the the sky when placed on slopes with great height difference
  • Floor now shows a preview starting after the first locked point instead of after the second locked point
  • Fixed floor ghost color code not matching exactly rest of building system
  • Fixed fire arrow not lighting up leaf traps
  • (Multiplayer) Fixed arrow basket, bone basket, ceiling skull light, drying rack, rabbit skin, snack holder, meds cabinet, skull light, trophy, wall plant pot, explosive holder, catapult and water collector not following supporting dynamic structure for clients
  • Fixed building repair trigger not following dynamic structures movement
  • Slowed down enemy movement if underwater
  • Enemies will now drown if submerged in water for too long
  • (Multiplayer) Fixed placing a ceiling skull light as client leaving the place icon active



V0.45 – Armor mannequin, improved animal navigation, carryable dried meat, new story pickups, bug fixes and more

Hey Everyone,


This patch adds a new armor mannequin, making it possible to store different armor types for retrieval later. We also added a new alternate log and rock holder which can be toggled by hitting the R key, these store double the amount of each item.


Dried meat can now either be eaten directly off drying rack by holding the eat key, or taken into inventory by tapping the key. This allows you to carry dried meat with you and eat it when you like.


We worked on improving animal a.i. navigation, so deer should hopefully not run through rocks anymore. We also fixed some enemy navigation issues that should reduce cases of enemies running against walls and rocks endlessly.


Almost every item you can hold in your right hand can now be used as a weapon! So if you want to hit someone with raw meat you now can. We also added a tiny amount of damage to thrown rocks, so if you want to throw them at each other in coop games you’ll now do a point or so of damage.


We did a bunch of improvements to controller usage especially in menus, making it much easier to select options, start games and more using just a controller.


Climbing axe can now be used on outside world cliffs again! There are a couple new bits of art added, including new gore models for caves, new mud models for after it rains and new mud on arm textures which should look more realistic. Items should no longer fly up into the sky when player approaches them!  Some new story items and pickups have been added, along with this we also fixed a ton of bugs and more all listed at:


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


V0.45 changelog:


  • Fixed rock path keeping last autofill setting instead of disabling it, resulting in a state where rock path cannot be used after placing another wall or fence in autofill mode
  • Fixed repaired anchor version of tree structures having a rope
  • Fixed shutting down upgrading system before having applied all 5 views of a single glass shard upgrade leaving crafting system in a partially broken state
  • Fixed disassembling upgrades not properly clearing up bonuses (100% retroactive)
  • Fixed disassembling upgraded stick upgrades breaking it
  • Fixed disassembling upgrades causing burning upgrade cloth to no longer show up in inventory
  • Fixed material icons not visible when building a structure nested with a dynamic one (like houseboat) that has moved after ghost was placed
  • Interacting with docking trigger is now exclusive so that it is no longer possible to interact with other nearby triggers at the same time
  • Improved gamepad menu navigation, currently selected menu element highlighting should now be consistent when going back and forth in menus
  • (Multiplayer) Fixed invite popup not usable with a gamepad
  • Fixed some dynamic objects sometimes flying up into the air when approached
  • Fixed missing collision from some cannibal art props around the world
  • It is now possible to nest small buildings in both treehouses (considered dynamic, so it has same limitations as the houseboat)
  • Several small buildings like rabbit skin decoration and snack holder can now properly be nested to dynamic structures (like houseboat or tree structures)
  • (Multiplayer) It is no longer possible to equip items that are added to the metal tray directly from it, it needs to be moved back on crafting mat or inventory first (this is to prevent a duplication exploit)
  • New building: Large Log Holder ! Once placed, the ghost regular log holder can be toggled into a large holder. Holds up to 12 logs
  • New building: Large Rock Holder ! Once placed, the ghost regular rock holder can be toggled into a large holder. Holds up to 40 rocks
  • (Multiplayer) Fixed issue with missing buildings for clients when loading a saved game with lots of structures (instead of attaching all buildings at once they will instead be attached to the networking system up to 100 at a time per frame, this delays just a little the time it takes for everything to show up on clients and should likely be unnoticed)
  • (Multiplayer) Sped up time it takes to attach all trees at start of game
  • (Audio) Added impact sound for when hitting tents with weapons.
  • (Audio) Added impact sound for when hitting cannibal camp fires with weapons.
  • (Audio) Added new sound event for spear throwing.
  • (Audio) Added new sound for bone fence weapon impacts.
  • Optimized cpu usage on enemy ai routines
  • Fixed high cpu usage when survival book was open
  • Improved collision on old white tents, lowered wind distortion and added stipple effect when they become visible
  • New mud art
  • New muddy arms textures
  • New mud now stipples in instead of popping on
  • New bloody gore cave models added
  • Fixed nav mesh not updating correctly when some structures were destroyed
  • Viewing passenger manifest can now be cancelled by pressing attack
  • Fixed passenger manifest being activated at inconvenient moments such as when enemies are nearby
  • Fixed player weapon sometimes becoming unresponsive for a moment when near trees
  • Fixed shell attack not responding during jump
  • Fixed shell attack clipping with player camera
  • New building: Armor mannequin ! Stores a total of 10 Lizard Skin, Deer Skin, Stealth Armor or Bone Armor in a suited shape
  • Fixed case of wrong weapon stats being used after upgrading a weapon and closing inventory with escape (without selecting a weapon)
  • (Performance) Fixed unnecessary CPU usage from metal doors
  • (Multiplayer) Adding more items to a holder than its maximum capacity now attempts to return it
  • (Multiplayer) Now showing an icon next to other player name indicating they currently are inside a cave
  • Added Storage page 3 tab in book
  • New story item added to (spoiler, removed)
  • New story pickup added to (spoiler, removed)
  • New story pickup added to (spoiler, removed)
  • New story item added to (spoiler, removed)
  • (Multiplayer) Fixed tree structures vanishing instead of visibly collapsing for clients when supporting tree is cut down
  • (Multiplayer) Fixed a case of fake drop causing duplication in MP, fixes duplicating animals meat when full
  • (Multiplayer)Fixed cave fires doubling up visually when lit
  • Improved popon of some rivers in parts of world
  • Fixed player able to glitch through houseboat collision under some circumstances
  • Hand icon will now point towards the selected menu item when navigating title scene and in-game menu with a gamepad
  • Software cursor shown when using gamepad in book now has a more reasonable size
  • Fixed some gamepad navigation issues in options
  • Disabled prev/next action icons shown when using gamepad in book
  • Grabbing sled is now hold “Take” action instead of simple press
  • Increased max amount of rocks in sled to 26 (from 15)
  • Fixed sled rocks using sheen material instead of regular one
  • Arrow basket, bone basket, drying rack and skull light can now be nested with dynamic structures (ie: houseboat)
  • (Performance) Turned off some additional cave floors that were on even when player was above ground
  • Deer should no longer run straight through walls and structures
  • Climbing axe can be used on above ground cliff faces again, (except for sinkhole)
  • Fixed broken glitchy waterfall particles in sinkhole
  • Fixed player sometimes surviving fall into sinkhole
  • Fixed some cave entrances popping on too close
  • Dried meat on rack can now be collected with a simple press of the “Take” action (instead of holding it for 0.5s which will still eat it)
  • It is now possible to eat dried meat in inventory
  • Player can now attack with held items such as fish, dead rabbits and generic meat
  • Picking up small rocks/tennis balls when holding logs no longer drops the logs
  • Fixed player animation breaking sometimes when picking up a spear while doing a downward axe chop
  • Small rocks will now deal damage when thrown at player or enemies
  • (Performance) Fixed star system having high CPU usage when in caves
  • Fixed placing several buildings ghost with the Batch feature blocking opening inventory
  • (Multiplayer) Fixed meat client gets on drying rack always fresh regardless of actual decay state meat had for host
  • (Multiplayer) Fixed client adding edible/spoilt meat on rack turning to fresh meat
  • Improved texture resolution on cave corpses in cave6
  • Fixed incendiary upgrade on spear not saving
  • (Multiplayer)Optimized mutant transform cpu usage for clients



V0.44c – hotfix

Hey Everyone,


Here’s another small fix to last night’s 0.44 release. Fixing a couple small bugs that came up overnight





  • Fixed dropping meat leaving a broken unusable view in inventory
  • (Multiplayer) Fixed swapping ghost tree structure as client causing it to be grabbed by host even if far away



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