Hey Everyone,


For this patch we’ve focused on fixing some of the bugs that have been popping up over the last few days since the 0.51 release.


We also added a new clothing type for MP characters and a new game mode, both of which become available after completing the ending. If you’ve already completed the ending you’ll need to run through the end again to unlock these.


We also switched the re-grow cheat mode into a checkbox that you can select from the game options menu, making it more accessible to people who don’t know the cheat exists. Ticking this will cause tree’s to slowly grow back for you whilst you sleep in game. We also made one of the distorted creatures more resistant to molotov attacks, and fixed some multiplayer issues with restarting the game after finishing the story mode,  along with a few other fixes. The full list is included below.


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



  • A new game mode now gets unlocked at the end of the epilogue
  • A new clothing option is available in mp for players who complete the game
  • Fixed snow falling into some areas it shouldn’t
  • (multiplayer) Fix for an enemy turning invisible during transformation
  • (multiplayer) Fixed players overlapping each other in a cutscene
  • Lighter can no longer be equipped during a particular cutscene
  • (multiplayer) Fixed clients seeing additional dropped bodies
  • (multiplayer) Fixed some dropped bodies not being visible for clients
  • Fixed water source trigger appearing to not respond if trying to interact with it before the end of the re-use delay
  • Some texture memory optimizations
  • Ghost wall type switch is no longer concurrent with the regular ghost interaction trigger (both can be used at the same time, regardless of holding log or not)
  • (Multiplayer) Fixed a case of story progression getting blocked if client left the game at the wrong time
  • New gameplay option: Regrowing Trees On/Off (replaces the regrow mode cheat)
  • Added latest story items to notes chapter of book
  • Optimized memory usage of some end game animations
  • Fixed keycard doors not retaining unlocked state
  • Made boss creature more resistant to molotov attacks
  • (Multiplayer) Fixed restarting a new game lobby not working after finishing the story as host
  • (multiplayer)  Fixed other player weapons sometimes being held in wrong pose when first joining a game




Hey everyone,

Here’s a small hotfix to some issues that came up in last night’s patch release:


  • Fixed a case of allowing saving in one of the rooms beyond the door (a proper saving system will be added soon for this area)
  • Fixed case of some buttons not working until entering and then exiting the trigger
  • Fixed an issue with item sync on the big old hell doors
  • Fixed case of music not playing in epilogue
  • Improved sync in epilogue
  • Fixed action icon staying visible during the re-use delay after using one of the new props
  • Fixed a bug with some cave rocks not appearing in some sections of caves
  • Fixed a co-op bug where players could get stuck holding a body or have held body vanish
  • Fixed a bug with using ropes to enter/exit caves that was caused by some of the new cave memory optimizations


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


Hey everyone,

For this patch we focused on opening up the door at the bottom of the sinkhole cave. The door is locked and you’ll need to find the keycard in order to get inside.

Additionally, some new story items have been placed around the world, particularly in locations where you can find red paint.

Our plan was to originally have the door be openable only once the game was fully complete however the feedback and help we’ve gotten from the community has been invaluable throughout the development of the game and so we wanted to have everyone involved in this part of the process also. Keep in mind, you should expect some bugs and possibly other issues, and may prefer to wait for a final release to play this part of the game.

Note: You can’t currently save in areas past the door.

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



V0.51 Changelog:


  • The door at the bottom of the sinkhole cave is now openable (if you have the keycard)
  • New drawings and story items added near red paint locations in caves and overworld
  • Changed delay in between appearance of light tutorial to 10 minutes (from 1)
  • Fixed player camera sometimes facing seat during plane crash sequence
  • Improved navigation mesh quality around geese lake and other lakes
  • Molotov fires now get put out by water
  • Fixed flintlock part 8 not showing inventory tooltip
  • Fixed some tutorials possibly staying visible if dying while active
  • Ghost tree structures no longer prevent completing it when standing below it
  • Fixed thirst icon displaying full when starting new game then a second later when player looks at hand drops to correct amount
  • (Multiplayer) Fixed a racing condition when taking item from food holder causing take icon to stay visible sometimes
  • (Multiplayer) Fixed adding crafted meds & energy mix to food holders
  • Fixed large stick holder turning into small stick holder when repaired
  • (Multiplayer) Fixed possible item duplication when attempting to grab too quickly from food holders
  • Fixed arrows and spears bouncing off animals and sometimes landing angled on trees etc
  • Flintlock shots now destroy breakable wood object (such as tables and crates) and stalagmites
  • (Performance) Added a limit to the amount of collected item etc entries HUD will show to avoid possible excessive amount of memory allocated
  • (Performance) Now unloading asset memory when exiting caves to help on systems which are short on RAM
  • It is no longer possible to place buildings only partially on dynamic support (i.e. the raft), it now has to be completely on the support. This is to prevent placing buildings crooked on the side which can cause physics issues (and in some cases make the raft sink or even fly)
  • Fixed a case of player not properly climbing rope if there was something around the bottom trigger (like a cliff or bumpy terrain)
  • Fixed grabbing a rope high up causing player to grab it at ground level instead of bottom of rope
  • Lighter now stays equipped when entering and exiting caves
  • (Balance) reduced katana damage and increased received block damage on katana
  • Fixed entering caves through rope entrance sometimes bringing player back up in world
  • Added fail safe to hopefully fix sled sometimes staying mounted to player doing something else
  • Fixed a specific case of water triggers not processed in the right order causing player to visible warp out of water for a couple frames
  • Changed default distance from player for ghost rabbit cage, water collector, weapon rack, stick marker, bench
  • (Multiplayer) Fixed exploded rocks in caves not properly synced with late joining clients and being stuck not exploded
  • Fixed molotov sometimes getting stuck non ignitable for a few seconds if trying to light it too fast after equipping it



V0.50b – hotfix

Hey Everyone,

Here’s a small hotfix, fixing some issues with clients loading into multiplayer games.


  • (Multiplayer) Fixed bug when attempting to load and play an old saved game with more than 20 holes in a floor
  • (Multiplayer) Fixed a specific race condition when launching game causing client to fail to joining saved games


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

V0.50 –  Balance and bug fixing

Hey Everyone,

For this patch we’ve focused on bug fixing and some balance tweaks. It’s a small patch as most of the team is working on the bigger December 14 story update

For hard mode we’ve made animals less common, leader mutants and pales tougher, and drastically reduced chance of knock down from heavy weapon swings. Fire damage has been lowered considerably and more so on the big mutated creatures which should make them more challenging to defeat in this mode.

We’ve also fixed a bunch of bugs, made the explosive holder work the same as the other holders in the game, added some limits to some inventory items for balance, fixed some save/load issues, made animals run from players more consistently and lots more listed below.

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

V0.50 Changelog:



  • Fixed climb rope action bugging out if grabbing a rope while in another rope’s top trigger vicinity
  • Fixed getting damage from small rock fake drop
  • (Multiplayer) fixed small rock duplication
  • (Multiplayer) Fixed not getting any prompt when trying to join a game from the Steam friend list when the game is already running (in title or MP scene)
  • Fixed performance issue if players wore red paint around large distorted mutants
  • Added inventory gamepad navigation to new find cache photos and flintlock parts
  • (Building) Explosive holder now allows the new interaction scheme, switch with which item to add with the “Rotate” button
  • Fixed whoosh sfx playing several times in a row repeatedly before even finishing when batching items to or from crafting mat by holding right click
  • Fixed hold right click batching in inventory wrongly triggering in some cases, like after emptying waterskin
  • Added a slight thirst threshold before it is possible to drink from waterskin or pot in inventory to prevent spamming the polluted water damage
  • Fixed some structures not getting cut from nav mesh correctly on loading a saved game
  • Batteries inventory tooltip now displays amount
  • Cassette player fake drops no longer floats mid air
  • It is no longer possible to use air cannister while not carrying a rebreathing
  • (Multiplayer) Fixed stone caches loaded exploded from a save not properly working for clients
  • (Balance) Aloe, Chicory, Coneflower, Marigold are now limited to 10 each in inventory
  • (Balance) Meds, crafted meds, energy mixes are now limited to 5 each in inventory
  • (Balance) Hard AI setting: fire damage ratio 50% of normal
  • (Balance) Hard AI setting: creepy fire damage 35% of normal
  • (Building) Fixed grab chair icon turning on then off before being in range of use
  • (Multiplayer) Fixed “cold & wet” tutorial not getting cleaned up after dying and respawning
  • (Multiplayer) Fixed mutant babies not dealing damage correctly to clients
  • Players now smoothly move into position when climbing onto a rope
  • Fixed some bag inventory icons set to wrong icon
  • Fixed player camera sometimes becoming offset after being knocked into water by an explosion
  • Fixed axes sometimes appearing to hit enemies after weapon has already swung through screen
  • Fixed texture stretching on top of shipping crates
  • Fixed some incorrect survival book recipes
  • Creepy mutants now try to avoid following players down narrow passages inside caves
  • (Multiplayer) Fixed (again)other players being visible during red death screen
  • (Multiplayer) Fixed host not revivable after opening the pause menu
  • Tortoises now have same drop as turtles
  • Fixed a couple icon not refreshing issues with racks
  • Fixed eating spoilt oysters not having the spoilt meat poison effect
  • (Multiplayer) Fetching items backpack now restores content of water holder and other item bonus such as the incendiary upgrade
  • Fixed a case of “Fire1” action icon not showing in inventory tooltip for hybrid equipment/edible items (like waterskin or meats)
  • Shipping manifest can now be seen in survival book notes (page 3)
  • (Multiplayer) Fixed boat loading unmoored from dock when launching game with a client in lobby
  • (Multiplayer) Fixed client not getting fat man entry in bestiary when hit
  • (Multiplayer) Improved emergency/last moment shutting down of server & client connection, should help with cases of player staying connected in game after application closed without going through the menu or not being able to restart server immediately
  • Fixed story item pickups respawning when game was saved/loaded
  • (Balance) Hard survival setting: player fire damage x2 from normal
  • (Balance) Hard animal setting: land animal spawn amount 66% of normal
  • (Balance) Hard animal setting: fish spawn amount 66% of normal
  • Fixed bug with ocean sometimes rendering extra reflection layers on custom quality setting
  • (Balance) Each killed fish now has a 2 in game days respawn delay
  • (Balance) Hard animal setting: fish respawn delay is 5 in game days
  • (Balance) Increased health of pale skinnies and cannibal leaders in hard mode
  • (Balance) Reduced chance of enemies being knocked down from heavy attacks in hard mode
  • Animals now run away from player more consistently
  • Fixed game settings for difficulty no longer changing after going back to title screen once



V0.49b – hotfix

Hey Everyone,

Here’s a small fix to yesterday’s patch release


  • Fixed skin rack not functioning in multiplayer games
  • Fix drying rack items remaining selectable even when player moved away from rack
  • Removed red crosses from overhead map (found photos should show location to explodable caches)
  • Fixed bug with some enemy types hits not registering


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


V0.49 – New difficulty mode, wearable paint, new weapon type, improved caches and more

Hey everyone,

For this patch we’ve added a new weapon type. It’s in parts and constructable by finding the pieces in hidden caches around the world. We’ve also added new photo pickups to help you find these locations. You can find the photo’s hidden in caves and other areas around the forest.

Findable red paint can now be worn by players. Whilst worn enemies may act differently towards you however rain or going into water will wash this off. We’ve also added some cave paintings to help explain why enemies might be doing this.

We’ve added a new hard difficulty mode, and an option to choose from peaceful, normal or hard mode from the title screen. Hard mode is experimental, and we are hoping to get feedback from players if it’s too hard, or still too easy. Along with harder enemies that do more damage and will be around more often, this mode will increase the chance of the larger distorted creatures coming out, as well as making some basic survival aspects harder.

We’ve improved more of the storage this patch, it is now possible to add items to the weapon rack without going into your inventory, and snack and medicine cabinets can now use either meds or snacks. Note – medicine and snack cupboards built in old saves won’t have this functionality, but newly built cabinets even in old saves will.

There are also a bunch of other bug fixes, some balance tweaks and lots more, for the full list check:

A couple weeks ago we mentioned progress on the story, but today want to give a date for the release of that content. The door at the bottom of the sinkhole  will be openable next month, on December 14th.

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

V0.49 changelog:


  • New cave paintings added to some cave story spots
  • Red storage container company logo added
  • Storage container manifest pickup added
  • New photo pickups showing location to hidden caches added around world and especially in caves
  • Red paint – added more buckets to world and in caves. These can now be worn by players to scare off enemies, or have enemies pray to you.
  • (Building) Ghost structures now prevent adding the very last ingredient until the player exits the premises – fixes players getting stuck inside foundations or flying into air when completing raft
  • (Performance) Fixed excessive overhead occurring when loading saves with huge amount of player made structures, possibly using 50% CPU for up to several minutes after black screen goes off
  • Fixed dried meat added to fire before eating it not yielding anything
  • (Multiplayer) Fixed houseboat oar not working
  • (Building) Meds & Snack holders have been replaced by the Small and Large food holders which let you choose which item you wish to store in each slot with the “Rotate” button
  • Improved animations for client during plane crash sequence and waking up on plane
  • (Building) Skin rack has been revamped to use the new storage control scheme, each slot can now hold any type of skin, which can be selected with the “Rotate” button when prompted on empty slots
  • (Building) Weapon rack & wall weapon rack have been revamped to use the new storage control scheme, equipment type to be stored can be selected with the “Rotate” button when prompted on empty slots, it will default to whatever is currently held when first interacting with the rack
  • Exploded state of caches is now saved
  • (Building) Drying rack has been revamped to use slots for each drying meat piece
  • Increased speed of animals and increased the rate that lizards will run away from player
  • Fixed placing bombs on explodable caches not working
  • (Building) Floor & Roofs ghost triggers now better conform with the visible model (prevents the new system from not allowing to complete it when standing bellow)
  • Slightly pull out inventory camera and tilted up to give a bit of space for upper items
  • Fixed a case of thrown spear not being possible to pick up (i.e. after hitting a rock)
  • (Building) Slightly re-positioned large food holder (former snack holder) triggers to prevent the 3rd one to be inaccessible when up close
  • Difficulty mode is now saved in the upper node of the save file and visible in title screen save slot thumbnails
  • Added Peacefull/normal/Hard mode selection with hover tooltip after clicking on new game
  • Fixed large raft stick requirement icon
  • Improved cut/not cut tree materials not matching
  • switched garden icon positions and replaced rotate icon with switch one
  • Fixed eating burnt meat not playing eat sfx
  • Added whoosh sfx when adding items to fire and drying rack
  • Fixed arrow basket icons on wrong layer
  • Switched all rotate icons to switch icon (except rotating buildings)
  • Hard survival setting: polluted water damage x20 from normal (which is 1)
  • Hard survival setting: polluted water thirst replenishment 50% of normal
  • Hard survival setting: frost speed x3 from normal
  • Hard survival setting: frost damage x3 from normal
  • Hard survival setting: defrost speed 50% of normal
  • Fixed north area slight constant snow not properly following player
  • Weapon rack & wall weapon rack now only accept weapon items
  • Ammo pickup added and added to cave spots
  • New pickup icons added for katana, bow and spears
  • Updated enemy layout and navmesh in cave 8
  • Improved look of cloud/sky at night especially if overcast



V048 – Custom wall angle snapping, Improved multiplayer combat, New large raft, bug fixing and lots more

Hey Everyone,


For this patch we’ve fixed a lot of animation timings in multiplayer, which should make combat and a.i. reactions a lot more consistent between host and client. Previously there were delays between animation states, now the timings and transitions are much closer to what you see in singleplayer, which should result in enemies and other players looking smoother and generally more responsive.


We also fixed a bunch of the more visible multiplayer bugs, such as players spawning in the wrong pose on the plane or still seeing other players walking around in the wrong perspective in the dead screen. We also fixed trees cut down far away from clients causing sync issues and fixed weapon upgrades not always visible to other players.


We added a large raft model to the survival book. This larger boat has two rowing sections, designed to work in coop with multiple players where players will have to co-ordinate well to keep the boat moving fast and straight


For building systems, we’ve added a corner snap to walls, fences, stairs and foundations. When selecting the position of a second wall piece, you’ll notice a subtle stickiness when the wall is within 45 degree angle of the previously placed wall part. You can now also snap ghost walls to previously constructed wall sections.


We’ve improved how storage works for the drying rack, you can now add items without having to take each out of the inventory manually, and can switch which item is added by pressing the cycle item button. If you like to manually take items out however and place them, this will still work as the default item will be what you currently have in your hand. We’ve transferred this system to the fire cooking system also.


Along with this we’ve improved the look of some plants, further improved enemy a.i pathfinding, fixed a bunch of bugs 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


V0.48 Changelog:


  • (Building) Procedural stairs may now be built both up and down in a single unit instead of being one way only
  • (Building) Fixed a bug with hole cutter causing some buildings to leave a broken ghost behind when targeted, increased amount of buildings it can remove, and fixed some errors/crashes with removing some structures
  • (Multiplayer) Fixed edible items shared with tray not always usable
  • (Multiplayer) Added support for syncing meat decay state when shared with tray
  • (Building) Building repair trigger no longer shows the “Take” action icon when not owning any repair material
  • (Building) Fixed dock not having a max point limit
  • (Building) Lowered max angle between dock chunks
  • (Building) Collapsed building parts now have an accurate collider so they don’t go half way inside other objects or ground and no longer spin on themselves
  • (Building) Fixed placing rock fence stub looking slightly different than placed version
  • (Building) Improved system that prevents autofilled walls and fences from placing over existing ones
  • (Multiplayer) Fixed coop players sometimes spawning on top of each other inside the plane
  • (Multiplayer) Fixed players spawning in wrong pose when first joining a coop session
  • (Multiplayer) Fixed other players and enemies visible during the player death sequence
  • (Building) Rock fence now breaks into individual rocks when collapsed
  • (Building) Added collision to defensive wall reinforcement spikes
  • (Building) Added angle snap when placing foundation, walls, fences and stairs!
  • (Building) Wall and fence chunks now attempt when placed to be nested with the support structure below if any. Fixes issue of destroying a single chunk possibly collapsing the entire upper row (not retroactive)
  • Fixed gamepad not automatically selecting the first UI element of opening panels (such as the received MP invite one or pause menu in game)
  • (Building) Fixed aiming back and forth between fences and floors breaking wall & fences placement in autofill mode
  • (Building) Switched walls and fences placement to a cast based system instead of trigger based, meaning that it will target whatever support is being looked at in autofill mode instead of having to bring the default log model (which isn’t always visible) in direct vicinity of the support
  • (Building) Revamped defensive wall reinforcement placement with the new cast based targeting system
  • (Building) Added snapping with other walls when placing procedural walls in manual mode
  • (Building) Each floor and roof now has a 20 holes limit, this works around an issue in multiplayer causing clients to no longer receive holes past a certain amount, also prevents escalating computation costs due to inappropriate use of the hole cutter
  • (Building) Added new way to interact with fires: it is now possible to cook meat without holding it, when prompted press the “Rotate” button to select which meat you wish to cook, you may also choose to fuel the fire this way. Holding the meat item you wish to cook still works, it will lock the targeted meat type to whatever meat is currently held
  • (Building) Added new way to interact with drying rack: it is now possible to store meat without holding it, when prompted press the “Rotate” button to select which meat you wish to add for drying. Holding the meat item you wish to add still works, and will lock the targeted meat type to whatever meat is currently held
  • (Building) Not yet dried food on the drying rack can now be picked back up without waiting (it may be cooked on fire or relocated this way)
  • (Building) Centered drying rack repair trigger
  • (Building) New dynamic structure: Large Raft ! Features 2 oars that can be wielded by 2 players for greater speed and more accurate controlling
  • (Building) Added large stick holder storage option, after placing stick holder press the “Rotate” button when prompted to toggle to large version, cost 24 stick and stores up to 40 sticks
  • Fixed missing area not available message at end game door
  • Fixed fire mutants not aiming projectiles at target correctly
  • Improved far shadow and offscreen particles performance
  • most animals now collide with walls and other objects in the world
  • (Multiplayer) Improved accuracy of animation transitions for enemies and players as client
  • Fixed thrown rocks not dealing damage to animals
  • Fixed limbs not matching host body when chopped off.
  • Fixed a bunch of text ‘can’t carry anymore’ items missing correct pluralization
  • Fixed bunch of items having incorrect item name capitalization
  • Fixed dropped climbing axe floating
  • (Multiplayer) Fixed(again) snow trees turning into regular trees when cut
  • Fixed missing Combine prompt in inventory item tooltips for a bunch of items
  • Set bushes and small plants to no longer spawn under lakes/ponds
  • Improved look of small tree and added touch bending
  • New textures for bush08
  • Fixed cave fires incorrectly rotated
  • Fixed club selected material in inventory having wrong texture plugged in and a bunch of other selected materials looking wrong when hovered over
  • Added collision to beach log, and hollow log and wood sound when hitting or walking over
  • Plant 21 vertex colour fix
  • Caves – removed old map pick up
  • Fixed touch bending on Sapling 5
  • Caves- fixed angled magazines on cave floors
  • (Multiplayer) Fixed player switching to previous weapon after being revived
  • Fixed player camera getting permanently offset sometimes when skinning an animal very close to a wall
  • Fixed creepy mutants sometimes running away from player when in shallow water inside caves
  • Caves – removed doubled up magazine in cave 5
  • Fixed flares and tennis balls not having splash effect when hitting water
  • Fixed berry pop in for blueberry and snowberry bushes
  • Increased view distance on some cave climb down areas/surrounding rocks
  • Fixed cowman blood seams
  • Improved ai pathfinding around cliff edges and plane crash sites
  • Fixed bombs/dynamite/talky place on wall system interacting with invisible triggers, thus allowing to sometimes place the item mid air
  • Sheen billboards are now more consistent/brighter
  • Improved resolution on plane seats/tray
  • Increased meat on fire overcook duration to 90s (from 60s)
  • Fixed thrown rocks not dealing damage to enemies
  • (Multiplayer) Fixed weapon upgrades not showing on remote player if he hasn’t opened inventory once since starting game
  • (Multiplayer) Fixed defensive wall reinforcement possibly not loading for clients in bigger games or laggy conditions
  • (Multiplayer) Fixed excessive distortion when building receive damage
  • (Multiplayer) Fixed some issues with tree save states being different between host and client depending on where client was when trees were cut down or game was saved
  • (Multiplayer) Fixed severe lag when client joins a game that has garden with planted seeds located far away from all current player locations
  • (Multiplayer) Fixed and smoothed out world object sync sweep that occurs when a client joins a game