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Update notes via Steam Community

Hey, everyone! Thank you for your patience for this update. As a solo indie developer it takes a lot of time to work on this passion project. This update took a long time because I needed to completely rework a lot of the game startup and savefiles, as well as some minor optimizations with the game loop itself. I really hope that you enjoy the update! Feedback is, as always, much appreciated, and any bugs or issues that you find can be submitted on the forums or the discord server. Don't forget, you can support me on Patreon as well, where I also go in detail with the development cycle and preview new features and updates!

Enjoy!

Additions

  • New Title Screen and Main Menu selections

  • Sandbox Game Mode: No guidance. Your only goal is survival

  • New Multiplayer server setup (Only Sandbox Mode to be supported initially)

  • Join IP directly

  • Public Server Listing

  • Wading through water now delays movement depending on the depth

  • Added a Buff mechanic. Characters can now have buffs and debuffs applied to them which will result in different net benefits or handicaps.

  • Hunger Buff added: Being Hungry results in faster Adrenaline loss and slower Adrenaline regen. If the hunger buff is not addressed by eating food and left to expire, then it becomes a “Starving Buff”

  • Starving Buff added: No adrenaline or stamina regen, Defense ignored in damage calculations. Cannot work. If the Starvation buff is not addressed and left to expire, the play dies.

  • Thirst Buff added: Being Thirsty results in Stamina not regenerating. If the Thirst buff is not addressed by drinking fresh water and left to expire, it becomes a dehydrated buff.

  • Dehydrated buff added: No adrenaline regen. cannot sprint. No stamina regen. Attack speed halved.

  • Cannot work. If dehydration is not addressed by drinking fresh water and left to expire, the player dies.

  • Bleeding Buff added: 3 levels of bleeding buffs, each with different timers. If a player receives another bleeding buff of the same type the timer loses 30 seconds or 50% of the remaining time, whichever is less. If a bleeding buff expires without being addressed by using a bandage the player dies.

  • Rested Buff added: Being Rested results in 50% less Stamina loss from sprinting and faster work speed

  • Health/wound buffs added: health is now conveyed with a buff moodlet. When health drops below 90% the player gets a Bruised buff, when health is below 60% the bruised buff becomes a beaten buff, at 20% it becomes a battered buff. if health reaches 0, the player dies. Health buffs have no timer Health is now restored only by using the resting mechanic.

Fixes

  • Crossbows and Bolts removed (they will be added back in later, with proper functionality)

  • Damage and distance based off length of time of the pull

  • Can no longer "Machine Gun" archery

  • Drinking water now functions the same as all other actions (can be cancelled, will continue until thirst is 0)

  • Slight improvements to world startup time

  • Major improvements to Application startup time

  • Roofs now load properly - Don't forget your support beams!

  • Closing the Crafting window no longer keep roof beams visible if the active tab is roofing

  • Roof Crossbeams are now only visible when the active crafting tab is Roofing and the crafting window is open

  • Cleaned up the runtime map initialization on tiles and foliage to run smoother

  • Water wave animations fixed

Hazordhu Content Depot 1509811
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