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Update notes via Steam Community
Hi survivors!

Listening to your valuable feedbacks (thanks guys!!), once again, we're deploying a new release with many new features and bugs fixed! 😎

Another step forward in the redesign of Santa Carla, reworking the motel area and the main garden park, but also enhancing overall GPU and CPU performances.
We're deploying a new grab logic offering finer control over all interactions, improving physical replication for clients and adding a new highlighting system telling users which objects can be grabbed.
That should allow novice users to approach the game controls with less difficulty, being also rewarding for skilled players.

Check the full changelog below!

Two special notes for users reporting crashes:
- we finally managed to fix a crash related to physics (crash occurring during normal play)
- we pinpointed a crash affecting very specific configurations, event if we were not able to replicate it, we're deploying a new fix that should address this rare issue


Enjoy!😉

PS: while downloading the new update, please spend 1 minute of your time leaving a review!
This is a 2 guys project... and we need your help! 👍


Santa Carla graphics enhancement

Along with an important optimization improving both CPU and GPU performance, we also worked on: 😍

- the big motel area has been heavily revised: the motel office and the motel rooms have been revamped adding dirt and debris, new textures and new furniture with drawers and doors that can be opened





- the garden park has been revamped too: new lighting with large and small lampposts, new textures, garbage and abandoned objects



- bus stops: all those structures have been totally reworked, adding destructible glasses and more accurate collisions (you can now sit and take a rest while you wait for your bus!)





- cars headlights: we are illuminating a little bit the streets turning on the lights on many abandoned vehicles



Santa Carla is not yet completed, in the coming release we'll rework a few other locations.
Hope you like it, let us know! 😋

Controls: grip outline

We have completely re-coded the grab logic, allowing for a more precise object detection and adding an outline that highlights objects that can be gripped based on the current position of the hands.
It should help you to be more precise when grabbing things, but if you don't want distractions, you can disable it by accessing game options (grip options > grip outline).



Enjoy!

New features & tweaks:
- Santa Carla map: motel office and rooms redo
- Santa Carla map: garden park redo
- Santa Carla map: enhancing CPU and GPU performances
- Santa Carla map: bus stops have new collisions and destructible glasses
- Santa Carla map: more vehicles will have headlights on illuminating the streets
- Last Garden and Hell Street maps: new environment color tones (reducing blue saturation)
- Main menu map: adding hats and relative how-to instructions
- The Wall mission: new wall destruction logic
- graphics: reducing bloodstains reflections on all maps
- graphics: new logo lighting in main menu map
- graphics: updating oculus rift cv1 with oculus rift s/quest decals
- controls: new real-time outline highlighting objects that can be grabbed (can be disabled in controller options)
- zombie: the head is weaker once the zombie is dead, grabbed or penetrated with a melee (aka we want gore!!)
- accessibility: crouch offset shouldn't be related to floor offset setting
- Nowhere mission: adding a green outline to fuses holders
- core: adding new details to crash data reported by the crash reporter (helping us addressing any emerging crash)

Fixed bugs:
- core: fixing a crash caused by game physics
- core: crash on startup with DXGI_ERROR_INVALID_CALL or E_INVALIDARG
- physics: replication issues causing strange client-side grip behavior
- settings: fixing an issue causing savegame corruptions
- inventory: hidden objects in the backpack shouldn't trigger hand pose changes (e.g C4 modular bomb)
- sounds: stuck weapons can produce looping impact sounds
- multiplayer: keypad interaction logic can lead to server-client desync
- Survive mission: key snap volume shouldn't be visible once the key is snapped
- Nowhere mission: fuses can be snapped in the same position multiple times, bricking the mission
- Sewers map: reducing colored outline thickness
- Nowhere map: prison turrets glasses not obstructed by fog

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!
Windows 64-bit SURV1V3 -REL- Depot Depot 722183
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