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Update notes via Steam Community
Here is the second patch for 0.8.2

This patch adds keyboard shortcuts to switch between layers so you don't have to constantly click on Up/Down button/shortcuts if your base layout is vertical. The default settings are [Home] key to go to the surface and the 1-9 keys to access each underground layer (assuming they exists). As usual, you can rebind those keys in the game settings to fit your needs.

I've also fixed a bunch of not-so-recent bugs and other minor issues. Most notably, you are no longer forced to click in the top-left corner of a large object to properly select it (old time players will appreciate). Another long time running one causing crafting stations' "Add Job" to edit the first job entry as well. I also fixed a couple of expedition related issues.

A few more issues have been reported on the forum, discord and emails. I'll get over them ASAP :)

Full Changelog

  • Balance: Raids with giant crabs should have more "normal" ones and less "sand/fireball" ones.
  • Change: Single recipe factories, like wells and water purifiers, are no longer in that weird paused state once built (as it was sorta confusing)
  • Graphics: Forges and Weapon Forges graphically show what's being built (like most of other factories)
  • Graphics: Both dark and bright night settings are a bit less dark
  • UI: Added keyboard shortcut to go back to the surface (home key by default)
  • UI: Added keyboard shortcuts (top 1-9 keys by default) to directly send you to the associated underground layer (if it exists)
  • UI: Messages like "going to {coordinate}" are formatted in a more legible and compact way
  • Fixed: The selection/highlighting of large objects is now working properly, it's no longer required to click near their top-left corner
  • Fixed: During expeditions, people who are already dead could still get damaged, receive wounds, etc. causing misleading messages in the log
  • Fixed: Settlers with the "soldier" job would never get the intended armor on spawn
  • Fixed: Potential multithreading related crash (due to the way some of the debug information was logged in the background)
  • Fixed: If an autosave is done at the very end of an expedition (recruit/result panels), it could prevent the settlers from respawning properly when loading said save-game later on
  • Fixed: Weird behavior in crafting stations, causing the "Add Job" button to edit the first job entry as well
  • Fixed: In the trade menu, you could go over what's actually in store by using the mouse-wheel to set the value
  • Fixed: Typo in "hospital bed" description
  • Fixed: The "Live egg container"'s description was incorrectly stating that eggs decay over time (they don't)
  • Fixed: Trying to access the world [M]ap during the tutorial -> crash. The option is disabled now.


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