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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
The new update is ready and up on Steam. Here are the most important changes:
- The cooking window ( the one you see interacting with the campfires) has changed and now cooking is slightly more realistic. You now need to have a container for cooking and another container for keeping the cooked food. The same scenarios applies for melting snow.
- The LUCH tabs are now have dedicated hotkeys, which instantly open up LUCH on the tab you want.
Inventory - I
Skills - K
Map - M
Manual - L
Info - O
Crafting - U
Journal - J
Building - B
- Hunger, fatigue and dehydration have been re-balanced and will build up slower by around 25%-30% depending on the character.
-The melee walking animations have been changed and now match the normal unarmed animation.
-The guns animations are now more smooth and accurate
-The dodging became more fluid and snappy
-The locations with summer houses have random cellars. They can spawn in different places but always near the houses.
- Ropes can be crafted
-Every character starts with 3 empty flasks, one camp pot and a thermos .The basics for cooking. When you use a flask with water an empty one will be added to your inventory. However, when you use a water flask in crafting the empty container doesn’t spawn. So be careful with your water in this update.
-28 achievements have been added and can be unlocked starting from this update
-Small notes from the citizens who lived in the city
-Attack range of some enemies has been slightly reduced to make dodging more predictable
- The watch tower has been fixed
- Multiple places where the character could stuck have been fixed. If you find a new one please report)
- The doors on the balconies in apartment buildings have a better trigger, easier to open from outside.
- Translating the game into other languages became easier. The folders with languages have been moved outside of the project and can be tweaked directly. All changes you make will be visible in the game immediately. I’m going to make a separate post on how to use it and how to add new languages
- Some other small bug fixes
The so long-awaited update is finally here! Thank you all for your patience!
There have been so many changes that I don’t know where to start, I guess I should begin with the main reason why we even started this big overhaul - the melee combat.
The melee combat, the animations and the overall controller have been reworked from scratch. Now, next to your health bar (yes the health bar has changed too) you’ve got another bar of the “quick stamina”, which depletes every time you hit something, dodge or sprint. The quick stamina regenerates on its own when you stay still or even walk. However, if you need to replenish it quickly in the combat you can drink a flask of water and it will restore instantly.
The dodge - you character can make a small jumps in all four directions to avoid being hit or just for fun of you like jumping around)In order to dodge just press the “Space”, by default the character jumps backwards. But, if you hold any of the “WASD” keys and press the “Space” he will jump in the direction of the pressed key. The jumps does not interpret other animations! So, if you start spamming the Space key in the middle of the attack animation nothing will happen. Also don’t forget to monitor the quick stamina, you cannot dodge when it’s too low.
The Sprint - have replaced the run. It works in exactly the same way (by pressing Caps/Shift) as the run used to work, except your character moves way faster and can sprint for a short period of time. But bare in mind that the sprint speed will depend on the type of weapon you hold in your hands. While sprinting you can hit the “Space” to make a leap. Now you can jump over very little obstacles, but we’re going to improve it.
The Crouch stance - have also received a new pack of animations and a few gameplay changes. When you perform a melee attack your character will automatically stand up and hit. Another way to quit the crouch stance quickly is by hitting the Space key, the character will jump back and stand up. Sometimes it can be very handy.
We have also added a bunch of small animations for falls, death, reload and so on.
The quick stamina bar can be upgraded by leveling up the Endurance, the max level will double the amount of the quick stamina.
All enemies have been re-balanced, especially the damage and the animations speed to fully employ the new combat system. The human enemies will no longer deal extra damage like bleeding and fractures with bare hands. The friendly NPCs have become tougher and harder to kill, so think twice before you attack them.
There are a few new locations, which contain the underground bunkers with some really good stuff. The current build has 65 fully explorable locations + some underground mini levels, which is quite a lot.
The docks’ door has been fixed and now can be opened with the key.
The weapon parts are now being generated along with the other loot, what make it easier to find.
The R key properly rotates the big building objects without canceling the blueprint.
Visual improvements - the day time became brighter and looks really gorgeous.
Added subtle snow particles that moves by the wind, they a more visible during the bad weather.
The enemy can be stunned, the stun chance depends on the character's damage and the amount of health of the enemy. In other words the bigger your damage and the weaker your opponent the higher the chance to get him stunned. We will add the visual indication of the stunned enemy in a few days, for now a stunned enemy will just stand still for a few seconds.
There are some other small bug fixes and improvements.
As always we are glad to hear your feedback and suggestions. For the next patch we’re going to focus on polishing the existing combat system and making the survival elements deeper.
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