Survivalist: Invisible Strain - Bob
Hello everyone, it's Easter patch day! It's the usual bug fixes and translations, but I did slightly break my "no more features" rule for one minor change - if you have something equipped which can't be used as a weapon or thrown (like a bandage, antigen, match, wood etc) and you press the Aim button (i.e. right-click on the mouse or LT on the gamepad) you will automatically equip a weapon. I can't see any downside to this and it makes it much less awkward and confusing if you get attacked while you happen to have something like that equipped - your instinct is to press Aim but prior to this change nothing would happen and it would take a few seconds to figure out why not, during which time you'd probably be getting bitten or beaten to death. It's especially awkward on gamepad because you can't just hit the shortcut keys to equip a weapon. Anyway, pretty small change, hope it doesn't have any unforeseen consequences.

Aside from that, I've removed the text saying Early Access and the version number from the bottom of the screen - it was useful but ugly and Early Access is ending soon, so if you want to know your version number check Settings / Patch Notes from now on. Here's the full change list:
  • Removed Early Access Version text from bottom right corner of screen
  • If you have a non-weapon equipped (e.g. bandages) and you press aim, automatically equip a weapon
  • Fix for hint text telling you how to equip a weapon if you don't have any weapons
  • Don't show keyboard shortcuts on weapons in equipment selector menu when using gamepad
  • Fix for Pick Up action sometimes not saying (Stealing) when people nearby would consider it so and attack you
  • Fix for people accosting you after you pick up a body even though you are crouching with a full camo meter
  • Fixes for your character sometimes running or walking off back to their previous location as soon they wake up after being rescued
  • Fix for true statements in the drinking game with Ava sometimes being things like 'Someone and someone are getting on pretty well!'
  • Don't allow Kelly to be targeted with a bow while she's playing dead
  • Fix for Kelly sometimes leaving you and then immediately being at war with you
  • Fix for sometimes not being at war with Kelly if you say 'You shouldn't have tried to rob me, now reap the consequences!'
  • Fix for a place on the Story Mode terrain where you could get stuck sliding
  • Fix for people's health sometimes not being reduced when punched during feuds
  • Fix for characters sometimes T-posing in multiplayer after turning into invisible strain zombies
  • Fix for rare crash on loading screen
  • Updated Czech, Brazilian Portuguese, German, Indonesian, Latin American Spanish and European Spanish translations
And v241 is going into the main branch!

What's this publicbeta thing?
v242 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hey everyone, it's patch time! It's all about those bug fixes and translations these days, here's the change list:
  • Fix for 'You still haven't given me the reward you promised earlier!' speech to Carter not working if spoken at a distance (e.g. if surrendering)
  • Fix for equipment variation sliders on character creation screen not highlighting in red when selected with gamepad
  • Fix for Survivalists being able to dig graves on a particular patch of road
  • Fix for Malachi having a bad opinion of you if you lie successfully to him in one situation (when he shouldn't realize you lied)
  • Fix for dialog options that can't be used, because you have the wrong personality for them, sometimes not being visible
  • Fix for speech bubble from PiP being shown a bit further down on Steam Deck or other screens with taller than 16:9 resolutions
  • Fix for crash in editor when inputting incorrect hex numbers for colors
  • Fixed some bugs in speech formulae and added support for not '!' operator and scope brackets
  • Fix for not being able to use mods you've already downloaded if you are offline
  • Fix for some mods not working on Steam Deck
  • Allow corpses to roll for longer before freezing if they are on a rocky slope, to fix cases where you're unable to pick up a corpse because it rolled onto a slope and you can't reach it
  • Fix for FEMA not attacking you if you rescue someone they had quarantined and they see them loose, also increase the amount of gold needed to surrender after breaking someone out of prison
  • Fix for FEMA or Survivalists picking a prisoner up and taking them to a fire if you knock them unconscious
  • Fix for characters sometimes breaking stealth or dropping carried bodies to find warmth or change clothes (they should only do that if they are very cold)
  • Some fixes for Carter, Malachi and FEMA outcomes of Vanished quest
  • Fix for not being able to scroll the invaders panel on the map screen with gamepad
  • Updated Brazilian Portuguese, Czech, Indonesian and Traditional Chinese translations
  • Fix for someone saying 'You had to attack %2'
As of this patch (v241, that is) I'm going to start compiling the build without the "Development Build" setting, which means you don't get that text in the bottom right of the screen saying "Development Build" and, in theory, it's a little faster - though I didn't notice any difference personally. It also means I get less detailed information when people report crashes, which is why I've waited so long to do that. But I can't keep having a thing saying "Development Build" on a game that's finishing development!

Also the previous patch, v240, has been promoted to the main branch :)

What's this publicbeta thing?
v241 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hello, I've released a new small patch in publicbeta. This one is mainly focused on fixes for bugs at the beginning of Story Mode, in cases where the player does something a bit unexpected. Here are the changes:
  • Fix for Carter being able to join you too early if you fight and defeat the FEMA Patrol, which causes a number of later quest bugs
  • Fix for a situation where it was hard to have a conversation with a character because they were aware of a zombie that was inaccessible to them, and their AI kept wanting to attack it but failing
  • Fix for Kelly trying to rob you after she's already joined you if you shoot her with an arrow before you reach her
  • Lock player in place while talking if you surrender to Kelly at the beginning of story mode, to avoid new players unintentionally cancelling the surrender by moving around
  • Fixed various glitches around the starting quest in story mode
  • Stopped trash containers around Tent City from belonging to them so it's not considered stealing if you their take rags and empty bottles
  • Editor crash fixes
  • Updated Brazilian Portuguese, Czech, Indonesian, Latin American Spanish, Polish, Russian and Spanish translations
I've also promoted the previous patch, v239, to the main branch.

What's this publicbeta thing?
v240 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hello, it's announcement time - the game will leave Early Access on the 25th of April! That means I consider it finished, though I'll keep on fixing any bugs that crop up, and updating translations as needed. I'll be moving on to my next project, which could be a sequel or could be something else. It'll be a while before I figure that out, but if it is something else it'll have a lot of Survivalist's DNA still in it.

And it's also coming out on XBox Series S/X on the 25th of April! The page on the XBox store is now live. The original Survivalist started life on XBox Live Indie Games - the junior sibling of the old XBox Live Arcade - and I still sometimes get people telling me they played it back then and followed its development and Invisible Strain onto Steam. So it's pretty cool for the sequel to be able to return there!


It's also patch time! This one is all bug fixes and translation updates. The European Spanish translation is now complete, mostly by copying the Latin American Spanish translation to fill in the gaps, and changing "ustedes" to "vosotros" in a number of places. Thanks to SheamusHD for advising on that! Here's the full changelist:
  • Some fixes for bits of terrain in Story Mode where you can get stuck sliding for a few seconds
  • Bullets use the ricochet effect when hitting helmets instead of the smoke effect
  • Use the language selected in Steam as the default language the first time you play
  • Updated Brazilian Portuguese, Czech, Hungarian, Latin American Spanish and European Spanish translations
  • Fix for being able to continue targeting someone's head if you switch weapons even if you don't have the required skill with the new weapon
  • Fix for your camouflage meter dropping when zombies hear a radio that you threw
  • Fix for situation where someone kept trying to vault a fence that was just next to a car door they were trying to get into
  • Fix for save tokens being found on the map in Story Mode if you start a new game in save anytime mode, or on new players (they will be replaced with equivalent gold)
  • Fix for situation where people would give using the toilet higher priority than roles set to Urgent
  • Fix for enemies reacting differently if you're crouching in a building or vehicle, from if you're not crouching
  • Fix for not being able to hover over invader icons on the map page with a gamepad when zoomed out
  • Fix for rare crash in brain scan page
  • Fix for fog of war covering everything for a few frames after you load a game
  • Fix for crash when roads are deleted
  • Fix for crash when a large number of objects was added to the world in a mod map
  • Fixes for compatibility with 'SIS Extended: Regrow', 'SIS Extended: Adaptive Combat' and 'SIS Fishing' mods
  • Possible fix for you being unable to escape a zombie bite if they bite you at the same time as you start to choke or assassinate someone
  • Close crafting dialogs etc when someone joins or leaves a network game (fix for various bugs caused if they are open)
  • Out Of Sync fixes
That's in the publicbeta branch now, as v239. I've promoted the previous patch, v238, to the main branch.

What's this publicbeta thing?
v239 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".

Survivalist: Invisible Strain - Bob
Hello, a few announcements today. I've released another small patch to publicbeta, v238, with the following bug fixes:
  • When someone starts a feud with a player avatar character, the player automatically equips a melee weapon if they have one (similar to how they automatically equip fists for a boxing match)
  • Possible fix for Carter's squad sometimes killing you after you agree to work with them
  • Fix for player accidentally starting a war by hitting a nearby neutral character with a melee weapon while in a feud with someone
  • Fix for crash when snowball fights take place near the edge of the map
  • Fix characters pointing rifles/shotguns at the ground when crouching and aiming


Secondly the previous patch, v237, is now in the main branch.

Thirdly, I made this post a "regular update" to make it more visible and give some warning: I'm going to do a small price increase soon to $11.99. That's 48 CNY, 11.79 euros, 14,000 JPY, £9.99 GBP, 13,500 KRW, etc. I need to do this 30 days before I release the game out of early access so that I'm allowed to do a launch discount (which will probably be 25%, probably in late April). After that there'll be the usual periodic sales. But if you want to get the game at its current price, now is the time. I'll do the price increase on Monday so this weekend will be the last chance to get it at the old price.

Lastly, this game will be coming to XBox Series! Once I've locked down a launch date with them I'll announce it and that will probably also be the date that it leaves early access on Steam (or around the same time, at least).

What's this publicbeta thing?
v238 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hello, it's patch day! I've been playing through the game in anticipation of releasing it out of early access soon, so this is mostly a bunch of minor bug fixes that came out of that. Here's the change list:
  • Fix for PiP flickering when dragging the screen with the mouse in Command Mode and hovering over a character
  • Fix for movie theater side entrances not being correctly aligned with where you actually come out
  • Fix for carried body being left in mid-air in some cases when characters drop a body in multiplayer
  • Fix for characters who are carrying bodies wandering off and dropping them in order to auto-collect/deposit/get ammo/use toilet
  • Fix for characters who are carrying bodies keeping hold of them while entering buildings
  • Fix for not being able to toggle Builder role Urgent/Not Urgent using the sprint button while playing the building animation inside a building under construction
  • Fix for target switching after you throw something at a neutral character
  • Fix for player community members not repairing their armor at nearby workbenches that don't belong to you
  • When opening a Character sheet from a character in a building with the gamepad, select the button the goes back to the building by default instead of the skills tooltip
  • Changed missing animation error to a warning, to stop a mod from crashing
  • Tweaked vehicle wheel slip values to slide less on dry grass
  • Updated Czech, Indonesian, Latin American Spanish and Thai translations

I haven't had any more problems with the previous patch, v236, so that's being promoted to the main branch. That includes the new Hit The Road features and the change to let you get achievements with mods active.



What's this publicbeta thing?
v237 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hello, I've released another small publicbeta patch. This adds Thai support and fixes a bug introduced a couple of versions ago where you couldn't stash bodies in buildings/vehicles. But the biggest change probably is that achievements are now allowed when mods are active! I've found that a lot of people play the game with mods - and there are a lot of good ones now - and it's a shame not to allow achievements just because someone is playing with SIS Drop Loot enabled, for example.

I thought it might be a controversial change so I asked the discord folks to run a poll about it, and the poll was in favor by 64% vs 36%, which I felt was enough. One of the objections raised was that you could join a multiplayer game that had mods enabled, and accidentally get some achievements too easily. To address this I've added a tooltip to the Join Game screen so you can see what mods are active in a game when you join it. It shows a green tick if you've downloaded them already, and a red cross if you haven't.



Admittedly this is kind of stretching my definition of "no changes except bug fixes from now on" but the achievements stuff I started asking about before then, and I'm gonna call the "Active Mods" tooltip a bug fix because it feels pretty broken that you can try to join a game and get a loading screen for ages while you download 20 mods or something... yeah I'll go with that.

I know some people would like achievements to be enabled in some mods but not others, but that would mean maintaining a whitelist (which I don't think I can do) or making it a setting for the mod author to maintain (which has other issues such as mods by authors who have moved on would be missed out), and anyway it's hard to imagine what the exact criteria would be. Other Steam games don't seem to have a consistent rule for this, with some doing and it and some not, as far as I can tell. Achievements are always an honor system - it will always be possible to release a cheat mod that just gets you all the achievements, if someone wanted to do that. So I think this is the simplest and best solution.

Here's the full change list:
  • Achievements allowed when mods are active
  • Show what mods are active on multiplayer games on the Join Game menu
  • Added support for Thai translation
  • Updated Czech, Hungarian and Latin American Spanish translations
  • Fix for player avatar characters giving each other the Lost Item quest, which doesn't make narrative sense for them
  • Fix for Chicken Heist quest being given by characters who already have a relationship with the player
  • Fix for stashing bodies in buildings/vehicles
v234 won't go to the main branch because of the Stash bodies bug.

EDIT - I've released another small publicbeta patch with a few crash fixes, 236.
  • Fix for crash when medic has a wound bandaged with a rag that doesn't heal for 6 days
  • Fix for rare crash when AI investigates damage to a building
  • Fix for incompatibility with SIS Clothing Durability
  • Updated Thai and Latin American Spanish translations

What's this publicbeta thing?
v236 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hello, I've released a small patch in publicbeta with some hotfixes for crashes that were reported in the last few days. There's also a fix for the map size setting not being retained when you Hit The Road - it should keep using the map size you originally chose. Here's the change list:
  • Fix for crash when trying to bandage self while unconscious in Command Mode (also fix for various actions appearing enabled while unconscious)
  • Fix for camera sometimes going crazy when dragging it in Command Mode
  • Fix for rare crash when trading
  • Fix for map size not being remembered when hitting the road
  • Updated Czech, Hungarian, Indonesian, Latin American Spanish, Lithuanian and Russian translations

What's this publicbeta thing?
v234 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hey everyone, it's patch day! This patch introduces a small new feature to Hit the Road - your companions will now increase their skill caps by a few stars when you move to another map, perhaps representing their personal growth after having survived one area and travelled to a new one :) Each exit from the map will give you a different skill cap bonus, between 1 and 5 stars each, depending on the supposed difficulty of the new area. So there's a little incentive to go for more difficult areas, or at least more of an interesting choice between areas - and to take companions with you. (Note - since the player's starting character always has full skill caps for everything, it won't have any effect on them).

I've also made it so one Hit the Road exit will always say "Similar Area" and one will say "Harder Area", instead of giving you some stats for urbanization, etc. The Similar Area will re-use exactly the same difficulty settings that you had before, while Harder Area will copy them and then try to make them a bit harder by reducing resources and increasing enemies.



When going between maps you'll see a little UI sequence showing the skill cap stars increasing. I've re-used this to show a similar sequence when you die and lose a Constitution point, as I always felt that needed to be made a bit more clear to new players. Besides that, I've also made the game remember your equipment policies when hitting the road so you don't have to set them up all over again.

Finally, three more translations have been finished and checked for technical errors - French, Lithuanian and Hungarian! Thanks to Jean-Charles Rocher, Audrius Vaidalauskis, and Attila 'Ateszkoma' Kurucz for finishing those off :)

This patch is a bit of a sad one I'm afraid because I'm making it my cutoff point - no more new features from now on! There will be bug fixes, hopefully not too many of those either but we'll see. And of course translations are still welcome. But as for the feature set, the game has been in early access for almost 5 years now and it's time to move on.

That means if all goes well I should probably be able to release it out of early access some time in April. I want to make sure I have a nice, stable build before doing so, so it has to be left to sit and cool down for a while. If things crop up, as they often do, it might take longer but I certainly hope it'll be out before the 1st of June as that would make it fully 5 years since it was launched, and I really don't want to go beyond that.

I have a long wishlist full of great ideas, both my own and suggestions from other people, that I would have liked to have done, but I think at a certain point it becomes easier to implement these things in a fresh new project where I have the ability to break stuff and change the rules, rather than being always afraid of some knock-on effect on existing systems. So that's what I'll be doing - starting a new project! I'm not sure yet if it'll be a sequel or something else (or both) but I'm going to start dividing my time between figuring that out, and whatever bug-fixing is still needed for Invisible Strain. (Also, I'm going to try and bring this game to other platforms - but more on that later).

Here's the full change list for v232:
  • When dying and being rescued by another community, show a brief sequence informing you that you have lost a Constitution point
  • When hitting the road, increase your companions skill caps, using the above mentioned sequence to show them increasing
  • A couple of Hit the Road exits in Sandbox maps will give you the options of Similar Area (to keep your current settings) and More Dangerous Area (dial the difficulty up)
  • Equipment policies are remembered when hitting the road
  • When doing an urgent role, characters will play animations such as wood chopping faster (and chop the tree down faster)
  • Updated Czech, French, Hungarian, Indonesian, Latin American Spanish and Lithuanian translations
  • More support for Hungarian cases
  • Show on the debug menu when achievements are disabled because of mods
  • Fix for enemies smelling or hearing followers while creeping up on them
  • Fix for being able to bury two bodies in the same grave by putting one in while someone is walking towards it with another
  • Fix for followers sometimes playing fists up melee stance while holding a bottle or other item that isn't a weapon, before moving to attack an enemy
  • Fix for characters and equipment on Community screen showing black squares when you switch the sort type
  • Fix for characters sometimes freezing at the end of certain animations like hugging or unequipping
  • Fix for shades sometimes clipping characters' foreheads
  • Fix for sun lens flare disappearing when highlighting a character and showing the PiP
  • Fix for terrain cache error sometimes when saving a multiplayer Story Mode game
  • Fix for incompatibility with SIS Explosive Props mod
  • Fix for Out Of Sync sometimes when dying and getting rescued
  • Crash fix
EDIT - someone reported a crash, so here's a hotfix, v233.
  • Updated Czech, Indonesian, Italian and Simplified Chinese translations
  • Fix for crash on character inventory screen
Lastly, v231 has been promoted to the main branch.

What's this publicbeta thing?
v233 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Survivalist: Invisible Strain - Bob
Hello, it's time for another patch in publicbeta. I would say I am pretty close now to releasing the game out of early access, which means pretty soon I'll be locking the build down and only adding essential fixes (as I don't want to be adding instability around launch). There's a small new feature in this patch though - if someone is following you, and you assassinate an enemy, they will assassinate nearby enemies, The Last of Us style (with a bit of fudge factor on the stealth - also The Last of Us style). They'll only do it if they have a hunting knife and enough fitness/hand 2 hand skill to be successful.



I'm mostly doing "tidying up" tasks these days. There are now seven "completed" translations - Italian, Japanese, Korean, Latin American Spanish, Russian, Simplified Chinese and Turkish - and I've been running a script on them to check for errors involving formulas, emoticons or missing parameters. (When I say "completed" I mean every line has a translation, though there could still be corrections, so let me know if you'd like to add any). I will do Lithuanian and Hungarian next.

Also I made the smaller backpacks have color variations. Okay no one was crying out for this but it always felt jarring to me that they all looked the same. And I've made vehicles more slippery in snow and mud, but a bit less likely to slide sideways as it always felt like they swung around too easily when cornering. Here's the full list:
  • Followers will assassinate (or choke hold) enemies nearby when you do (with a little cheating on the stealth)
  • Using right-stick on gamepad, or XZ on keyboard, on the Scavenge screen (et al) switches between the two inventories
  • Smaller backpacks can have different colors
  • Reduce wheel friction on slippery terrain types and conditions (mud, snow, ice), increase sideways wheel friction slightly so vehicles less prone to sliding when cornering
  • Optimizations mostly to Community page
  • Updated Brazilian Portuguese, Czech, French, German, Indonesian, Italian, Japanese, Korean, Latin American Spanish, Russian, Simplified Chinese, Spanish and Turkish translations
  • More grammar functions to support Czech translation
  • Fix for trader icons sometimes showing where refugees who have left the map were last
  • Fix for your followers breaking stealth to attack enemies when you stealth-attack them
  • Fix for characters using the the wrong indefinite article when saying things like 'I'm getting a slacks' or 'I'm getting some pot'
  • Fix for not being able to load Huge maps created in mods
  • Fixes for some languages not being rendered correctly after switching to them, until you restart the game
  • Crash fix
And I've promoted v230 to the main branch!

What's this publicbeta thing?
v231 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
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