Hey everyone, patch 0.4.0.0 Busy Work is finally here! This update represents a huge jump forward for Fargone in terms of gameplay depth, world design, and overall replayability. I’ve already made several posts about what to expect, so if you haven’t read them yet, you can check out the announcement post below along with the new trailer. There is also some important information below regarding legacy save compatibility.
Full patch notes can be found at the bottom of this post. Looking ahead, before the end of November there will be two updates that will act as mission packs, extending the number of dynamic missions added in the Busy Work update. These packs will be faction-themed: the Hollowed Mission Pack and the Military Mission Pack. So if you like working with either of these factions, there will soon be more opportunities to do so.
This has been the biggest change to Fargone since its release, and I’m very excited for you all to jump in and try it out! As always, thank you very much for all the support you’ve given Fargone, and I hope you enjoy the new content.
—Jordan
As always, I do my best to ensure save wipes are not required. Legacy saves will migrate as with prior updates; however, since the scope of this update is so large, I highly recommend a fresh start to experience everything as intended.
If you do use a legacy save, you will lose any attachments you had on weapons. This is because I reworked the entire attachment system with this update to fix several phantom weight bugs, and it was simply not possible to migrate legacy attachments.
Click here to view the announcement features post: https://store.steampowered.com/news/app/2242100/view/527609566141090316?l=english Trailer: https://www.youtube.com/watch?v=6ZQQ_OpciT8&feature=youtu.bePatch notes
Added
Features
New dynamic camera bob system (configurable in settings)
New hostage rescue mission type
New VIP assassination mission type
New dynamic/daily missions at Days End Bar
New dynamic/daily missions at Sal’s bus
Experienced Hollowed spawns
Experienced Military spawns
Experienced Runners spawns
New lock picking system
New randomised weapon mod system
New randomised armour mod system
New AI companion system
New rain sound effects
New contextual tutorial system
Missions
Added new Hostage mission for Catcher (Dynamic)
Added new VIP mission for Catcher (Dynamic)
Added new VIP military mission for Catcher (Dynamic)
Added new document retrieval mission for Sal (Dynamic)
Added new retrieval mission for Sal (Dynamic)
Added new hostage mission for Sal (Dynamic)
Added new Boss Hunting bounty board mission
Added new Mutant Hunting bounty board mission
Added new VIP bounty board mission
Added new Military VIP bounty board mission
Audio
Added several new rain sounds
Added several new wind sounds
Improved explosion sound of mines
Items
Weapons
XMC-MR Marksman Rifle
Unique Weapons
Hunter’s Revenge
Marksman’s Sidekick
General Items
Lockpicks
Hawkeon MKII Scope
Gen 2 Pants, Gear, Gloves, Boots, Helmet, Spec Ops Helmet, Gas Mask
Survivors Gear, Pants, Gloves, Boots
Bear Fur Resource
Attachment Changes
PM1 now supports the Advanced Suppressor
Glock now supports Makeshift and Normal Suppressors
Achievements
Cleanser
The Bigger They Are
Tacticool
Eye for Gold
The Dark Below
Enlisted
Friendly Neighbourhood Survivor
Bounty Hunter
Homesteader
True Survivor
Veteran
Walk the Path
Immovable Object
Mutant Hunter
Beacon
Ultimate Survivor
Locations
Reworked Days End Bar, Harvers Farm, Crescent Village
New Factory/Warehouse POI in Grasslands Zone
Reworked Checkpoint POI in Mountains
Several new minor POIs in Mountains
New Mini Bunker in Mountains
Several new minor POIs in Grasslands
Replaced Hazard Zone Tunnel with new POI (The Toxic Road)
New Military Base in Mountains
New Salvage Yard, Quarry, and Factory POI in Grasslands
Reworked Lodge in Grasslands (formerly Happy Stars Campsite)
Reworked Airfield in Grasslands
AI Changes
Human AI now enter standoff state when detecting a player with low but not fully hated rep
Scalper AI now moves better to hiding spots after attacking
AI now has smarter wander/idle logic
Improved several AI animation syncs with movement
Fixed AI getting stuck trying to rotate to face target constantly
Improved human target selection logic based on perceived danger/threat
AI may tell campfire stories while resting
Graphics
Reworked post-processing stack for better visual tone
Improved sun, metal reflections, puddles, and blood effects
Added radiated blood effect for husks
Improved
AI ragdoll performance and max count
Max decal count
Backend logic for saving/loading items
Loot spawns and tables across entire map
Dynamic animation frame rate for distant AI
AI pathfinding smoother and more stable
Brightness of fluorescent lights
Liberty Elite Defender Helmet now has integrated NVGs
Grass models optimized for performance
Ammo cost rebalanced
Soft lock fixes
Audio system performance
Human AI movement improved
Smoothed zombie investigate movement
Fixed
Draugenov laser off-center
AI spawners sometimes not spawning correctly
Lightning and volumetric lights causing white flashes
Zombies opening doors
Shops spawning duplicate slots
Interaction issues with Sal, Hank, and other NPCs
Binocular issues
Inventory highlight effect stuck
Zombies cutting corners
AI weapon firing and melee bugs
Bounty board saving/loading
Needs bars display
M4 red dot aim
Crafted/cooked items not perfect
Gaps between arm/hand models
Water canteen refill bug
None
Streamlined tutorial to make the player's experience more linear and forgiving.
Updated keybinds for the combo to require the player to repress a direction button to trigger the next step in the combo.
Increased size of detector for coins, so that the player doesn't need to directly touch them any more.
\[Bugfix] Fixed a bug where the player would respawn over air and infinitely fall.
Visual bug: the new line of text automatically appears, with the remaining appear animation as the previous line when the player rushes through dialogue.
Visual bug: more/less of the world is visible at higher/lower selected resolutions in the settings menu.
Gameplay bug: Character movement stutters when running back and forth near the portal
\[Web version only] Hardware acceleration causes audio issues.
\[Web version only] When displayed on really high screen resolution, the game camera zooms out really far.
\[Web version only] Screen resolution settings are difficult to navigate due to embedding on the webpage. The game also doesn't detect exiting full screen mode via the Esc key.
Hey NIMRODS!
We wanted to provide an update on what we’ve been up to and what we have planned.
You've been asking for Endless Mode since launch. We want it too - after all, having an awesome gun isn’t as satisfying if you can’t see just how far you can push it.
But when we started developing Endless Mode, we ran into a snag: late game balance.
Our existing model uses multiplicative scaling across most of our stats. This leads to some amazing synergies & power spikes… but also to some very broken ones. When everything multiplies together - augments, tunings, genes, boss drops - things get spicy. Some combos can reach theoretical fire-rates of 4500+ bullets fired per second. That’s a lot of value getting tossed out due to stat caps - and even more stress on our systems. And that's where power fantasy hits a wall. Creating a meaningful challenge becomes incredibly difficult to balance in our late game.
That's why we're taking a step back to rebalance augments with additive scaling where it matters. You'll still build absolutely absurd guns - but instead of exponential runaway, you'll see more consistent improvements stacking predictably. This allows stats to scale much higher and removes strict clamps like the fire rate limit, replacing them with diminishing returns.
Translation: Your insane builds will work and you'll see every upgrade matter, even 50 waves deep.
We are tuning this carefully. When we're ready, you'll all get to break it in a community beta. We need your weirdest builds to stress-test this before launch. Endless Mode is coming, stay tuned!
We’re almost done with the final step in our major performance overhaul - this time focusing on the enemy system.
If you’ve followed our past devlogs, you know we’ve been iterating on performance for a while. Read an earlier post here: NIMRODS | Performance Devlog - Every MS counts
We're converting the enemy system to ECS (same tech that saved projectiles). Early tests show massive gains, but we're not rushing this. When it's stable, we'll drop a beta for the community to check out.
We have a ton of new ideas cooking. Our goal is to lean even harder into what makes NIMRODS unique: wacky power, surprising builds, and ridiculous moments. At the same time, we’re simplifying where it makes sense - making augments easier to understand at a glance while keeping their unique depth.
Everything below is still work-in-progress and subject to change, but here’s a peek:
We loved the idea of turning a banana clip into an actual banana - so of course, it had to be shootable. The more penetrations you stack, the longer your Bananarang spins!

When a projectile’s lifetime ends, it splits into several new ones.

Knockback builds need some love and this is our first *swing* at it. The Boxing Glove will be an underbarrel augment that sends enemies flying.

We’ve received a lot of requests for this one - so we quickly prototyped it! There’s still more work to do (and we’re exploring other accessibility improvements too), but it’s off to a great start.

We’ve continued work on a new biome. Expect new enemies, new bosses, new visuals, and more environmental variety. We’ll update our early access roadmap soon - and share more details in a future devlog.

We have a poll up on Discord to vote on which of these features excites you the most. Head over and cast your vote - the poll is open till November 20! If you love all of them - don’t worry, they’ll make their way into the game eventually. We just want to see what you’re most hyped for.
We’ll be running more community polls regularly going forward, so stay tuned!
Also - if you have your own ideas for augments, chassis, or characters, share them on Steam or Discord. We love hearing from you! 😁
We're just five people trying to build a genre-defining game with the most absurd gun crafting. Every update takes time, iteration, and more coffee than is medically advisable.
Thanks for sticking with us. More incoming...
Reviews go a long way in helping more people discover NIMRODS. If you’ve been having fun with the game, we’d really appreciate it if you left a review. It makes a huge difference means a lot! ❤️ 
We teamed up with the Indie Horror Speedruns community to host the first Envelope speedrunning competition! We're giving out $500 in prizes, and 1st place gets to take home $350!
The event starts November 21st, and ends December 5th.
To participate, upload your run to https://www.speedrun.com/Envelope in the "100% (True ending)" category. The runs will be reviewed by Indie Horror Speedruns.
Join the Indie Horror Speedruns Discord to share tips and strategies: https://discord.gg/zc39RhSEFU
The scribes have set quill to parchment and the royal seal is warm. A new decree rolls across the realm offering guidance for cunning rulers and fresh hurdles for the bold✨A fresh patch 0.6.0 has arrived, bearing numerous changes to the game! 🎮

- Hero Renaming — give your champions proper (or ridiculous) names.
- Habitats & Spawners 2.0 — more frequent, more varied enemy raids emerging from lairs.
- Final Boss Buffed — the last encounter now hits harder and lasts longer.
- Decrees Have Costs — royal signatures now come with a price tag.
- New Dialog & Tutorial Panel — clearer guidance and cleaner presentation.
- New UI elements & tooltips for faster, more transparent decision-making.
- Gold Mine & Trading Post panels polished and clarified.
- Tax sliders in the Castle behave more consistently.
- Panels now close correctly (fixed several cases where they wouldn’t).
- Improved button hitboxes for snappier clicking.
- Missing VFX restored when collecting gold and capturing POIs.
- Fog of War - rebuilt & optimized for smoother exploration.
- X-Ray - rebuilt & optimized for better visibility in cluttered scenes.
- Level loading stability significantly improved.
- Tutorial flow updated; several hint triggers reworked for better timing and context.
- Tax Collector now finds buildings more reliably.
- Fixed an issue that could grant infinite gold via the Tax Collector.
- NPC movement & run animations corrected and synced.
- Coordinated-attack lairs now properly destroyed (preventing cascading errors).
- Gold Mine no longer stuck in a perpetual upgrade state.
- Remove the Upgrade button when a building cannot be upgraded.
- Prevented bridge blockages caused by placing buildings in choke points.
- Added Simplified Chinese missing strings.
- Broad stability, optimization, and rebalance pass across the board.
- Numerous minor bug fixes and quality-of-life improvements.
To all rulers and adventurers: thank you for every report, idea, and kind (or stern!) word. Your feedback shapes the realm, and we’re pushing hard to make Crown of Greed sharper, fairer, and more fun each patch.
If you’d like to chat with us, share clips, or help improve the game, join our Discord - the council chamber is always open. 👑

Hey there, fellow Catz. Everyone enjoying the 'Gift of the Enchantress'? Cool!
Today I want to share with you the information about when the current season ends and the next one begins. You still have a little time to improve your rankings in the seasonal leaderboard.
Season 3 end: November 23, 2025
Season 4 start: December 1, 2025
What happens at the end of a season?
Seasonal heroes move to the non-seasonal realm. This also removes their seasonal tree and associated bonuses.
Each season has its own shared stash. At the end of a season, the content of the seasonal shared stash will be moved to the regular shared stash.
If the regular shared stash doesn't have enough space, excess seasonal items will expire. You may want to clean up your shared stashes before the end of a season (if you care about non-seasonal items).
Never miss an update? Follow SimaGames here on Steam:

1.3k:
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- Updated default values for optimized graphic settings.
- Added Performance slider on Video settings. It will use several pre-sets of visual quality configuration.
- Added a bunch of new events here and there.
- Added new music to the radio.
It's been a long week. The whole FL team has been hard at work, polishing, testing, and preparing Fetish Locator S&M Studio - Season 1.

Today, we are happy to report that, in addition to working hard to get everything ready for November 21, we have also passed the final Steam Approval check.

So this is a nice little post to say that in 7 days, the game will grace your computer screens, and we are super excited over here.
Get ready to clear your schedules to dive into the newest chapter of the FL universe. Season 1 is full of incredible characters, a new story to enjoy, a city to explore, and, as always, plenty of exquisite scenes full of intoxicating writing and stirring animations!
Fetish Locator Team
Thank you for playing!
Bug Fixes:
fix for keyboard trigger
fix for the last number in a Number Shuffle question not turning orange
corrected spelling of "speling." How emberusingg.