Hey everyone, quick update on where we’re at!
We’ve been working on story mode and tackling some quality-of-life fixes based on your feedback in the Mega Thread. But we’ve been hitting engine-level issues and performance bottlenecks that keep breaking the changes we're trying to implement.
That brought us back to the idea of moving to UE5. We actually looked into it over a year ago (back when 5.3 or 5.4 was current), but it just wasn’t viable at the time. Since then, Epic’s made a lot of solid improvements - async loading, better world performance, cleaner tick handling - and UE5 now offers tools that could make some of your most-requested features actually possible.
Over the next few weeks (maybe up to a month), we’re testing whether a UE5 port is actually doable for The Infected. We’re checking what breaks, what carries over, and whether the move solves more problems than it causes. We won’t be posting regular updates during this testing phase, and there’s no guarantee the port will happen.
Right now, we’re aiming to have more concrete news on either a UE5 port or continued story mode development in UE4 by Christmas.
Thanks for hanging in while we figure out whether UE5 gives us a real path forward or just a different set of roadblocks.
	Hopefully this will be the last minor update before the first major update.
Thank you all once again for the incredible feedback that is really allowing me to make WitchGhost
the game you want it to be. Here's the latest fixes and updates:
The amount of mana used by spells now resets correctly when starting a new run
Exploding barrels and pumpkins no longer expel shrapnel when a menu is on screen
Scrolls no longer expire and will remain on the map until collected
The life span of mana and health pickups has been increased
The lifespan timers on the mana and health pickups now pause when a menu is on the screen
Mana potions will now give you different amounts of mana based on the difficulty level
Easy: Mana now gives 20
Medium: Mana now gives 15
Hard: Mana now gives 10
This will hopefully assist with balancing the game's difficulty and help to reduce running out of mana early in the game
Please keep the feedback coming and once again a MASSIVE thank you all for downloading and playing WitchGhost
Scot @ personalError
	
I’ve been working hard over the past year to bring back the core experience of the game in this revival. Over time, much of what made playing Azusa special has changed — and this update is dedicated to our most nostalgic players!
Let’s start with the interface changes!
The game’s interface has been completely remade to resemble the original version from our Steam release — but with key improvements to fit the current gameplay.
There’s now greater emphasis on the Story and Rules tabs, and most importantly, a modernized chat system built for roleplay. This new chat focuses on in-character conversations, displaying profile pictures and using a clean, immersive roleplay layout.
The class system’s logic has been reworked. Now, you start by choosing your initial class — and for every 1,000 total Roleplay Points (RPP) you earn, you can multiclass into another.
It might seem like a small change, but it opens up far more room for character development and fixes several gameplay issues. For instance, cities sometimes became difficult to play when no one filled civil roles. Now, two long-term characters can eventually cover all the key roles.
To access the Multiclass Panel, open the RPP Spend menu and click Multiclass.

Accessing farms or machines in progress (for example, trying to steal a growing crop) now requires Farmer Knowledge. This prevents not only easy theft but also fixes a known exploit.
Seeds can now be re-obtained from vegetables — right-click a vegetable to split it into two seeds.
Additionally, cows and other large animals can now be tamed and fed (using corn or wheat), which greatly increases the amount of food and leather they drop.
(Houses breaking, horse aging, wagons, NPCs, etc.)
We’ve fixed several known time-related issues and restored the original in-game time speed:
2 in-game years = 1 real-life day.
Destroyed houses will now leave behind a “ruin” tile, which can be clicked to reveal who destroyed it.
Bosses have returned — and their power now scales with the global player average!
Be careful out there!

There is now a mechanical system to revive gods! Gods are once again the ones who distribute the Elite (Golden) Armors.
To perform a God Revival Ritual, one of the top 5 followers of a specific god must sit on that god’s throne after reaching 1,000 RPP, then perform the ritual.
This will bring the player to the Dreamworld, where they’ll witness a wave of Cosmo leading to a Dream Baby. Upon awakening, they’ll obtain a Possible God Vessel Baby — an item that persists on the map and remains under their protection until it’s handed to a Kid Player.
That kid can then play as the god vessel. If they reach adulthood with enough RPP before other possible vessels, they’ll ascend as that god, gaining divine commands and abilities.
At age 25+, if the vessel remains alive and powerful enough, they will receive their Kamui!
Initial God Thrones:
Zeus – Top of the Sanctuary
Hera – Heracles Temple
Hades – Cathedral hidden in the deep forest
Poseidon – Asgard Castle
Battles for the Olympian Armors now occur only when a Possible God Vessel is revived.
While all gods remain dormant, the world enters a peaceful era without great wars — an age known as Azusa.
We’ve made small adjustments to RPP progression speed, creating smoother and more balanced growth. The early days will have a lower cap to ensure a steady, fair start during the first week — allowing characters to settle in naturally.
Rare relics such as the Book of Seals and Sacrificial Daggers are now dropped by bosses instead of spawning manually!
Adjusted damage calculation for elemental skills.
Patreons can only choose armors related to the element tournament they fought on.
	Let’s talk about the next couple game updates! (Also: featuring some community creations.)
We’re working on a few upcoming game updates, along with helping with the next curated map’s release. These aren’t ready to ship just yet. We’ve shared some details as to why below.
Our next game update is focused on (1) an engine upgrade, and (2) introducing new features intended for an upcoming curated map and Limestone, though we think all modders will really enjoy the new options. We’re estimating this will be ready in the next couple weeks.
After that engine upgrade, we’ll be right back to working on the next actual content update we’ve teased bits of.
For context, our previous update (version 3.25.9.2) also contained an engine upgrade. That patch was necessary due to a security vulnerability in certain Unity versions. Unfortunately, some players are experiencing crashes after that update, which we believe is due to the engine upgrade.
We’ve been hopeful about making a larger upgrade to Unity 2022 LTS – which would fix some pathfinding bugs, and should (hopefully) resolve those crashes. Since this is a major upgrade, bugs are likely. We’ve already fixed a few issues and we’re hoping to catch more prior to release.

Both the next curated map, and the next content update, are shaping up nicely. We’re unsure which of those will release first – but the soonest game update is that Unity 2022 LTS engine upgrade.
In Unturned’s next content update, brick structures have been truly cemented as the best base building material. We’ve sprinkled new “clay nodes” across the game’s official maps to make farming the materials consistent, and every missing brick structure piece has been added so you don’t need to mix-and-match materials anymore.
We’ve updated the Preview branch with a build of the game running on Unity 2022 LTS. Please let us know if you encounter any issues with the preview build! We hope you’ve been enjoying Limestone in the meanwhile

Mark Artwort’s Furniture Mod is perfect for decorating your base. Featuring a variety of fairly-modern furniture designs, along with fun rugs, paintings, and other objects to spruce up your home.

If you’re decorating your base, consider using the Expanded Mannequins mod by Embr and Prkr! This mod adds 27 mannequin poses to the game. You can trick enemies with their player-like stances, or place them around your base’s new furniture.
“Rocky Face Bois” by u/MrStinkPickleJr.
“my little resource shack in limestone” by u/GibusMibus.
“My model of AKMN with a PK-A dot sight.” by Schokoriegel.
“My SVDS Model with some attachments :DD” by Schokoriegel.
Q. Does Unturned go open-source this year?
“Thanks for your interest! I’m hopeful for later this year or early 2026. Tidying up loose ends legally-speaking has been a much bigger undertaking than I’d anticipated. Aside from that, most recently I’ve been slowly chipping away a little bit each day at a checklist of every source file in the game, double-checking that, for example, there aren’t references to anything under NDA. Fortunately, Nelson of 11 years ago seems to have been fairly responsible.”—Nelson
Q. How do I override the clouds my custom map? I’m not seeing any error messages!
Our complete documentation can be found online. If your error logs are empty, it’s possible that the Cloud Intensity in the level’s lighting tab is set to zero, or the Cloud Color is currently black – either of these would make it hard to notice your custom clouds are working.
Q. How do I remove an IP whitelist/blacklist from my Steam Workshop mod?
By updating the Workshop file and leaving those fields empty, it should remove the restriction.
Thanks for reading!
We regularly respond to questions posted on Steam Discussions, Discord, or the community-ran r/Unturned subreddit! You can also message us via email, Bluesky, or 𝕏 (Twitter).
	A few players were reporting issues with world generation and things like cabins appearing too often. Turns out there was an oversight with some of the updated distance checking code that caused incorrect distance calculations mostly at world generation time, and for some calculations like cabin generation at world explore time. With this update, cabin generation will be fixed going forward in existing post-v0.11.11 worlds, and new worlds will have everything else fixed up (including village and other feature placement). Apologies for the oversight!
Fixes
Fixed bad distance calculation introduced in v0.11.11 for certain world generation based checks that would cause errors when generating new worlds, cabins that would generate too densely, and other similar issues
	
	Hey Sailors,
The feedback from Next Fest & Scream Fest was massive. Thousands of you played the demo and wishlisted the game, which is incredible for a solo dev. Thank you!
That early demo was a valuable test. Based on all your feedback, I'm taking the demo offline for now so I can fully focus on the next major update.
The playtest will be back soon! Here’s the plan so you know what's next: 
This Month: Playtests come back online (with the new improvements).
Within 2 Months: I'll share the full Roadmap (hopefully with the Early Access date!).
Thanks for your patience! If you have any questions, feel free to join our Discord and say hi.
Wishlist or follow to get notified!
	NOTE: This update is very big, and changes some core mechanics!
IT IS HEAVILY RECOMMENDED THAT YOU MAKE A NEW SETTINGS PROFILE!
Regarding future updates:
The game is now in a state I am happy with, and while there are many things I would consider adding, I can't financially support myself enough to work on this game a lot at the moment. So there will be more updates, but they will be very in-frequent.
THAT BEING SAID, I have set up a patreon at https://www.patreon.com/c/UltimateJOIDev, and if we gain enough members I will be able to dedicate a lot more time to working on this game.
Members will get early access to any future updates, and will get to vote on what features are included in those updates (Once there are enough members to vote that is) Check it out :)
Changes:
- Overhauled the trigger system with the new TriggerTask system!
- Added a Metronome with configurable BPM to the bottom of the screen. The metronome will hide while the BPM is set to 0.
- Replaced "Round Difficulties" with "Round Types". (Note: Old settings will automatically convert difficulties to round types, which may cause unintended behavior. Resetting your settings is recommended.)
- Overhauled the settings quiz to a single page scrolling view including dropdown selections and sliders.
- Replaced the Insert Dropdown with a popup menu that contains categories and descriptions for variables and methods.
- Added the ability to push 'E' while in-game to 'Emergency Edge' which will temporarily pause the game and make all current trigger tasks disappear, reappearing later in the round.
- Added a new settings menu to edit and create trigger tasks.
- Added a copy / paste button for trigger tasks.
- Added the ability for tasks to follow up with other tasks instantly or after a certain time. Allowing for multi-step and status change tasks.
- Added the ability to assign different text options for a trigger task, with customizable weights to determine their probability of appearing.
- Added the ability for trigger tasks to adjust the Metronome's BPM while the task is on screen, and with an optional delay after it is completed.
- Added the ability to adjust the Metronome's BPM at the start of every round, and whenever a trigger occurs.
- Added the ability to hide or show the Metronome during the rolling phase of each round
- Added the variable \[METRONOME_BPM] to get the current BPM of the metronome.
- Added the variable "ConfirmTaskCompletion" which allows trigger tasks to either be time based, or confirmation based (With an optional time limit)
- Added the variable "TaskTime" which allows trigger tasks to adjust the content swap cooldown when they appear
- Added the variable "CooldownAfterTask" which allows trigger tasks to adjust the content swap cooldown after they are completed
- Added the variable "MinCompletions" which allows for trigger tasks to prevent a game over until they have appeared a certain amount of times
- Added the variable "MissedTriggerAdd", which adds a specified number of guaranteed tasks to the round if the initial task is not completed in time.
- Added the variable "IsLuckyTask" which allows trigger tasks to be considered "lucky" which will interact with the lucky rating in reverse, and become unaffected by the mercy / punish mechanics
- Added the variable "CanTriggerRoundModifier" which allows trigger tasks to prevent the round modifier from triggering at the same time as the task
- Added the variable "NextTaskOdds" which allows for trigger tasks to have a chance of being followed up by another task
- Added the variable "NextTaskDelay" which allows for the trigger tasks to delay the next task by a certain amount of time
- Added the variable \[ROUND_DIFFICULTY] to replace the old round difficulty system
- Added the variable "EmergencyEdgeCooldown" which allows you to modify how long the game pauses after an emergency edge
- Added the method 'TRIGGERS_APPEARED_SINCE({taskID}, {minutes})' which persists between games on the same settings profile
- Added the method 'TRIGGERS_COMPLETED_SINCE({taskID}, {minutes})' which persists between games on the same settings profile
- Added the method 'TRIGGERS_MISSED_SINCE({taskID}, {minutes})' which persists between games on the same settings profile
- Added the method 'GAMES_STARTED_SINCE({hours})' which persists between games on the same settings profile
- Added the method 'GAMES_WON_SINCE({hours})' which persists between games on the same settings profile
- Added the method 'GAMES_FAILED_SINCE({hours})' which persists between games on the same settings profile
- Added the method 'SECONDS_SINCE_TRIGGER_APPEARED({taskID})' which persists between games on the same settings profile
- Added the method 'SECONDS_SINCE_TRIGGER_COMPLETED({taskID})' which persists between games on the same settings profile
- Added the method 'SECONDS_SINCE_TRIGGER_MISSED({taskID})' which persists between games on the same settings profile
- Added the method 'MINUTES_SINCE_GAME_WON()' which persists between games on the same settings profile
- Added the method 'MINUTES_SINCE_GAME_FAILED()' which persists between games on the same settings profile
- Added the Variable \[EXPECTED_TRIGGERS] which represents the amount of triggers you should have completed to keep up with the Min Game Time
- Added the Variable \[ROUND_MODIFIERS_THIS_GAME] which represents the amount of Round Modifiers that have occured in the game
- Added, removed, or changed pretty much every preset value in the settings menu
- The variable "NoBonusConditionWeight" has been deleted, as setting "RoundModifierOdds" to 0 now has the same outcome.
- The variable "MaxBonusTriggerOdds" was replaced with "RoundModifierOdds"
- The variable "DisplayTriggerAndBonusOdds" was replaced with "DisplayTriggerOdds"
- The variable "DisplayBonusCondition" was replaced with "DisplayRoundModifierOdds"
- The variable "InstantEndConditionWeight" was replaced with "InstantEndRoundModifierWeight"
- The variable "HalveContentBonusConditionWeight" was replaced with "HalveContentRoundModifierWeight"
- The variable "ResetBonusConditionWeight" was replaced with "ResetRoundModifierWeight"
- The variable "DoubleContentBonusConditionWeight" was replaced with "DoubleContentRoundModifierWeight"
- The variable "RollTimeForBonusCondition" was replaced with "RollTimeForRoundModifier"
- The variable "BONUS_ODDS" was replaced with "ROUND_MODIFIER_ODDS"
- The variable "RAND_PER_BONUS" was replaced with "RAND_PER_ROUND_MODIFIER"
- The variable "RollTimeForRoundDifficulty" was replaced with "RollTimeForRoundType"
- Removed "Bonus Conditions" and replaced them with "Round Modifiers" which work in a similar way, but instead of being tied to a unique condition, they have a chance to occur during a trigger once per round.
- PunishLevel is now unique to each settings profile
- Altered the way PunishLevel is stored (this means your current punish level will be reset to 0)
- Removed all help videos and replaced them with slideshows, which are easier to update and maintain.
- GameDifficulty now displays as text instead of a number in the initial roll
- GameDifficulty now scales from 0 to 9 instead of 0 to 5
- Added default Edge riding tasks to the game
- Added default Faster! and Slower! tasks to the game
- Added default Stroke style tasks to the game (Hands used, area, toys)
- Added default Position tasks to the game (stand, sit, etc)
- Added default Anal tasks to the game (25% chance for the day to contain anal tasks by default)
- Added default Vibrator tasks to the game (25% chance for the game to contain vibrator tasks by default)
- Added default Stroke round type
- Added default Anal round type
- Added default Vibrator round type
- Added default Edge Ladder round type
- The quiz now saves previously set values so they can be easily adjusted.
- Added Logs folder for storing game logs
- Updated the descriptions of all Variables and methods
- Altered the appearance of trigger tasks in the game
- Added a button "Test Mode" which prevents the game from saving log data, hold CTRL down in the menu to use it
- The round difficulty and round types are now rolled at the same time
- Changed a lot of default values
- Altered some text and text sizes in the rolling phase
- OnlyDisplayStatsWhenCursorMoving now displays stats until the next content change, the same as the Flag buttons.
- TriggerOdds are now calculated just before a content change rather than just after
- Altered the size of text in some places to prevent overflow
- The info display box now appears in the pause screen
- Made the info display box invisible while there's a task active in the top-right
- Made the info display box adjust smoothly rather than instantly when text changes
- Adjusted the cooldown bar to be purely black
- Heavily optimized the game by only calculating variables when they are actually being used within a value expression
- Added a popup for new players if they click Play before modifying their settings profile, suggesting the settings quiz
- The game now opens with the last played settings profile automatically selected
- Removed the "MinTriggerCount" value, as it is now applied per task
- Removed some of the blacklisted variables for some value formulas
- Adjusted which values count as Advanced
- Changed the starting color of the menu to blue from yellow
- Adjusted the order that values appear in the settings
- Altered the screen layout system to provide better content layouts during the game
- Added more info to the debug button output in the pause menu
- Removed the 'How to play' video screen
- Removed some debug logging
- Removed "TestMode"
- Removed Hash file system for PunishLevel
- Removed some duplicate methods
- Removed some useless variables
- Fixed some spelling mistakes throughout the game
- Fixed a bug where pushing space would sometimes flag content, or mark the wrong trigger task as completed
- Fixed a bug where using '<=' in IIF methods did not work as intended
- Fixed a bug where not adding a 0 before a decimal in settings values resulted in the number being treated as a whole number (.x -> x)
- Fixed a bug where some values would not evaluate properly because of system language settings
	Playtest Update Ver. 85
Movie Upgrades:
-The stockbot, M0v13 has a name suffix now to keep bots organized!
-M0v13 has a new feature - A toggleable choice to pick up crates from the floor and put them on cargo shelves around the station.
-M0v13's colors now indicate his stat in addition to his UI.
-Each bot now has a suffix to their name to help keep track of the diff M0v13's better in a bigger station.
-M0v13 has decided that recharging is beneath him and therefore is now nuclear powered.
Movie Bug Fixes:
-The logic has been completely overhauled - no more stuttering or locking up when M0v13 doesn't know what to do :O
-M0v13 UI component now updates correctly for each bot
-He also works 24/7 again, imagine that!
Station Changes:
-Pillars in cargo bay are now movable/destructible. Existing saves will find their pillars in the Fabricator (Soon!).
-Cargo bay has had some clean up done to it (Floating plant removed, lights elevated slightly)
-Lines are now dynamic - teleporter and shop lines can extend indefinitely & wrap around furniture/the station.
New Game Changes:
-Tutorial now gives you a bet more cash to get started ordering your first shipment
-Gas now fills much quicker
-Fuel Tank Upgrades have been increased to allow for two additional fuel levels.
-Shop Lines are now Infinite and Dynamic
-Subtitle has outline
Bug Fixes:
Teleporter Overflow text is solved
Minimap displays airlock correctly
Pillars now are nav obstacles for bots & NPC's
Vending Machine is now a nav obstacle for NPC's
Corrected blackjack rewarding incorrectly.
Checkout employee should no longer get stuck when checking out customers.
Posters in front of fuel depot should no longer have invalid wall offset/get stuck in walls when trying to move them.