- Saving a blueprint now automatically generates and saves an icon
- Build menu now displays icons for blueprint buttons
- Removed fortification spawning in creative mode
- Fixed string formatting in Bank purchase notification
- Fixed issue where drag placing curves onto starting curves incorrectly previewed+placed a straight belt line instead
- Reduced clipping of vegetation and fortifications with border mountains
- Reduced cost for Ultimate Siege Magic research
- Waste Recycling research no longer requires Advanced Mana Forging as a prerequisite
- Minor localization fixes
Action-roguelike FPS about capturing phantoms and climbing an ever-changing tower.
Hand-crafted rooms, procedurally remixed
Blasters, bombs, upgrades and a variety of other items keep each run fun and unique
Floor challenges and secret rooms!
Tried it and enjoyed it? A short Steam review helps a lot.
Bug/feedback threads are open on the Community Hub. Thank you!
-Mac
A smoother, more reliable world awaits!
Florin Beds now remember their internal cycles perfectly between sessions, and achievement tracking for large colonies is back on track. 💚
“Bustling Habitat” (150+ Neeblies for 10 minutes) now unlocks properly.
Progress tracks accurately, rewarding sustained care for thriving colonies.
Your patient stewardship finally counts — keep those populations humming!
Bed timers now resume exactly where you left them after loading a save.
Beds instantly detect who’s living there and restart or pause their internal cycles accordingly.
No more waiting for timers to “wake up” — continuity feels seamless.
When you return to your gardens, everything continues right where it should.
Build 629 keeps your Neeblarium alive between visits — achievements work, bed timers flow naturally, and your colonies feel truly continuous. 🌿💚
Shaders will now be preloaded before the main menu to prevent stutter when in game. This process will be slow the very first time you launch the game, and will be faster to load when re-launching the game.
We've been working mostly on fixing issues regarding processing physics and networking, and hopefully this update will fix that.
This update also adds pre-computed lighting, which might use more VRAM, but should generally reduce GPU utilization.
We've added SCP-457 as a playable character.
SCP-457 does not instantly kill humans, instead setting them ablaze. SCP-457 can sprint in short (but fast) bursts, and can use gas canisters placed around the map to re-fuel quicker.
Grenades are blue again
Added SCP-1930
SCP-294 now supports using keyboard inputs.
Changed the role intro screen, although it is still a work-in-progress
Changed the main menu back for the time being
Changed most of the rooms within Heavy Containment Zone
Remastered the tesla gate effects
You can press the USE button (E by default) to push around physics objects
Updated SCP-049's model
Made the health bar visible at all times
Added a view into the pocket dimension for SCP-106's portal
There are smaller changes that aren't listed here
Some areas of Surface and Entrance zone look pitch black with a white glow around them
Items don't follow a player's hands
Broken ragdolls
There was a known issue with the electrical maintenance door opening when it shouldn't that had been fixed in the past, but it turns out there was more than one thing causing conflicts with this door.
If you have unlocked the door to the sub-reactor in your playthrough, there is a glitch that will cause the electrical maintenance door to be unlocked once you save and reload the game. This is not intended, this door should not open under these circumstances, and it will no longer do so.
The electrical maintenance keys are tied to an important scripted event that will not occur if you do not pick them up.
Please note that this does not constitue a softlock, the game CAN progress normally even after this, so there is no need to restart your playthrough, HOWEVER: you will miss out on a large quantity of content by doing so. This also means that the sub-reactor door will be locked again, as this was an issue with the save system, meaning that when the sub-reactor will be available to explore completely in the future, you will not be able to do so.
If you have already shut off the power and don't wish to restart your playthrough, it is possible to still acquire the keys after the lights are off and go through the scripted event.
I apologize for this, this is a result of my past inexperience with the saving system that slipped through the cracks. It's normal to have glitches that need fixing at launch but this one in particular is a major one that should not have made it to the final product.
1.49 → 1.50
・Added realistic playroom mat materials (includes red, blue, and yellow templates)
・Added a Round Box Actor with adjustable corner roundness
・Improved crouching behavior to allow entering tight spaces smoothly
・Added a Christmas tree mesh
・Added the Group Object Library feature — save groups of objects as reusable presets and load them across different levels. Includes several built-in presets. Accessible from the top-right button in Edit Mode.
Hello everyone,
I have some big news to share: Shatterland’s release has officially been moved up!
Instead of launching on December 11th as originally planned, I’ve decided to release the game early — tomorrow, November 15th.
Why the change?
Several major AAA titles are releasing in December, and I want Shatterland to have the best possible visibility. Releasing earlier gives the game a much better chance… and lets you dive in sooner!
🔥 Shatterland will be available on November 15th
🕒 At midnight (your local time)
🧡 Thank you all for the 10,000+ wishlists, your playtest feedback, and your support from day one.
I can’t wait to see you jump into Shatterland, explore the world, and start your adventure.
See you tomorrow in Shatterland!
Althurius / Shatterland Dev