Unnatural Disaster is now available in Early Access! Download and play to get in on the ground floor with a full-featured game at the best possible price. And stick around to help shape what more it can become! With your support, we'll continue to add to and improve on what we've built - and have some fun along the way.
So players can help us grow Unnatural Disaster into the best game it can be! We're proud of the core gameplay and existing content and already have a detailed roadmap for future improvements, but your feedback will be crucial for shaping what we build going forward. With your help we'll refine what we have, prioritize what comes next, and ultimately deliver something for everyone to enjoy.
Approximately how long will this game be in Early Access?
We're planning on 3-6 months of concentrated collaboration with the community to take this game to the next level, but of course plans may change depending on what our players value most. And exiting Early Access is not the end - we'll continue to grow and support Unnatural Disaster even after it's 'done.'
How is the full version planned to differ from the Early Access version?
We have big plans for Unnatural Disaster. Daily challenges, real-world cities, and a custom level editor are just some of the things we're working on. But we need your help to decide what to make next!
What is the current state of the Early Access version?
In many ways, Unnatural Disaster already stands on its own. It includes two feature-complete game modes: Story mode is more puzzle/tactics focused with 60 levels of increasing difficulty, while Arcade mode leans more action/strategy and provides a different randomly-generated experience every session. These modes will be revised and improved, but the bulk of Early Access will be focused on expanding the scope of the game with new modes and more content.
Will the game be priced differently during and after Early Access?
Everyone who supports this game will be able to enjoy its improvements no matter what. Early adopters are compensating us with their valued feedback, and we will in turn support them with free upgrades forever. The price will scale for new players as more content is added to the game to reflect the additional value.
How are you planning on involving the Community in your development process?
Your opinions and feedback will help us shape what Unnatural Disaster becomes. Contact us in the Community Hub, or right from within the game, and tell us what you'd like to see!
Summer is in full swing and hopefully you are staying safe and hydrated while enjoying yourselves out there. Today there are two menu overhauls being added to Winkeltje which bring us close to wrapping up on the major interface updates you have been seeing.
Events Menu
The events menu has been updated to allow you to inspect all events in addition to the currently active ones. Knowing the starting day enables you to prepare for certain upcoming events. Some events gradually increase or decrease in intensity over time and with the new menu this is now much more visible. Knowing when events reach peak intensity enables you to potentially transition your wares to profit from an event's effects.
Specialization Menu
Many veteran shopkeepers are keenly aware that the shop specialization has been a notoriously vague, but ultimately rather interesting, game mechanic. The aim with the new specialization menu was to provide a concise description in addition to providing insights in the temporal nature of this mechanic. With the updated specialization menu you can now inspect the recent sales history of each specialization and see how this affects specialization of your shop.
Thank you for all your feedback on Steam and Discord (https://discord.gg/winkeltje). We look forward to sharing more update news with you soon!
New
UI - Community - New events menu.
UI - Community - New specialization menu.
Changes
Art - Tweaked the atlas packing system and compression settings so icons look slightly better.
Art - Adjusted the preview bounds of the counters so it fits better in previews.
Balance - Moved the Evil Ward to unlock at level 33 instead of 34.
Gameplay - Increased the collision capsule of the trader so clicking on it should be easier.
Language - Updated objective titles and task descriptions in favor of consistency and uniformity.
Language - Updated translations on major languages.
Objectives - The legacy objectives Clothing Seller, Craft Lottery, Food Seller, Resource Seller, Rotten Apples, Thanks Me Trader, Tool Seller, Tunic Seller, Unlock, and Watering have been hidden from the objectives menu because removing them from the database would result in a crash when loading old shop files with history on any of these objectives.
Objectives - The Large Rustic Table unlock as been removed from the Tunic seller objective and can now only be unlocked by leveling.
Objectives - The Rustic Table unlock has been removed from the Cash on hand objective and can now only be unlocked by leveling.
Objectives - The Large Rustic Cupboard unlock has been removed from the decoration3 objective and can now only be unlocked by leveling to be in line with other furniture of that level.
Commissions - Changed the way commissions are calculated so that they can't ask for items anymore that you can't craft.
Fixes
Build - Crossing 2 double width walls will no longer place a pillar in the center.
Commissions - Commission icons in on the board are now set to the highest quality item that's required for that commission.
Controls - Reverted the change that fixed the Steam Controller issues, because it was causing crashing issues for others.
Objectives - Switching from a scenario with payment objective to a scenario without payment objective would cause an error because the payment key would be missing from the objectives dictionary.
Objectives - Net Value 4 & 5 would not be unlocked correctly.
Objectives - Community - Removed multiple objectives that cannot be started anymore from the Objectives UI.
Physics - Removed all collisions between preview layers and other layers as this would manifest in unwanted preview collisions.
Settings - Setting the vsync setting would also check against the wrong value for the target frame rate.
UI - Resetting the gameplay settings in the main menu would cause an error in the random item rotation setting.
UI - Fixed an issue where the radial menu would spawn multiple times when pressing the radial button in the bottom bar.
UI - Controller prompts on the bottom bar went missing after picking up furniture.
UI - Objectives in the objectives menu should no longer show the expansion box if there's no progress or deadline bar to show.
UI - Added a subtle fade transition to objective task descriptions in the objective menu so it does not pop so jarringly anymore.
UI - Character was not centered in available space in the character creator.
UI - Selling furniture before the bottom UI bar was done animating would cause it to remain hidden.
UI - The item info tooltip remained on screen after closing the commission menu.
UI - Completing the debt objective without having it pinned to the HUD would cause an error.
UI - Paying off the debt should no longer cause a weird animation in the objectives HUD when trying to word wrap when there is no need to.
UI - Community - The stock item amount label could get stuck displaying a color by having it's color transition routine interrupted.
UI - Walls in the shop builder preview were masked out.
Known Issues
Steam Controller doesn't work again due to the revert in change from last patch. The change caused crashing issues for some players so we decided to go for the lesser of 2 evils for now while we investigate a better solution.
Hotfixes
v6236 - Objectives: Enabled and hid an old legacy tailoring objective to prevent a critical error.
v6237 - Player: Attempting to load an empty character appearance struct would cause an error. Now when this is the case, the default shopkeeper appearance is loaded.
v6240 - UI: Rewrote farming HUD depth sorting to fix an error and generate less garbage.
v6241 - Farming: When all plants are harvestable, harvesting will now be the first interaction on that planter.
v6242 - Fix: Fixed up some issues with the mouse-over and prompts regarding to farming.
v6243 - Testing: Updated the nav mesh obstacle carve test to have better coverage and reporting.
v6244 - Performance: UI particles were looping and costing performance even when not being visible on screen because the UI particle script was not enabled and disabled correctly while the particle systems depending on this script were.
v6245 - Fixed a major performance regression when switching input systems in shops with a lot of furniture.
v6246 - UI: Moved GUI activate/deactivate callbacks when fading GUI to the same frame to ensure important callbacks are executed.
v6247 - UI: Rapidly scrolling through the objectives menu using a controller could cause an error.
v6248 - UI: Opening the objectives menu in creative mode using a controller would cause an error because it would try to navigate to a non existing menu item.
Apologies to everyone for the delay! We have an issue with pricing visibility! Our discount/price is not available yet. There was an oopsie. It'll take about a day at most. Again, sorry for the delay. That said, launch discount will be 15%. Thank you!
1. Improved enemy A.I. - will now employ faster forward attack decisions as well as even faster evasions and react more fearfully to the danger that is you - as well as vastly improving the communication between enemies themselves. 2. More notes & mystery elements, also improved existing notes 3. Added battle section to hippo mission giving more meat to the level and making it fit more with the theme of the game. 4. Removed a few enemies from initial poacher camp swarm 5. Improved hippo mission and made man stuck in tree move his mouth when talking 6. Fixed bug where certain radio triggers would sometimes not work properly when using vehicle 7. Made mission 7 A.I. not as impossible [Rel. Point 1] 8. Improved some terrain vegetation near main base camp 9. Fixed bug where hitting goats with your bakkie made them become invincible 10. Fixed bug where driving too close to leader with bakkie in capture mission would crash the mission 11. Removed detrimental auto-save trigger to start of leader capture battle
We are here to inform you of in-game errors in specific mazes. Modifications are currently carried out to fix such issues that occurred after the 2nd maintenances in July, and please be notified that these would be fixed after the 1st Update in August.
Details are as follows:
[Detail] - Dead Meat Factory EP. 4 - Dawn of Fate EP. 4 - Resurrection Project EP. 4 - Golden Citadel (Portal deactivation for each sector) Quests can be cleared, but the Return Portal has been deactivated after Maze Completion mentioned above.
[Temporal Solution] - Escape from the Maze to click the menu [Leave Maze]
[Reward] - Gruton Coins x1000, Energy Converter x1 Super-High Dose Vitamin Z x1 - Rewards will be distributed to the [System Mail] tab of all users’ H.E.M.S after the 1st Maintenance on August
We sincerely apologize for this inconvenience, and SoulWorker will try to provide a better environment for your smooth gameplay.
The Forgotten City is finally here, and we couldn't be more excited for you to play it, and see why IGN scored it a 9 out of 10 [link to The Forgotten City Review] and called it "Amazing."
Before you dive in, here are some things you should know:
The Forgotten City was made by a core team of three hard-working devs. It may have started out as a mod for an action RPG, but like the mod, this game is in a totally different genre. It’s a mystery adventure game, which rewards thoughtful conversation, exploration, and puzzle-solving. Combat is a small – and entirely optional – part of the game. If you don’t go into this expecting a Triple-A action RPG, you’ll have a much better time!
We’ve taken great care to create a game world with historically authentic ancient Roman art, architecture, costumes, and customs, with the help of two extraordinary historical consultants: Dr. Philip Matyszak (who has a D.Phil from Oxford and teaches at Cambridge) and Dr. Sophie Hay (who has 20 years experience excavating the ruins of Pompeii). We hope you have fun exploring!
Finally, we strongly encourage you to keep playing until you reach the canon ending (Ending 4). You’ll be glad you did!
We've polished the game as much as we can, but some bugs are inevitable on Day 1. So, if you experience any issues, please head over to the Discussions / Bug Reports & Fixes section, and we'll do our best to help you!
Only six days left until the August 3rd re-launch.
With the PlayStaion launch we expect a lot more players joining the game as you will be able to cross-play with PS players. (This will significantly improve the problem of not being able to find a game.) The lowered player cap ( from 60 to 30 ) will also make the experience more fluid.
In light of the upcoming re-launch, we made a brand new character video highlighting all 17 legends.
We cannot express our thanks enough for all the great feedback and player comments regarding the release of Taego with Update 12.2. Thanks to your constructive feedback, we're making lots of changes and improvements to Taego; let's jump into it!
Taego Updates
Multi Care Packages
We have received a lot of player feedback asking for an increase in the amount of Care Package air drops available in each match. Let's fix that!
Previously, it was generally only one player who'd get all the loot from each drop, with not much left to go around. With this update, we've dramatically increased the number of Care Packages, through additional small air drops, allowing more players the chance to hunt them down and loot them up.
When the situation is right, additional Care Packages can be used as hard cover to engage or retreat from your opponent.
Increased the number of Care Packages
Standard Care Packages: One
Small Care Packages: 5 - 15
Multi-drop Care Package Contents
Ammo, healing items, throwables. Standard Care Package spawn items can also be found inside, with low probability.
Secret Room
The Taego Secret Room can change the course of your match and help you win that chicken dinner. Top-tier gear, including items not found elsewhere on the Battlegrounds can be looted inside the secret room.
Hidden keys are scattered across Taego and can looted, then used to access the Taego Secret Room.
How to enter the Secret Room
After obtaining the key, you can open the secret room door and enter to loot items.
Available items
Self AED
Scopes
Low chance of Care Package items
Large number of healing items and throwables
Emergency Landing
A simple leisurely plane ride to the Battlegrounds? Maybe not so much.. stay alert and pay attention to the flight crew's instructions, as not every flight is a smooth one. Engine failure can cause your plane to catch fire and come hurtling towards the ground while attempting to make an emergency landing.
The emergency landing plane moves faster than the standard starting plane, but the fall height varies greatly, resulting in a varied falling duration.
The farther you jump at the beginning of the flight, the farther you can travel. The later you jump off, the shorter you can travel, as the plane altitute decreases.
If you decide not to jump off the plane, you'll take 50% damage at the end of its journey.
Item Spawn Changes
Based on player feedback, we're making the following Taego item spawn changes:
Spawn Rate Changes
Self AED: 37% increase
Stocks: 1% decrease
Stun Grenade: 14% decrease
Molotov Cocktail: 3% decrease
New Items Added
Emergency Pickup
C4
Spike Trap
Sanhok Updates
Sanhok was originally released in 2018 and remastered in 2020. We haven't stopped there and continue to make additional changes and improvements across the map. Based on the feedback received after the remaster, we're improving movement flow in specific areas and adding additional cover to encourage more diverse and reactive gameplay.
Northwest Island Geographical Improvements
When moving to the northwest island, players often had no choice but to cross the water without going over the bridge and instead traverse the island's outskirts, with no choice but to cross the water and engage enemies from a difficult position.
We have added cover to the previously open west to north coast areas near South Ruins and its connecting area.
Added small cliffs and rocks to be used as cover on the south beach of the northwest island.
Northwest Island Temple at the Summit Improvements
Some buildings usable as cover did not spawn items, so we felt the need to improve those areas. Additionally, there wasn't very much cover for those game enough to make the journey from Camp Alpha and climb towards the temple.
Relocated the Temple.
Removed the buildings which did not have item spawns and replaced them with new buildings containing item spawns.
Removed cliffs and added cover.
Adjusted the angles of the rocks.
Matchmaking - Map Rotation
Paramo has been removed and Karakin has been added to Normal Matches
Maps available in Normal Matches:
Erangel
Miramar
Sanhok
Vikendi
Karakin
Ranked Season 13
Honor Based Rewards
Since Ranked Season 11, additional focus was placed on your most recent Ranked achievements, with honor-based rewards such as nameplates and emblems now only available to display for the duration of the new season.
We hope this encourages players to continue their ranked progression while also adding a little more prestige to those hard-earned rewards each season. Ranked in-game cosmetics, such as parachute skins, etc., will remain available to use throughout all seasons.
Players who reach the highest ranks will receive additional rewards, such as animated nameplates and emblems to make the grind just a little sweeter.
At the beginning of Season 13, all eligible players will be granted their Season 12 rewards, including nameplates/emblems available for the duration of the season.
Honor-based rewards from Season 12 will be removed from the inventory with the start of next season.
Season 12 Ranked Mode Rewards
Ranked rewards are granted based on your rank at season end. Players who reach at least Gold V will receive the Season 12 Ranked Parachute skin! Those who fight their way to Platinum or higher will also be rewarded with a unique Animated Emblem. Master or higher players will also receive an Animated Nameplate.
The Top 500 players from each region will receive a unique Top 500 Animated Emblem and Animated Nameplate to show their status as world-beaters. Top 500 players will be displayed in-game on the LEADERBOARD.
Finally, view all your Season 12 Rankedstats by checking out the STATS screen under the CAREER tab in-game once the season wraps up.
Season 12 Emblem & Nameplates
Players who played at least 10 Ranked Matches will earn an emblem and nameplate matching their end-of-season rank.
Platinum Tier and above receive an Animated Ranked Emblem.
Master Tier will receive an Animated Nameplate.
Top 500 players are rewarded with a Unique Animated Emblem and Nameplate.
Honor-based emblems will now be shown on your PUBG ID and displayed to enemies when you successfully take them out. Emblems will also be visible in the Death Cam and to spectators.
Season 12 Skin
Players Gold V and above will receive an exclusive Season 12 Ranked Parachute Skin.
Upcoming Ranked Schedules: Season 13
Season 12 Ranked Mode will end once servers go into maintenance on August 4th KST (PC) / August 12th KST (Console).
Season 13 Ranked Mode will begin when servers go live with the live server update next month.
How will my Rewards be Delivered?
All rewards are granted automatically at the beginning of the new season. You may find the rewards on the pop-up screen shown upon your first log-in of the new season.
Changes in Ranked Season 13
In Ranked Mode, players Diamond rank or higher who don't play ranked for 7 days will begin to receive daily RP decay. Previously this decay would stop at 3000 RP, allowing players to maintain at least the lowest level of Diamond ranking, regardless of decay. In season 13, this decay will only stop once a player falls out of Diamond and into Platinum.
The purpose of ranked is to constantly improve your skills, hone strategies, and compete with competitive other players. We want to ensure that the players who reach the highest ranks and receive ranked rewards continue to hold their rank throughout the season.
Ranked Season 12
3,000 RP is the lower limit of demotion.
You can maintain Diamond Rank even if you don't play Ranked for seven days or more.
Ranked Season 13
RP can now decay below 3,000.
100 RP will be detected per day for players Diamond tier or higher who do not play Ranked at least once a week.
100 RP deduction per day continues until the player plays a Ranked match. Decay also stops once RP drops below 3,000. This means the deduction stops when you reach Platinum I.
Diamond tier cannot be maintained by players who don't participate in Ranked for 7 days or more in a row.
Weapon Balance Update
As a battle royale game where every match presents different situations, we believe each weapon category should have its purpose in certain types of encounters. When checking our data, we found DMRs to be overperforming at long to very long ranges. However, at very long distances you would expect SRs to have an advantage. These balance changes should make SRs more viable than before - especially for engagements at very long distances.
Alongside buffs to SRs, including improved bolting animation and transition speeds, certain ARs and the PP-Bizon receive recoil reductions or an increase in damage.
Read below for full details.
SRs The ballistics of the following Sniper Rifles have been adjusted:
Kar98k(+Julie's Kar98k)
Mosin-Nagant
M24
Increased muzzle velocity (+20-25m/s)
Slightly flatter bullet trajectory
Decreased drag
Increased damage coefficient at long range (0.9 → 0.95)
Some mechanics of the following Sniper Rifles have been adjusted:
Kar98k( +Julie's Kar98k)
Mosin-Nagant
M24
Decreased bolt-action delay (~10%)
Increased bolt-action speed
Faster transition to scoping after bolting.
Increased rate of fire (~20%)
DMRs
The following balance changes have been applied to DMRs:
Increased bullet drop and reduced damage coefficient at long range for the Mini 14, QBU, SKS and SLR.
Decreased damage coefficient at long range for the Mk12. (~5-10%)
ARs QBZ
Increased damage (41 → 42)
Slightly reduced horizontal recoil
G36C
Slightly reduced horizontal recoil
LMGs DP-28
Increased damage (51 → 52)
M249
Reduced horizontal recoil during extended sprays
SMGs PP-19 Bizon
Increased damage (35 → 36)
WSUS Updates
New Progressive Weapon Skin - Buzzkill SLR
iew upgrade features for each level of the Upgradable Weapon Skins, and upgrade them by consuming your materials.
Progressive Skin Rundown
Schematics and Polymer are required
Upgrading will unlock features with each level-up. More schematics and polymers are required to upgrade to the next level.
Buzzkill SLR progressive Skin level unlocks:
Lv.1: Basic Skin Cosmetic (Level 1 appearance)
Lv.2: 4 Muzzle & Stocks added
Lv.3: Uncommon Skin Cosmetic (Level 2 appearance)
Lv.4: Total Kills Battlestat
Lv.5: Inspect Weapon Animation
Lv.6: Killfeed Skin
Lv.7: Attachment Skin - 9 Scopes added
Lv.8: Rare Skin Cosmetic (Level 3 appearance)
Lv.9: Loot Crate Skin
Lv.10: Attachment Skin - 4 Magazines added
Upgrades cannot be reverted.
New Contraband Crate - Buzzkill
G-Coin purchase options:
Open once: 200 G-Coin
Open ten times: 1,800 G-Coin
When unboxing, there is a chance of acquiring Weapon Skins and upgrade materials.
Upgradable Weapon Skins
Ordinary Weapon Skins: Special Grade or above (Special, Rare, Elite, Epic)
Schematics (Material Item)
Polymer (Material Item)
10 Contraband Coupons can be used to open a single crate. Multiple cases cannot be opened with coupons.
10 Scraps can be acquired from opening Contraband Crates using G-Coin. Scraps can be used to purchase items from the Scrap Shop.
Probability Table
Tier
Item Name
Probability
Legendary
[PROGRESSIVE] Buzzkill - SLR
0.90%
Schematics
Schematics
0.90%
Epic
[BATTLESTAT] Gilt Dynasty - Kar98k
1.20%
Epic
Tick Tock - M416
1.00%
Epic
Gold Plate - AKM
1.00%
Elite
Gilt Dynasty - Beryl M762
2.00%
Elite
Gilt Dynasty - QBZ
2.00%
Elite
Gilt Dynasty - QBU
2.00%
Elite
Gold Plate - Groza
1.70%
Elite
Gold Plate - SKS
1.70%
Elite
Desert Digital - M416
1.70%
Elite
Gold Plate - AWM
1.70%
Elite
Silver Plate - SCAR-L
1.70%
Elite
Silver Plate - S12K
1.70%
Rare
Jigsaw - Mini14
2.70%
Rare
Jigsaw - Tommy Gun
2.70%
Rare
Jigsaw - Win94
2.70%
Rare
Desert Digital - Kar98k
2.50%
Rare
Desert Digital - Mini14
2.50%
Rare
Gold Plate - UMP45
2.50%
Rare
Gold Plate - Sawed-Off
2.50%
Rare
Silver Plate - UMP45
2.50%
Rare
Silver Plate - Tommy Gun
2.50%
Rare
Gold Plate - Vector
2.50%
Special
Grayson - DBS
2.90%
Special
Grayson - Mk47 Mutant
2.90%
Special
Grayson - MP5K
2.90%
Special
Grayson - S686
2.90%
Special
Desert Sun - P1911
2.90%
Special
Desert Sun - Deagle
2.90%
Special
Desert Sun - PP-19 Bizon
2.90%
Special
Gold Plate - Win94
2.80%
Special
Silver Plate - VSS
2.80%
Special
Silver Plate - AUG
2.80%
Special
Desert Digital - Win94
2.80%
Special
Desert Digital - Micro UZI
2.80%
Special
Rugged (Orange) - M416
2.80%
Special
Rugged (Orange) - AKM
2.80%
Polymers x50
Polymers x50
8.30%
Polymers x100
Polymers x100
3.50%
Polymers x200
Polymers x200
1.50%
New Feature: Sprays
Introducing the new Spray feature! You can spray on the ground, building walls during the match. Express your emotions through various sprays!
Sprays can be applied to most surfaces, excluding water, windows, vehicles, and players.
You can apply Sprays at close-range only and in most situations, including while moving or standing still.
Sprays cannot be used in the lobby.
Sprays can be equipped under Customize - Emotes & Sprays tab.
Each player can only have one spray displayed in the world at a time, with new sprays replacing previous ones.
UI/UX Improvements
Match Results Screen Improvement - In-game
Introducing the new Winner Winner Chicken Dinner celebration to make those wins just that bit more special! Alongside this new end-of-match celebration, the results screen has also been improved.
The celebration begins for winners at match-end and can be canceled, with the match result screen displayed once the celebration is complete.
If your team wins but you have been killed during the match in Duos and Squads, you will participate in the celebration as if you were alive.
The celebration isn't shown if players remain on the death screen, instead showing the match results immediately.
Match Results Page Improvement - Lobby
You can now quickly and easily add friends and check your teammates' stats without having to open the match report. Show off some personal flair in the lobby by showcasing your avatar and nameplate.
Easily view solo or team match stats, including kills, assists and damage.
Supported in Normal and Ranked Matches.
Not supported in Custom, Arcade and Labs.
Ranked Match results page has been added.
Kill Message Improvements
The center-screen combat feed has been updated to improve visibility and ease of use while engaging in combat. Instead of only the most recent feed entry displaying center screen, the feed will now show up to four messages simultaneously, making it much easier to keep track of multiple combat events happening in quick succession.
Up to four actions can be displayed at a time, with different colors and effects to easily identify them.
DBNOs
Assists
Kills
Teamkills
Kills and Assist counts now have animated effects.
If multiple actions happen at once, up to four messages are displayed.
QOL Improvements
Quick Marker
The Quick Marker distance has been increased, allowing the marker to be used in more situations.
Increased the distance from 300m to 1000m.
Now available in Solo Mode.
Vending Machine locations can be shared with your squad using Radio Messages.
Waypoint
Increased the number of maximum Waypoints from 4 to 6.
Auto Equip Attachments
We have made a significant quality of life improvement to both Auto Equip Attachment options, with attachments now equipping automatically even with a full inventory. Previously, a full inventory would prevent this function from working as expected.
Ensure either "Auto Equip Attachments with Interaction Key" or "Auto Equip Attachments from Inventory" options are enabled.
Acquired items must be an attachment which is compatible with an empty weapon attachment slot.
Notifications
Changed notification icon based on community feedback, to more easily identify each notification type.
Item Acquisition Message
Event Message
Store
Upon purchase, single purchase items are now marked as purchased and moved to the end of the store page.
Updated the message displayed with G-Coin purchases and removed the "Move" button.
Added quantity option to $99.99 G-Coin option (Maximum of five).
Spray items are available.
The "Emotes" tab name has changed to "Emotes & Sprays".
Performance
Improved backend prepass system logic to slightly improve performance.
Items & Skins
Sales period is subject to change.
BP Items
Sale Begins:
PDT: August 3, 7 PM
CEST: August 4, 4 AM
KST: August 4, 11 AM
Three Female Faces
Sale Begins:
PDT: August 3, 7 PM
CEST: August 4, 4 AM
KST: August 4, 11 AM
School Look
Replay System
The replay system has been updated. Replay files from previous updates are now unable to be used.
Bug Fixes
Gameplay
Fixed an issue where specific flora could cause collision damage.
Fixed a flickering issue on the wooden windows of a particular Taego building.
Fixed an issue where the final Blue Zone wouldn't function correctly in Custom Matches when setting the final Blue Zone location slider to 100%.
Fixed an issue where the MP5K reload animation was canceled when using a boost item.
Fixed some locations where items couldn't be looted due to being obstructed by other objects.
Fixed a visual issue on Miramar where lines would appear on building walls when scoped.
UI
Fixed an issue where Steam and Discord Rich Presence wouldn't display the correct status in Normal, Ranked, and Arcade Mode lobbies.