Over 575 new renders, ~2500 new lines of script, and 18 new animations
This update is part of the NTR/Sharing route and picks up right where it left off, saves should work fine.
I will preface this by letting you all know, this update is not 100% complete! I have posted this update so that everyone can get back in the game and enjoy as much new content as possible while I finish the remaining scenes with Zoey.
I've also implemented a phone that is used during the first major half of the update, be careful when using your scroll wheel in the phone menu, this is my first attempt at creating a phone with the help of another dev who assisted me with the code, but it can still be confusing for many.
When the conversations end while clicking through messages, simply use the back button on the phone itself to progress.
Where have I been? Why did it take so long to get a release?
I have been working on the update for quite some time, but have decided to begin releasing content more frequently, even while I continue to work on scenes I wanted to include. I typically would release what feels like a complete chapter, but at the rate that goes, moving to a new way of updating with smaller patches will be more beneficial in the long run, and allow everyone to see more frequent progress vs feeling like I've dipped.
If you aren't in the discord, I recommend joining it to follow the #Announcements channel where you can keep up with progress, connect with me individually, and have a more up to date perspective on development progress because it's simply much faster than doing these blog posts.
So what's missing from the update then?
Not a lot, but for some these are important. I still need to finish updating the gallery with all the new scenes, making it easier for you all to see if you've missed any content. I also have a large scene with Zoey that I'm just about finished with where she is the one you bring to the neighbors, but didn't want to delay any longer. Otherwise, Steam achievements for the new update will also not be implemented until these other objectives are completed soon here. So bare with me on that.
I hope you guys enjoy, and if you experience any bugs or launch problems, write it in the comments below and I will fix it ASAP. Thank you guys for your patience, happy wanking!
Update 1.1.1 is now live, and it focuses on making the game more accessible to players around the world.
🌐 New Languages Available: The game is now fully translated into the following languages:
English
French
Japanese
Korean
Traditional Chinese
Simplified Chinese
Russian
Italian
German
Polish
Portuguese
Portuguese (Brazil)
Spanish
Spanish (Latin America)
✏️ Text & Font Updates: Font styles and text design have been adjusted to better match each language, improving readability and overall presentation.
🌍 Language Selection: A language selection option is now available in the Mode Selection Menu.
On first launch, the game will automatically choose a language based on your system’s settings.
After that, the chosen language is saved and used for future sessions.
💬 Feedback & Translation Issues: If you notice any translation mistakes or other language-related issues, feel free to reach out on X, or leave a comment/review so I can fix it as soon as possible.
Thanks for playing, and I hope this update makes the experience better for more players around the world!
-Minor bugs about Save/Load system, fixed. -Fixed a bug that caused the game to crash during collision of enemy ships with the mouse cursor under very rare circumstances.
Quick buy or sell from planet overview cheap or expensive resources for faster trading Auto stop can be enabled per fleet to stop turns from ticking when a fleet arrives at its final destination
Main Menu - Lots of polish, optimization fixes. - Fixed a bug where multiple players could join the same slot if pressed at the same time, resulting in soft locking the lobby.
Howdy! It’s been a while but we’ve got some great improvements for you all to check out! We’ve been hunkered down and focused on some much needed optimizations and feature requests! We’ve introduced new sewers in Blackrock, true offline mode, a really nice party system and some great fixes and optimization! Below is just a little showcase of a few of our fixes and features in 1.39. Be sure to checkout the changelog at the end of the blog for more details.
Unfortunately, a database increment will be required for this update. However, with version 1.0 just around the corner, this should be one of the last wipes we’ll have to deal with! We’re going to focus heavily on polishing things up for the best possible release coming out of early access!
Party System
Probably the 2nd most requested feature next to real single player. The party system allows players to chat, share XP, it has its own ranks, custom name tags along with friendly-fire blockers! Check out the commands below.
Party commands
Party Chat
True Offline Mode
Single player’s been your #1 request—and it’s finally here.
Full offline mode. Hop into your world-save settings, flip the Single Player toggle to ON (sets single player=true behind the scenes), connect via localhost, and play with zero internet. Auto-pause. Step away from the keyboard: in single player the whole world freezes—zeds included. Jump back in whenever. (Online worlds still behave exactly as before.)
Heads-up: Steam achievements & stats won’t track while you’re offline; they need a live Steam connection. Also you will need to make at least one connection with internet enabled to authenticate with Steam but after that no more internet needed!
We hope this helps out those that want to play on the go or just don’t have great internet access. If you’re having any issues feel free to shoot a message over to us via Discord.
Quick Adding
A nice quality of life improvement added in 1.39 is quick adding. You can now hold add and remove (+ and -) buttons on all machines to quickly add and remove items! This small detail really helps smooth machine interactions over.
Quick add fire
Quick add fuel/vehicle
Optimizations and Performance
We’ve focused on a lot of optimization here. Sector lag is practically gone, the entire project just seems far more fluid. There have been major performance boosts to the server, world-loading, zombie hordes, startup, vegetation, barricades, DB, power-station load, sound dampening all kinds of really nice polish to push us towards a solid release.
Everyone should see a major improvement to performance across the board. With higher frame rates overall and significantly reduced world loading lag.
We’ve added support for AMD’s FidelityFX Super Resolution 3 (FSR 3), and it’s now the default anti-aliasing mode in the game.
FSR 3 boosts performance by rendering at a lower resolution and upscaling the image to maintain sharpness and detail. At higher settings, it also tends to look cleaner than traditional anti-aliasing, with smoother edges and fewer artifacts—without the same performance cost. It works on all modern GPU types, not just AMD cards, so everyone can benefit regardless of hardware.
You can still switch to other options in the graphics settings, but FSR 3 offers a solid balance of visuals and performance by default.
Smoother Driving
Another massive improvement is to vehicles and driving mechanics. Players will instantly noticed how much smoother driving around the map feels due to our efforts with optimization. Check out the short video below and enjoy the smoothness! Keep in mind watching the video that JB is driving and his skills are pretty unmatched so don’t be too jealous ;)
Along with the far smoother experience when it comes to driving, we have also added the player owner tag on vehicles, so that should make figuring out who’s car is who’s much easier!
Car owner now displayed on the vehicles hover UI
Vehicle fuel usage is also now dynamic, based on engine load. This will allow players to idle vehicles and not worry about running out of fuel so quickly. Obviously you will also use more fuel based on how fast you’re going so take it easy ova hea!
Fortification Snapping
We’ve added fortification placement snapping to free placed fortifications. Making walls and zombie blockers has never been easier, or neater!
Fortification snapping
Patch Notes - 1.39
Bug Fixes
Fixed various location-based achievements that weren’t working correctly
Fix for rare electrical system errors
Performance Optimisations
Major performance optimisations to server
Major improvements to the environment loading system to reduce lag spikes
Reduced lag when many zombies are active
Reduced startup lag spikes
Vegetation performance improvements
Fixed low FPS caused by barricades
Reduced relevancy time for pickups to decrease non-essential overhead
Fixes and optimisations to database processes to improve performance and concurrency
Potential fix for lag caused by the power station when many players are online
Fixed background lag caused by the attribute page when it’s not open
Improved sound dampening performance
New Features (Core Gameplay)
Added party grouping system with: - In-group chat - Rank hierarchy (Member, Moderator, Leader) - XP sharing among online group members - Group member map and name tag visibility - Friendly fire protection for grouped players
Added dynamic fuel consumption based on engine load
Added full offline play support
Added full game pausing in offline/single player mode
Added hold-down controls to quickly add/remove items from machines and adjust attribute points more efficiently
Reviewed and adjusted attribute skill requirements for all harvest points in the game
World Improvements
Police station exit door now includes an emergency-only exit (testable in Addersfield)
Prison armory exit converted to an electric door with emergency-only exit to prevent re-entry exploits (testable)
Harvest machines set to “destroy only” no longer display hover UI (testable on shipping containers)
Building & Crafting
Introduced flat-placement mode for barricades
Enabled snapping between barricades with automatic rotation
Allowed steeper and more flexible placement angles for barricades
UI Enhancements
Clarified the difference between player level and attribute skill in the UI
Vehicle owner is now displayed in the hover UI for vehicles
STN+
Added new log barricade
Adjusted blueprint recipes and added new recipe for log barricade