Hello there! Dev stream day today! We're modeling a place that hasn't been touched up in a while.
https://www.twitch.tv/wishdreamAlso, you can watch the stream right here on this post and Fech's Steam page while it's live!
Hey there, want to kill zombies and use their flesh as fishing bait? Join the open play test RIGHT NOW.
Patch 0.3.6.0 drops with a completely redesigned character controller system that's genuinely exciting to share with you. This has been months of work rebuilding the movement system from the ground up, and it delivers a significantly enhanced gameplay experience with realistic weight and momentum that creates an almost entirely new feel from the moment you load up the game.
Considerable time has also been spent reworking the weapon handling and aiming system to make firearms feel more distinctive and challenging to use. You'll now need to take time to properly line up those long-range shots instead of relying on hip-fire accuracy at extended distances.
Looking Ahead: While this update is substantial, work is already deep into preparing version 0.4, which will feature two major additions currently in development:
AI System Overhaul: About 60% complete rebuild using entirely new tools that will finally allow building the AI system that's always been envisioned
Large-scale Map Refresh: Adding new points of interest and rebuilding existing locations with fresh content
This update will combine perfectly with the improved AI of the next patch to bring Fargone up to a much higher level in terms of replayabilityand overall quality. I will be sharing info on patch 0.4 during August with a target of September for release but for now lets dive into what 0.3.6.0 features!
Player Movement 2.0 This was the big focus for this patch. The movement system has been completely rebuilt with proper physics-based foundations. Your character now builds momentum and shifts weight realistically, creating a much more grounded and immersive experience that you'll feel immediately.
Key Improvements:
Much more stability - you'll rarely get stuck on objects now
Realistic surface interactions using actual physics calculations
Dynamic terrain handling that works smoothly across all surface types
No more unrealistic sliding up vertical surfaces
This is one of the most exciting additions - you can now seamlessly navigate the world by vaulting and clambering over most objects. This system is entirely dynamic, meaning it works across the entire game world as long as the object meets the system requirements.
What it includes:
Works across all world geometry
Dynamic system that adapts to different objects
Realistic interaction that feels natural
While sprinting, you can now hit crouch to slide into cover - something that's been wanted for ages. Like the core movement system, this is all physics-based and gets affected by surface type, elevation, your speed, and even your gear weight.
Enhanced Leaning System Leaning has been completely reworked to feel much more natural, smooth, and responsive to use.
If you're using vodka to help navigate those radiated zones, you'll now experience a proper drunk effect. Your rads will lower, but it'll come at the cost of struggling to see clearly - so you'll need to decide just how important it is to get that last bit of radiation out of your system! Or if you just want to hang out with Sal and get drunk, that's entirely an option too.
Player Audio Redesign An entirely new audio system has been built for player sounds, and the difference should be immediately noticeable:
Much Improved Footsteps: Proper surface-specific audio for different terrain types
Equipment Audio: Your gear will rattle and make movement sounds when you're performing actions and looking around
Dynamic Breathing: Gradual breathing effects that kick in based on how tired your character is
Enhanced Action Audio: A whole host of other minor sound tweaks and improvements
Realistic Weapon Handling Weapon handling has been fully reworked from the actual physical movement of the weapons themselves. Each gun now moves around far more realistically and feels more unique to use based on various new parameters like gun length, weight, and more.
Advanced Aim Sway System This is a new system that's been implemented to make Fargone more realistic than ever before. There's now a subtle shake effect when aiming down iron sights or scopes, and this shake increases the lower your stamina is - meaning aiming after sprinting across half the barrens now comes with a real challenge!
How it works:
You can hold your breath while aiming to stop the shake entirely, but it costs stamina
There's now a small amount of bullet spread based on whether you're hip firing, aiming, or aiming while holding your breath
This means taking the time to line up a shot is now important, and hip firing should be more of a last resort in serious close-quarters situations
Note: These changes will really hit their stride when the new AI drops in patch 0.4, and should make for some seriously entertaining gunfights!
Player sliding system
Player vaulting and clambering system
Enhanced player movement audio
Surface-specific footstep audio
Dynamic aim sway system with character status integration
Alcohol impairment effects
Automatic save file backup system for rollback protection
Silencer attachment for Catcher 42 shotgun
Northern lights ambient lighting during night hours
Footstep audio for undead and creature entities
Complete player movement system overhaul
Redesigned player leaning mechanics
Enhanced player crouching system
Graphically updated mask models
Improved grenade throwing mechanics
Enhanced explosion physics interactions
Updated item models and textures across multiple categories
Terrain quality improvements in various locations
Increased loot distribution in select areas
Visual improvements to:
Scalper textures
Zombie textures
Blood effects
Liberty outfit textures
Wooden base component textures
Metal base component textures
Base computer textures
Vehicle textures
Save and load system optimisations
Enhanced SSAO (Screen Space Ambient Occlusion) quality
Improved weapon material rendering with enhanced metallic reflections
Rebalanced weather system probabilities:
Adjusted rain and storm frequency
Reduced toxic storm occurrence rate
Improved nighttime visibility and clarity
Significant AI animation system optimizations
Enhanced player animation system efficiency
Various user interface performance improvements
Optimized ambient audio system memory usage
Complete gunshot audio system rebuild for improved performance efficiency
Resolved floating object issues in Grasslands factory
Fixed AI character invisibility bug
Addressed multiple instances of player base loss during game loading
Corrected Catcher 42 weapon name display
Fixed soft-lock issue with jammed pump-action weapons
Resolved soft-lock when aiming immediately after object interaction attempts
Corrected pistol slide lock-back functionality when ammunition is depleted
Fixed automatic build menu opening when selecting base components from inventory
Resolved inconsistent weapon audio playback
Corrected mask filter compatibility issues
Fixed repair kit functionality for non-gas mask protective equipment
Resolved single-shell reload cancellation issues
Corrected base threat and security level calculation when placing items
Fixed base threat and defense level reduction when removing or destroying components
Addressed persistent edit/destroy mode issues when closing build menu
Thank you all for your continued support of this project. Patch 0.4 development is going really well, and there's excitement to share more details with you soon!
We have released Hotfix 0.1.1.2 for all players. Please update your game when you see that this hotfix is available to receive the following fixes and changes:
Fixed a crash for Steam players when players launch the game without Gaming Services enabled.
This fix disables Crossplay from being enabled. If you don't have Gaming Services installed, you can download Xbox Services through the Xbox app and will be able re-enable crossplay after a restart.
Thank you all so much for your patience with Grounded 2 Early Access! If you continue to experience any further issues, please contact us at Obsidian Support.