Turkey Takeover is back!
The Turkey's are back for revenge! They've taken fancy to the pond in Mirabella Cove, scaring the Cats closer to town. We need you to thin the flock and deliver Turkey Feasts for some nutty rewards!
Turkey Meat vs Wishbone drop rates have been slightly rebalanced compared to last year. This event will only be here for a few weeks so get to slaughtering!
December's Subscription Item Voting!
Head on over to Discord to cast your vote for what you'd like for the next sub item!
https://discord.com/channels/1076004705773310084/1307080602872188969/1438774691698446449

Holiday Isle
Holiday Isle makes its return on December 5th! This time round it will be free to all players to enter! Help Santa with some quests, thaw Froctopus and open some early presents!
We will be providing those that purchased Holiday Isle Keys/Teleports from last year with a new item in the future.

Cookies for Claus
Mrs. Claus relaxed a little too much this offseason hanging out in Surfside Shores. It's now our job to help collect enough cookies so she can feed the elves and keep them happy!
This will be our first community collection event in FO2! You'll need to head to Holiday Isle (level 40 to enter), collect Gingerbread Cookies and bring them to Mrs. Claus for sweet rewards! You'll obtain rewards at 250, 500 and 1000 donated and if the community can collect a grand total of 500,000 cookies you will all receive a community reward!

Gemster's Shop Update
You can now click on mannequins to purchase the box or item from its own shop window!

Patch Notes
- Pirate Shores quests now give XP
- Change Like a Rock and Feelin' Crabby duration to 20 minutes to match other morphs
- Fixed Chicken Coop quest typo
- Enabled Hair when wearing Straw Hat
- Scourge Heart Implant level req changed from 70 to 66
- Fixed Bearserker Heart Implant drop rate
- Added a new Implant to obtain in a secret zone
Gamer's Patch Notes
* Installed some limits on the Java SmartfoxServer process on our game servers.
* Still trying to track down a crash that happens after around 3 days of uptime. For some reason all network activity just seizes up.
* Fixed some gem shop sale code.
* Added 7 day free trial text.
* Added MySQL tables for a new style of community events.
* Added client window for new style of community events.
* Fixed a bug where a user could get stuck due to joining the guild chat channel at a weird time.
* Added some additional code which will automatically deal with players getting stuck logged in.
* Added rebirth to character info in db.
* Changed player leaderboard to sorting by rebirth, level, achievements.
* Fixed another bug with crazy games auto char creation when their name already exists.
* Fixed the implant crit bug.
- 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.