20260328.19006

Hey everyone. It’s been a while. Here’s what we’ve been up to.

This patch is primarily a stability and performance pass but there’s some fun things for you to play with as well. From simple things to more significant, here they are

  • Music track display added. You can toggle it in the settings menu, so you can stop asking “who wrote this track here?”.
  • Rewrote the AI controller using a quadtree. NPCs process significantly faster.
  • Added “Reset to Defaults” button under keybinds.
  • Performance pass across various systems: data is cached instead of recalculated every frame, shadowmap caching distance lowered, rigidbody interactions changed for better physics behavior.
  • Fixed the one billion ammo bug (or the negative billion bug if you’re unlucky).
  • Culture-aware string handling for the save system: Fixes saves breaking when loaded on a system with a different decimal separator than the one they were created on (comma vs period).
  • Culture-aware inputs added to the hacking minigame. Turkish players were hit hardest, making it often impossible to pass a hack. Sorry about that one.
  • Unconscious NPCs now save and load correctly.
  • Fixed enemy animation freeze on load. Should also reduce T-pose pop-in.
  • Chips now save properly.
  • Reclamation volume states save correctly (fixes Kacper darkness on load).
  • Conversation and readable logs are now saved.
  • Iron lung saves properly.
  • Molodost heads no longer turn invisible after loading.
  • Tank tread position maintained on load (really hoping the tank bugs will stop now).
  • Projector bulb interaction preserved after load.
  • Shock effect no longer persists after loading.
  • Item held on cursor cleared on load – no more duping.
  • RPGs and grenades save more consistently.
  • Hind won’t kill itself anymore – traced down to a misaligned collider.
  • Entering the dogshit AK zone no longer turns the entire map hostile – just the armorer, as intended.
  • Fixed the apartment commies holding their weapons in weird, contorted ways.
  • Improved NPC pathing predictability.
  • APS spike detection working again (Marie should stand properly on them now).
  • Coyote time implant now shows activation on HUD (hopefully makes the mechanic more understandable).
  • Dialogue log: selecting a different entry now jumps to the start of that entry.
  • Loot UI can now be scrolled when hovering over items or dragging.
  • Hacking minigame pauses when window loses focus (so you’re not punished for accidentally hitting the windows key or alt-tabbing, God knows how).
  • Esc key works in conversations (but don’t expect exiting the conversation to always be the best course of action).
  • Fixed White Rabbit font softness on lower resolutions (Textmeshpro issue). The font has also received Cyrillic (including Ukrainian) and Polish glyphs – both for Polish words sneaking into the dialogue and for the currently ongoing fan translation efforts.
  • New SKS model with functional bayonet.
  • Upgraded the Polon model.
  • Added Veresk smg, still needs proper ammo type.
  • Guns now dry fire when empty.
  • RPG rockets are no longer light as a feather and save properly.
  • Laser sight on the Mosin renders correctly in first person.
  • Bayonet topielecs can stab you again after being revived (that’s good, right?).
  • Fixed weird akimbo rendering behavior in third person.
  • Outskirts Iskander ending skybox fixed.
  • [ARC] Lowered the volume of some buzzing.
  • [ARC] Vending machines now have varied passwords.
  • [ARC] Fixed some light bleeding through walls.
  • Fixed tank hackable console issue.
  • Holstering no longer happens during hacking.
  • Metroface dialogue makes more sense now.
  • Hopefully removed all trailing spaces, double spaces, and weird periods across all dialogue.
  • Iskander bloodline description fixed.
  • TwoFuture’s typo pass incorporated – thank you!
  • Sound meter data reads spread over multiple frames.
  • Added babushka headscarf to the train station girl. It suits her.
  • Holster dupe exploit fixed.
  • Candlesmuggle inventory exploit fixed.
  • Click-too-quickly inventory stacking bug fixed.
  • Trimmed ~400 megabytes from build size by removing redundant VIDE dialogue metadata.
  • Item grid generation now consistent across maps.
  • New vodka brand added. Na zdrowie, hope it’s not sour.
  • Rats squeak.
  • Cat carrier snakes hiss.

Keep in mind that with the new models and consistent item generation across maps, your carefully maintained inventory might get disorganized and some items may even fall to the floor. Thanks for understanding.

And since some systems went through some refactoring and upgrades, there’s always a chance new, fun bugs will appear. Please keep ‘em coming on the Steam forums and our discord.

The art in this post is by amazing septictanksam: https://x.com/spky1999/status/2030108222158188976

More to come. We’re just getting started.

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