Dive into the ultimate winter survival experience and see if you can survive long enough for rescue to arrive. Experience our unique sanity system that takes survival to the next level.
[h2]New & Improvements[/h2]
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[*] A new cave added in Story Act I area in both Story and Endless game mode.
[*] Fabric Bedroll has a new mesh so it actually represents an unrolled bedroll.
[*] If you have a schematic / recipe in quickslot you can now hold the quickslot button to show the materials needed by the specific recipe (for a quick lookup).
[*] There will now be a message on screen when trying to use flashlight, but have no battery.
[*] New schematics will have a golden outline to show them as new when seeing them for the first time.
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[h2]Balance[/h2]
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[*] Rebalanced gains for Leather Straps recipes so that bigger skins give more straps (Wolf: 8x, Boar: x10, Deer: x12).
[*] Changed the amount of planks required for the "Wooden Halfwall" (from 10 to 6), "Wooden Quarterwall" (from 10 to 3) and "Wooden Ceiling" (from 10 to 8).
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[h2]Bugfixes[/h2]
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[*] Fixed an issue where you could throw a spear through the 'Red Tree'.
[*] Fixed an issue where Coimetrophobia - Fear of the Graves sound was not playing properly.
[*] Fixed some of the reported floating grass/foliage issues.
[*] Fixed an issue with a few stew recipes where they had wrong names in them.
[*] Fixed an issue where you could put an item into the chest and still have that item equipped after.
[*] Collisions changed on some drawers for them to be less likely to push the player around when opened often resulting in jittery camera movements.
[*] Fixed an issue where the Fur Patch did not repair clothes in all cases.
[*] Removed Trauma removal from Sugar. It not only didn’t work correctly, but we are looking at alternative ways to allow limited reduction of Trauma in a more meaningful way.
[*] Removed "PROLOGUE" wording from the Load Game Interface and show Difficulty setting in its place instead.
[*] Fixed an issue where averaging freshness would not take the amount of items in the stack into account.
[*] Fixed an issue where on older save games the trolley would have a detached or misaligned cowcatcher which would make it impossible to break through the barricade at the end of the tunnel in Endless mode.
[*] Fixed an issue where Fire Cover would not save properly.
[*] Added better icons for Spoiled Mushroom, Spoiled Tea and Garlic, Sap Torch and Leather Scrap.
[*] Fixed an issue where you could walk under the foundations if placed on uneven ground.
[*] Battery widget should now disappear from the UI when the battery runs out.
[*] Fixed issue where preplaced furniture would not count for completion of quests in Home Scenario.
[*] Fixed an issue where "Craft the Wall" was not completable in Tutorial after changing the recipe for Wooden objects.
[*] Fixed issue where "Thatch Door" was called "Wooden Door".
[*] Prevented extinguishing the fire in the Introduction section of the story.
[*] Fire Cover and furniture now properly display tooltip when being destructed by hammer.
[*] Moss will no longer rotate when respawning (Might still be rotated in old save games).
[*] Liberty Cap will now spoil to the correct spoiled item.
[*] Fixed a broken interaction tooltip for killed animals.
[*] Food containers are now given back properly even when being added and removed from the campfire multiple times.
[*] Fixed a visual issue where a higher amount of water would be shown that is actually available when a Container (like the Canteen) is in a quickslot.
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[h2]Stability[/h2]
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[*] Fixed an issue that caused loading of saved games to take longer and eventually lead to a crash. Fire Covers and movable Interactable Plants were duplicating in some cases. (If any more cases such as these happen please F7 it to us - it is very appreciated).
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[h2]Visuals[/h2]
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[*] Visually adjusted grass to make it look a little better.
[*] Fixed the size of Spoiled Sugar Beet and Leather Pieces.
[*] Minor fixes to water near the Trolley Area.
[*] Minor adjustments in Hunting Grounds Trolley Area (Endless).
[*] Sap Torch now has a new visual.
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