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\ A bug introduced in 0.8.3 that prevented stealing items.
\ Fixed vehicle lockpicking.
\ Several bugs that occured when running the game in other language than English. (e.g. buy beer quest didn't complete)
\ Missing localizations and fixed some that were mistranslated.
Vehicles
\ Vehicles performance.
\ Multiplayer vehicle stability and client-side initialization.
\ Vehicle damage behavior, including native Unreal Engine damage integration.
\ Interactions with objects, cones and detached vehicle parts.
\ Vehicle restoration and out-of-bounds recovery behavior.
\ Vehicle entry, exit, passenger, camera and driver mesh replication issues.
\ The ability to open other doors than trunk or cargo area doors.
\ Fuel systems from the game to reduce complexity.
Weather
\ Multiplayer weather sync issues with time, transitions, temperature and lightning.
\ Incorrect cloud lighting when the weather system is rotated.
\ Behavior when multiple weather areas overlap.
\ Weather material performance and reduced unnecessary packaged data.
\ Wind fog behavior so it turns on only when needed.
\ Sun and moon movement accuracy.
\ Single use food items won't automatically be consumed upon equip anymore.
\ Map textures.
\ Performance.
\ A bug that caused vehicle tuning UI to not close upon exiting.
\ Various localization errors.
\ Localizations to dialogue subtitles.
\ Items not attaching to vehicles when using drag and drop despite the green silhouette.
\ Not being able to sell crafted beer to the Pub owner José.
\ Nile. com drone deliveries.
\ Stolen items in inventory not converting to owned when entering a Safe Zone.
\ Vehicles sometimes breaking when exiting tuning.
\ Floating roads on few places.
You can now upgrade your vehicles at the car dealer. The tuning menu can be opened from the sign that says "Tuning". There's currently no limit on how many upgrades you can buy but be careful with the tire upgrades as the vehicle might become quite tricky to drive with too much grip!
I've used custom settings and functions to test the game faster. I figured that I might as well make them available to everyone. I recommend that you try them after you have played through the content of the game for obvious reasons :) You can enable debug tools from the gameplay options. After that you should see "Show debug menu" button on the top left corner when you have inventory open.
\ Sounds to UI buttons.
\ Al powered text translations. If you see any errors let me know and I get them fixed.
\ You can now attach carried objects to vehicles even when they are colliding with the
vehicle.
\ Some of the Fermenting Facility crafting incredients were inside the table.
\ A bug that caused Drunken Stunts UI to be visible despite the quest still being locked.
\ Hidden tooltip widgets from item icons.
\ A bug that caused vehicles still to duplicate on some systems.
\ Missing interaction texts from car sale signs.
\ Crafted Kilju requirement from the quest "Unique Customers" by Jorma.
\ Half of the trees, rocks and bumps from the landscape to make off road driving more fun.
\ Hangover audio and visual filter effects.
\ Intel XeSS version to 3.0.1
I'm going to focus on bugs and overall polish before adding any new major content. Remember to submit bug reports to Discord if you encounter any unwanted features!
Dick lives next to drunkard and hates everyone and everything. Perfect target for little drunken
stunts.
\ More Drunken Stunts.
\ Objects become translucent when carrying in first person.
\ Characters react to throwed items.
\ Characters react to some player actions.
\ Drunken Stunts to show locked if not drunken enough.
\ Grasp keybinding to select.
\ Game crashing bug in vehicle suspension initialization.
\ Tank top skin visibility mask.
\ Triggering of noise complaints when already wanted by the police.
\ Robustness of unlocking jail door.
\ Building materials.
\ Traffic. Carjacking not possible at the moment.
\ Being able to throw consumables.
\ Nvidia DLSS version to 4.5
\ Actions not working after 0.6.6 patch.
\ Not being able to drag items in inventories.
\ Player vehicle duplication bug.
\ Skip button visibility bug in dialogue.
\ Tonemapping settings.
\ Non player vehicle duplication bug.
\ Rapidly looping wheel surface sound when vehicle is in the air.
\ Buying from online shop didn't remove money from player.
\ Packages delivered from online store being left unreachable in air.
\ Not being able to open packages delivered from online store.
\ GPU performance in town.
\ Ul performance.
\ Volume of vehicle scraping sounds.
\ Unused inputs from settings.
Items are no longer physics simulated. This frees up system resources and minimizes desync and bugs.
Crafting has been changed to use more traditional crafting stations with simpler Uls and recipes.
Convenience store has a shopping list system now which makes it easier to buy lots of items at once.
Items can be placed anywhere in world by dragging from inventory. Open boxes and vehicles can be used to carry other items.
\ Breaking windows with melee attack.
\ Town people to move even when player is not near.
\ Store, Pawn Shop and Pub to be always open.
\ Character movement to be less sluggish.
\ Grass system to lighter runtime spawned grass.
\ Client loading wrong quests save game or not loading quests save game at all when joining game.
\ Online store not delivering items for clients in multiplayer.
\ Character dialogue panning from left to right when moving.
\ Clients being unable to close vehicle doors.
If you liked interacting with the physics items and don't mind the issues they cause I would advice you to play the game now while they are still there. Go mess with the store and houses, order hundreds of items from the online store and cause a havoc.
The next patch is going to fix the games' underlying problem which is the physics enabled items. The items require an unusual control scheme to be used which causes frustration. They also cause physics related bugs, desync and generally poor performance.
Despite the change I’ll keep as many unique features as possible and there will be more coming in the future.
Stay tuned.
\ Not being able to interact with crafting Uls after 0.6.3 update.
\ Beer fermenting vessel not resuming bottling stage correctly after reactivating or loading save game.
\ Warnings from save game version incompatibility.
\ Various Various game thread functions.
\ Sitting orientation for two chairs at certain cabin.
\ NPCs becoming uninteractable when clicked at.
\ Items not transferring owned status when turned into saved item.
\ Item rotation not staying after rotate key released while manipulating item.
Currently the game has been built around movable physics objects. Cooking, crafting, shopping etc. are done by manipulating items. That separates this game from its kind but has also introduced a lot of issues from the start of development and many issues still persist in early access builds. This mechanic allows all kinds of creative fun stuff in the game like trashing the store or neighbors’ houses, but it’s been mainly shadowed by player frustration, bugs and poor performance especially in multiplayer. It’s most likely that these negative aspects won’t ever fully go away.
For these reasons I’m thinking of doing a major change to the item system. That also means changing how most things are done in the game. In the new system items wouldn’t have physics anymore. Small to medium sized objects could be picked up to inventory and larger could be carried one at a time. Items could also be placed on world but otherwise they would remain static. Crafting would be handled with more traditional UI based systems and shopping would be done by equipped basket system like in some other games for example. This change would make everything simpler, more robust and performant. Currently there are around 16k interactable objects in the game and there are many tricks done to make it run even the way it does now. Most games are done in simpler ways and now I know why. I learnt it the hard way. I want to hear your thoughts on this, should I make the change or keep the current system? Keep in mind that the current system will always have some unpredictability due to physics calculations that may cause issues.
Please comment down below or on our Discord.
\ A rare issue where red player owned car would disappear from the map after loading save game. This can happen if the car's save location is under the map. If this happens the car will be respawed to original location and can be towed to player location.
\ When lockpicking or stealing near some NPCs they won't react anymore if they don't see the player.
\ Runtime virtual texture streaming settings. \ Landscape by removing currently invisible areas and disabling runtime streaming.
\ NPCs that are not visible.
\ Laptops not unequipping in multiplayer.
\ Road being above ground in couple places.
\ Physics in multiplayer for better performance.
\ Wooden box container from nile.com because it wouldn't work as a storage container.
People have been requesting proper maps and now they are here! Now it's easier to get around and find stuff to do in the game.
You can probably find some hidden stuff using the large map but well, they are there to be found someday.
\ More prominent buttons for Journal and Laptop to inventory.
\ Input hints for lockpicking.
\ Laptop to be unlocked from the start of the game.
\ One bug that caused vehicles to multiply on multiplayer.
\ A bug that caused objects to disappear from Safe Zones, again.
\ Quest "Legitimate Business" to respawn beer supplies container if game is reloaded while the quest is in progress.
\ Quest "Legitimate Business" where loading the beer supplies container to box truck won't trigger the objective.
\ Quest share button from the quest log. Most quests are automatically shared if players are doing the same quest.
\ Not being able to buy items from the Store.
\ A bug that caused some interactable items to disappear after being moved.
\ Quest "Legitimate Business" where loading the beer supplies container to stolen vehicle won't trigger the objective.
\ Objects outside of Safe Zones no longer disappear when briefly leaved the area.
\ Stolen vehicles won't disappear right away anymore when game is loaded. However they will get taken away after two days have passed in-game, unless they are kept inside a Safe Zone. This provides a mechanism for stolen vehicles to reset if not in use.
\ Drunk Devil to only spawn maximum of once during play session and fixed the issue where it won't disappear after a while.
\ Player icons as bottles to the compass in multiplayer to know which direction other players are.
\ Stolen vehicle text to the speedometer UI to remind that stolen vehicles will disappear after a while when outside Safe Zones. Owned vehicles will not disappear and can be towed using the laptop.
\ NPCs not standing up when they start fighting. This bug was left intentionally in the game but didn't land well as a joke.
\ A bug that prevented vehicles from going to sleep after being driven.
\ Collisions at the Old Gas Station
\ Red sedan duplication bug.
\ Duplicating trash can in Pub restroom.
\ Quests not working on clients when joined with a new character.
\ Police not arriving after being called by a neighbour.
\ Implemented a potential fix to game crashing when changing graphics settings in-game.
\ Tutorial screen for compass when leaving home for the first time.
\ New quest notification.
\ Interactable beds to cabins.
\ Object and character hit sounds don't generate noise complaints anymore at night.
\ Some outdoor benches can now be used for skipping time.
\ Lowered required drunkenness level for entering other people’s properties by one level
\ Landscape and house meshes.
Well, the launch didn't go as planned and we have heard your feedback. There’re a few common issues that needs work:
Game feels empty / boring especially in singleplayer
Most of the content is discovered through quests and we need to improve the discoverability of those quests. I will add an explanation on how the compass works to the beginning of the game and a notification when new quests come available. Now the information is only in the journal and compass (if close enough)
Performance issues
What would a game launch be without performance issues? Well, a solid polished game. This game needs some work on this aspect still. It might not seem like it at first, but the game is quite complex under the hood and multiplayer turns that to 3X. But I’m not here making excuses, I need to make it run better and I will, stay tuned.
For people who haven't yet purchased the game I would advise to try out the demo to see how it’s running on your machine. I will keep the demo up to date with upcoming patches, so you get the most accurate feel for the game.
Bugs, oh the bugs will find a way
The game has bugs and I’m fixing them once I learn about them. That is where we need your help. We’ve got only a couple concrete bug reports so far but when reading the reviews there’s got to be a lot more. The best way to report them is to post on our Discord “bugs and features” channel. That way people know if some bug has been already reported.
And if there’s something you want to tell us directly, send a DM on Discord to @PostHuman (that’s me the dev) or @Enppu (supportive wife).
Thanks, PostHuman
\ Money not spawning for multiplayer clients for "I Need More Booze" quest.
\ Changed texture streaming settings that caused hitches on some systems.
\ Removed some redundant checks from the game thread.
Play solo or with friends
Create your own hilarious moments
Expect more content, features, and fixes throughout Early Access
Join our Discord and tell us your worries (and best drunk stories) there.
Hi all! I’ve been busy getting the game ready for early access and we have new gameplay trailer showcasing some of the new content, go check it out! Here are some snippets:
After some playtests I noticed that the initial 20km² EA area made the game pacing really slow, so I shrunk it down to what you see here. It’s still around 11km² giving you ample space to get lost on your drunken journeys.
Beer brewing is waiting to be unlocked in the backroom of the Pub. You'll get access to it after completing "Legitimate Business" quest. It’s the main money-making machine and you will be needing money for what comes next.
There are 6 buyable vehicles and 9 in total at the start of Early Access. I'm adding tuning and different specs later on. When you buy one it stays with you and doesn’t get randomly taken unlike vehicles you (may) have stolen. If you lose your car, you can use towing service on your laptop to get it back.
I hope you will have a great time in Drunkard Simulator and remember that if you face any issues or have suggestions for the game, post about it in our Discord “bugs and features” channel.
On-screen prompts: some button actions are now shown in the middle of the screen instead of the left corner.
Map usability: the map is now much easier to use via the hotbar.
Eating improvements: food items are now automatically consumed when equipped.
Added Ragdoll and puking actions.
Instead of dumping every single line, here are the main highlights:
Upgraded to Unreal Engine 5.7 (big underlying change with a lot of follow-up fixes and tuning).
Performance work across the board
NPC distance-based optimization improved and fixed (including cases where it wasn’t working correctly).
Vehicles now turn into proxy versions ~30m away to keep things lighter.
UI optimizations and general game-thread / physics tuning to handle more chaos at once.
Stability + save/load fixes
Multiple crash fixes (including some that hit shortly after loading the map, and a potential foliage-load crash).
Fixes to vehicles loading wrong / not restoring positions correctly, plus several “things break when far away” issues.
Quest improvements
Fixes for quest activation, objective detection (no more “behind walls” nonsense), and missing compass indicators.
Several quest-specific bug fixes across multiple questlines.
Gameplay / world rules
No-go zones to shops added.
Various NPC behavior fixes (pathing, reactions, idling, getting stuck, flickering visibility).
Added: Deadly hangover effect
If you want the full blow-by-blow list, please check the in-game changelog (it has everything).
Hi all I'm submitting a test build to Steam for their testing in the coming days but since the review for early access store page has taken two weeks now and it's still not approved, I don't expect it to be quick. I also need to fix some issues with the multiplayer and improve its performance. For these reasons I’m setting the launch to be in January 2026, fingers crossed.
I’m getting closer to opening the doors to Drunkard Simulator’s Early Access, but I’m not ready to lock in a specific date yet. The timing depends heavily on how the upcoming multiplayer tests go and how much work those findings create.
What I can promise is: Early Access is coming soon, not “one day, maybe.”
Here’s what’s already waiting for you in the Early Access build:
A 20 km² open world to stumble through with a few POIs
Booze-fuelled singleplayer and multiplayer mayhem
Shops, a pub, a warehouse, and tens of other fully enterable properties
Multiple driveable vehicles
Alcohol crafting
Lockpicking and break-ins
Melee combat
Main quests and side quests (story not ready)
Right now I’m focused on:
Stress-testing multiplayer so it doesn’t fall apart the moment three drunkards get into the same car
Polishing core systems so the experience is stupid in the right ways, not because of bugs
Making sure performance is solid across a range of PCs
Adding more content
If you want to help the game, the best thing you can do right now is add it to your wishlist. Wishlists directly help visibility on Steam and make it much easier for a solo dev like me to get the game in front of more players.
We’re also active on Discord, so feel free to drop by, hang out, or ask any drunken questions about the game, development, or upcoming tests.
Once I’m confident multiplayer holds together and the core loop feels good, I’ll announce the exact Early Access date here on Steam.
Until then:
Wishlist the game if you haven’t already
Join the Discord and say hi
Keep an eye on this page for dev updates and multiplayer test announcements
Progress to 1.0
Overall – 38% Dialogue, Music & SFX – 25% Gameplay Systems – 70% Loot – 50% Map – 25% Story & Side Quests – 10%
Quests
\ Drunken Stunts sidequests. These are similar to Photo Challenges. They appear on certain areas of the map with certain drunkenness level and give you one task to do within that area.
\ What the duck? sidequest. Find all the different rubber ducks that are all over the map.
Noise Complaints
\ Noise complaint mechanic. If you make too much noise in “Quiet Zone” areas during quiet hours, noise complaint will be made. If there’s too many complaints not far from each other, police gets called to check on the situation.
General
\ Fire and fire extinguisher that you can use to put out fires.
\ Enter vehicle and open vehicle door inputs. Door is opened by holding since it’s needed less often.
\ Bugs in character customizer that caused invalid character to be saved and bricking the game.
\ Street lights causing light anomalies in dark spots far away from the actual light.
\ Not being able to exit vehicle if entering from rear seats.
\ Vehicle door not closing if entered while the door is open.
\ Flying by standing on interactable object glitch.
\ Inventory item duplication glitch.
\ Objects not saving correctly at drunkard home.
\ Several bugs that caused character to tunnel through ground.
Compass Navigation
Added a sober friend called the Compass to help navigate to quest objectives and other POIs.
Tracked quests highlight in gold; other markers show in dark grey.
General
Reworked clothing mask textures to prevent body parts showing through clothes.
Stats now decrease when time is skipped.
Fixed a bug where the laptop did not become available after purchasing it from the pawn shop.
Added custom open sounds to some alcoholic items.
Trade UI now closes automatically when you end an interaction with an NPC.
Fixed a possible missing-UI issue after Photo Mode.
Fixed an issue where UI clicks wouldn’t register after leaving Photo Mode.
General
Fixed NPCs not moving at all when far away.
Fixed the pawn shop sometimes offering only one random item for sale.
General
Fixed multiple NPC behaviour issues.
Restored several missing textures.
Save Games (major change)
Changed how world-placed objects are saved. Going forward, anything outside clearly marked Safe Zones will despawn after a couple of in-game days. This substantially reduces load-game complexity, which was causing some objects to go missing or stats to load incorrectly.
One-time reset: As part of this change, all placed objects in the level will be reset once, even if they were inside a Safe Zone.
Added a Delete option to the character selection screen.
Performance
Reduced CPU usage in certain NPC and vehicle systems.
Optimised lighting and shadows.
General
Reduced first-person drunken sway to help prevent motion sickness.
Improved tutorial quests.
Optimised physics to reduce objects tunnelling through the ground.
Added more items to the store.
Make NPCs more reactive to different player actions (including noise).
Improve discovery and onboarding so it’s easier to find things and learn how to interact with the world.
Next Fest is here, and Drunkard Simulator demo is out in the wild. Huge thanks to everyone who’s already stumbled in to test it out!
If you’ve found bugs, crashes, or suspiciously sober moments, let us know! The best place to report (and rant) is our Discord. We’re there, fixing things and taking notes.
We’ve been working non-stop... or at least as non-stop as one can while holding a virtual beer... making improvements based on feedback.
Right now, we’re focused on making it easier to find ways to cause mayhem to the early game.
Also coming soon: a compass, so you’ll have at least one sober friend pointing you in the right direction.
We’ve patched up a ton of bugs recently — the full changelog can be found in-game if you’re into that kind of responsible reading.
Go play the demo, break stuff, get wasted (in-game, please), and tell us what you think!
Cheers!
And: Yes, the demo is single-player only
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Drunkard Simulator, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Drunkard Simulator statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.