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Full Steam announcements and update articles for this title.
Hello everyone!
Here's what's new with this update:
When your gardener reach a certain level, they will be able to do some research to unlock first the sprinkler and then irrigation.
The Sprinkler will allow you to automate the crop watering for the gardeners. Gardeners will supply it with dirty water and the sprinkler will water all the surrounding crops, allowing them to have more time to do other tasks.
The irrigation system technology will need a high level gardener, while the sprinkler will need to be supplied, the irrigation furrows, once built, will not need any future supplies. It will water all crops in a bigger radius without further work needed from your Ecopunks. A wooden bridge come alongside to make way on irrigation furrows too.
In addition of the technology for the Sprinkler and the Irrigation System, you will be able to learn a technology to unlock Growing Pots. Mushroom Pot and Medical Herb Pot, allowing you to farm some of the wild plants.
Mushroom Pot, as in its name, will allow you to grow mushrooms. No watering will be necessary but need to be in the shade to grow.
Herb Pot will allow you to grow all medicinal herb used by the Medic to craft remedies. While the mushroom pot need to be in the shade, herbs in the pot will grow no matter if they are in the shade or exposed at sunlight. But they will need some water.
You can now craft furniture which works like storage area. Allowing you to stock more items in way less space than storage area. So you will have more space to build your base, make vegetable garden etc.
Added a Copy-Paste button on the storage window to easily transfer storage filters between other storage. You can either copy-paste by using the button in the storage window or by right-click on a storage and copy-paste with the context menu. You can also select multiple storage to paste the filters on all of your selection.
AI Changed. Now the Ecopunks will use the closest storage available for eating, drinking, taking required item for tasks (like crafting, watering, building) and also when emptying their inventories.
AI Changed. The gardeners will harvest the closest crops available. So they will walk less and be more efficient.
Now notification will have a different color depending the nature of it (green for level up/disease cured, red for disease/wounded), an icon and for some, different sounds.
Added Fight Notification, when one of your Ecopunk is being attacked, you will have a notification with a distinct sound (you can also focus on the attacked Ecopunk by clicking on the magnifying glass in the notification)
Added Death Notification, when one of your Ecopunk died, a bell will ring alongside the notification (and you can also focus on the dead Ecopunk with the magnifying glass)
Added Death Alert, an alert will be shown while you have dead Ecopunks not buried yet.
Added Ceiling for new plant seeds.
Added an irrigation check in the Info Position Window.
Fix an issue where some of the edible wild plants would not be eaten by the Ecopunks
Fix an issue where some Ecopunks get stuck if a Well is unreachable
Fix an issue where some Ecopunks get stuck in the Hunting Area while looting an animal
Fix an issue where Ecopunks get stuck while collecting in very specific situation (like on a cliff)
Fix a Job Priority Issue where Gardeners will do tasks of his other assigned job after harvesting a crop (they will be more efficient now)
Fix text issue where Difficulty Settings text were not refreshed after setting another language.
Fix text issue for spoilable items in the Item Info WIndow (was written "available" instead of "spoilable")
Have a great week-end and see you soon!
Hello everyone!
We wanted to share what what we're working and what you can expect for the next update!
We will add a way to cultivate Herbal and Mushrooms with Farming Pot. Unlockable by learning the required technologies, it will allow you to build Farming Pot, in different sizes, to let you grow Mushrooms or Herbal Plants for medical purpose. Mushrooms will need to be out of the daylight to grow.
We will also add furniture that will work as storage area. It will allow you to store more items in less space in addition of being a good way to decorate your base. And so, it will let you have more spaces by replacing some of your Storage Area for other things.
An irrigation system is on the way too. It will allow you to water your plants with more efficiency and give more times for your gardener to do other things and/or scale up your vegetable garden!
And as usual some QoL and Bugfix will be alongside the update.
See you soon and have a nice weekend!
Hello everyone!
Here is what's new in this update:
Now you can modify the game difficulty on some features to tweak the game for your preferred playstyle. All existing saves will remain unchanged and will be marked as Normal difficulty.
You can set the hunger loss, thirst loss, enemy damage & life, chance & frequency of diseases and storm frequency. You can ease the game or make it harder.
There is several base presets "Chill" (with no disease, no storm), "Easy", "Normal", "Hard". And you can also made your own preset and save it for later use.
With future updates, we will add more settings in it too (like for the raid).
You will be able to see your current Game Difficulty when you select your save to load.
Hunter is now a job like any others with its own priority and no longer a "stop everything and follow orders". Draft mode has been added and works exactly like hunter works before the update.
You can now set Hunting Area for hunters to patrol, hunt and loot animals without needing to manually order them like before (but you can still do it with Draft mode if needed).
You can set the radius (with mouse wheel), who works on it, how many and at what hours. Every wild animals that enter the area will be hunted, tracked and looted by the Hunters (until a certain distance).
Added a new construction, a stone enclosure, it works like the wooden pen but with more durability (125). It's unlockable with the Stone Structures technology.
Ore veins now gives stones alongside their dedicated minerals (25-30 stones)
Nitrate vein now give more nitrate stone (50->75)
"Hunt animal" direct order. You can now select an Ecopunk, right-click on wild animals and "Hunt animal", to make the Ecopunk tracks the animal until a certain distance
Search Area now works like Hunting Area, so you can set a planning to it, the radius etc
Draft/Undraft selection shortcut, adding a shortcut to Draft or Undraft your current selection (default keybind use 'K', if you have rebind the shortcuts and you have already one on K, you may need to rebind it again)
Robot corpses are now destroyed when looted
You can now build Storage Area on asphalt
Ore veins can now be marked to be automatically loot when restored (so you don't need to check every now and then if they are restored to mark them). You can also check when they are restored on their UI window.
Added animation for tame order, wild animals and Ecopunks have respectively a tamed and a pet animation.
Added animation on domesticated animals, you can now see them sleep at night (it's mainly visuals and will not affect the reproduction or production rate of milk/egg)
Added a text when you reach the maximum of Evolution Point from EcoFactor and Sacrifice (it will be no longer shown as "New Evolution Point at -1 Sacrifice/EcoFactor")
Tutorial text on Hunter has been changed to Draft.
Fix an issue where Ecopunk stay idle if some water collectors are unreachable
Fix a bug where Ecopunks don't eat blueberries in some cases
Fix text issue on the 0.5 speed button (shown "Pause" instead of "0.5 speed")
Fix text where locked orders which needs Evolution, shown "Requires technology" instead of "Requires evolution"
Fix typo issue where "New evolution point at x EcoFactor", "evolution point" was lowercased
We hope you will like this update and the ability to modify the settings to your tastes!
Have a great weekend and see you soon!
Hello everyone!
We wanted to share what we're working on for the next update.
We heard the feedbacks about the micro-management for the hunter, so in the next update, we will dissociate Hunter and Draft mode.
Hunter will work like any other jobs with its own priority and orders to avoid you the micro-management of "Draft->Hunt->Collect->Undraft". It will be automatic, you will just need to define Hunting Area or mark animals to hunt, then the hunters will automatically hunt the animals and collect them.
Draft mode will work exactly like how Hunter works before. It will be at the same spot as before, just with a new icon to differentiate from Hunter. So draft mode will be mainly use for combat against mutants and robots (or for specific needs of micro).
The Hunting Area order will allow you to define areas for your hunters to patrol and hunt/loot any animals on sight. You will be able to assign hunters in the area, define at which hours of the day, how many characters at the same time in and also the radius (with the mouse wheel).
This workflow will also be added to the Ecologist search area. So you will not have to manually remove search area when you don't need them anymore, you can just disable it and re-enable it on the fly, and you can set a specific search radius (for instance to avoid them to make huge detour when placed between high elevations).
The Ecopunks will no longer work "in loop" in the search area because you can set conditions, if the area planning is set to false or if enough characters are working on areas, he will not work on it and will do his other assigned jobs. (but if you want the Ecopunks to always work on it, you will be able to do it too, by setting the priority to max and all the area planning to "on")
We will also add Difficulty Settings to let you tweak the experience for what you want. Rather than setting a global difficulty, you will be able to adjust the difficulty of individual features. So, for instance, if you want a more chill experience, you will be able to disable completely the storm or disease, or ease a bit only the hunger and thirst management etc.
There will be some base difficulty presets (like "chill", "easy", "normal") and you will be able to save your own presets too for your future games.
In addition of this, we change some stuff like
Be able to build storage area on asphalt
Ore Vein will give stones alongside its main mineral and you will be able to mark it to collect them automatically when they are restored.
Robots will be removed when fully looted.
More animations for animal husbandry (like for tame, animal sleeping)
etc.
Have a great week-end and see you soon!
Hello everyone,
Quick hotfix for some bugs.
Fix issue where animal offsprings were always male
Fix issue where ecopunks can't shoot afterwards if they are ordered to attack while they were cutting up an animal
Have a great day/evening!
Hello everyone,
Animal Husbandry update is here! The update is compatible with already existing save files, so you don't need to start over. Wild animals of your current games will be randomized (with random color and sex)
Here is what's new:
Wild animals now have more variety and can now be domesticated. They can be domesticated by trapping them in enclosure using specific baits or directly tame them. Domesticated animals can be used for production (like eggs, milk or meat) or be used as companion to follow an ecopunk, or just for the pleasure
Animals have now stats affecting their production, size, satiety and strength, wild animals have low base stats, but once domesticated, can be upgraded by breeding them giving you a new way to have food/water production.
Domesticated animals when mature can be assigned as a companion to an ecopunk, just for having a cute pet that follow him or as a strong "weapon" if it's an offensive animal like a wolf or a bear.
Animals are now in more variety with more colours, different size and different visual depending the sex. Wild animals have a base set of colours that can be mix once domesticated.
New Constructions: Feeding trough and Drinking trough. Used for the distribution of food and water for the domesticated animals. You can set how much quantity you want to distribute and also select which food to distribute according to their diet (you can see what they can eat in a feeding trough on their UI window). A domesticated animal can also eat wild plants or animals if there is no feeding trough at their disposal (beware of mixing some species in the same enclosure).
New Job: Breeder, who will take care of animals and handle all actions related to domesticated animals. Higher the level is, higher the chance of taming wild animals and work faster on animals.
You can attach Domesticated Animals to move them from a fence to another
New nodes on the Evolution Tree to unlock the animal domestication (the obtention of evolution point has been balanced to match the new amount of nodes to unlock)
Animals tabs have now 2 part, wild animals and domesticated animals where you can see the global production and wellness of your domesticated animals
Wild animals have now a dedicated UI window where you can see its behaviour, sex, base stats, domestication progress and diet.
Constructions locked by technology now show which technology is required to unlock it (on the info window when hovering).
Fix issue when clicking on specific resources sometimes "block" the UI.
Fix issue where on specific case, the hair of ecopunks got randomized again.
Fix issue a specific case that cause the save to be load "forever".
Fix issue where sometimes storage zone (or other dismantlable objects) are dismantled without the order given (due to the repair order that marked objects even through the UI when clicking on other UI elements).
Fix issue where sometimes enemy attacks from far away.
Optimization on wild animal behaviours, especially when there is a lot, gain between 10-30 fps depending the progress of your save.
We hope that you will like the update! With this big update released, we will make some "smaller" updates, mainly on QoL, balancing and hotfix, before starting an other big update.
Have all a nice week-end, see you soon!
Hello everyone,
We have planned to release the update for this week, but we need to do more tests to ensure the quality and the stability of the update. For that, we want to delay the update to the next week to give us the time to polish it.
We are very sorry for the delay, we hope that you will like the update.
Have a great day/evening and see you next week.
Hello,
We're almost finished with the update, it will be out in 2 weeks!
Wild animals will have more visual variety, each wild animal will have its own color (some more rare than other), size and visual difference depending the sex. But some colors can only be made by mixing races with the tamed ones. And they also have their own stats that you can inspect, so you can choose which animal you want to tame to add in your husbandry depending your needs.
The ecopunks will be able to have a tamed animal as a companion that will follow the owner and attack, defend and hunt together. It will be a great tool for hunting and attacking enemy camps.
A new job will be included, Breeder, who will take care of animals, giving them food/water and manage the reproduction and production.
Some optimization will be in the update too, with a gain of 20/30 fps while testing, specially in a advanced game with a lot of stuff going on.
We hope that you will like the update when it will be out, after this update we will make several smaller updates for QoL/Balancing/Polish and some features.
Have a nice week-end and see you very soon!
Hello everyone!
We wanted to share our progress and what you can expect for the next update.
At the current stage, all wild animals can be tamed by placing a bait and trap them in a fence. After some time, the animal will get used to it and will be domesticated (all aggressive animals will be peaceful when tamed). Wild animals have all specific stats (egg production for chicken, milk for goat, meat for rat/rabbit, size, appetite, force) and with a base color, and visual difference between male and female.
Domesticated animals will need some care, with water and food (they can eat wild plants generated by trees). We don't want to make an over-engineered/over-complicated system, so it will not be required to min-max everything to get animals and to take good care of them, it will be a feature that will help you survive and also bring some fun by raising animals and try different combinations (you can name them too).
Currently, domesticated animals can reproduce and the child inherit from both parents, in traits and color.
Inherit system works like that:
-For traits, if both parents have same values (the highlighted square you can see above), the child will have the same value or a chance to have an upgraded value, if both have different values, the child will have a random between both values.
-For color, if both parents have the same color, the child will have the same color as parents (so if you have a color you like, you can put 2 of the same color in a different fence and have all black and white rabbit), if both parents have a different color, the child will have the color of one of the parent or a mix (when possible), for instance if a parent is brown and the other parent white, the child can be either white, either brown or either brown and white.
And with that, the wild animals has a similar UI window than the domesticated, where you can see the domestication progress, stats, behavior and what they eat
We hope that you will like this feature, don't hesitate to give us feedbacks or ideas if you wish.
Have a nice weekend, and see you soon!
Hello everyone!
We wanted to make an update addressing some fix and QoL before the bigger update.
Automation for gathering wild plants around a tree, now you can check which plants you want to collect on a tree and they will be marked as to be gathered (for existing and future generated wild plants)
Notifications are now clickable and will focus on the interested object. For instance if a ore vein is restored, clicking on the notification will move the camera to it, same for characters notification, the spoiled item will focus the storage zone and Evolution Point gained will open the Evolution Tree
Alert are also now clickable and will cycle through the interested objects (for characters, damaged walls, composted tiles in fallow, open Evolution Tree for Evolution Point alert)
Adding a button (magnifier icon) next to each animal species to cycle through too
Chinese added (in beta for the moment), thanks to 墨云舟科技 for the translation. We will add new localization with the animal husbandry update.
Fix issue when selecting multiple craft benches, recipes from both craft benches would be shown
Fix issue when selecting multiple trees, biodiversity from both would be shown
Fix issue where outline of selected storage zone construction would not dissapear
Fix issue where texts in "Animal" tab would not refresh when language changed
Thanks again for all your feedbacks! We will share screenshots and infos about our progress for the animal husbandry as soon as we can!
Have all a nice week-end, see you soon!
Hey everyone!
The udpate is here, here is the list of new features and modifications:
Adding female ecopunk, women are here! It's randomized at start, so you can have female/male at the beginning (or depending the roll, all female or all male). And newcomers will be also randomized. (for existing saves, your ecopunks will still be male by default, and newcomers will be randomized like a new game)
Adding provisions system. You can now assign a desired nutritional or water value to ecopunks, on wake up they will take provisions targeting as much as possible the desired values and will take lunch break instead of moving to storage zone to eat/drink. And even when drafted as hunter, they will eat/drink, so you can make longer exploration. Provisions are in a different inventory, so it will not cumbersome the main inventory.
Adding two "automation" settings, an auto-heal and auto-repair. When enabled, all ill ecopunks and damaged walls will be marked as to be healed/repaired, and future sick ecopunks/damaged walls will be marked automatically.
Adding direct orders. By selecting one ecopunk and right-clicking on the targeted object, you can give a direct task that will be done immediately no matter what's he's currently doing or jobs. So for instance for exploration, you can select an ecopunk and make it collect a crate after the fight etc... You can see the available orders below (we will add more orders with next updates).
Fix an issue where all ecopunks got stuck (on a very specific settings)
Fix an issue when medical bed is dismantled while an ecopunk is on it
Fix an issue when an ecopunk dies while a newcomer is joining
Empty inventory
Collect object
Give treatment (for moderate disease)
Transport to medical bed
Heal patient (when patient on medical bed)
Construct
Dismantle
Craft
Take/Supply composter/well/water collector etc
Bury
Sacrifice
Take provisions
The next update will be the first big feature update and we want to share some infos about it.
For the first big update we want to add animal husbandry, so what to expect? We want to give another way of getting food and resources with husbandry but we want to add more depth on it.
Each farm/tamed animals will have personal stats and visuals (like size, color, resource production) and you will be able to play by mixing/creating races by selecting them, so you can change the visuals and stats of animal by mixing them (making a huge white wolf, a tiny goat that produce a lot of milk...). And let the ecopunks to have animal companions like the wolf that will follow the owner.
It will take some times to implement and it's hard to give a precise date, but we will post our progress on steam and discord regularly, so you can see how far we are in it and you can send your feedback and ideas about it. Of course we will add more QoL and content with it, and hotfixes will not be delayed if necessary.
And also, new localizations are coming soon.
Have a great day/evening, see you soon!
I hope you had good time with Christmas and New Year's Eve!
Thank you very much for all the feedbacks, that helps us a lot to improve the game.
An update is coming for monday (or even sunday) with some features including, female ecopunks, provisions system, direct order (to give direct task to an ecopunk by selecting him and right click), and macro management settings (like auto-repair, auto-heal to avoid searching for sick eocpunks or damaged walls to mark as to be healed/repaired).
We will tell you about the next update after this one and what's the first big feature in it.
Have a great day/evening, see you very soon!
Hey everyone!
Hotfix to resolve water collector issue, it was a bug with collateral effects, so issues like sandstorm stays several days (only visually), builder who play build animation but nothing is built (same for crafters on craft benches), or sun that doesn't rise and stay at night are fixed too
Have a great evening, and Merry Christmas!
Hey everyone,
small hotfix to fix an issue with animal behavior that tried to get to unreachable crop/wildplant (and so get stuck)
Hey everyone!
New update including some QoL and management settings:
Adding a production limit window to limit some resources and avoid to have an unnecessary huge amount of seeds etc (if you set production limit to composters before this update, you need to set it again after the update due to the system modification)
Adding a item destroyer, directly from the global inventory window, to destroy unwanted items (small trash bin icon next to search bar to show the window)
Adding a delete save button on main menu (you can find it in the load save window, next to load button)
Better calculation for temperature source automatic mode, they will now turn on and turn off at better time, so they will consume less resources (and issue when both a heat source and cold source were on at same time is fixed too)
Nettle, dandelion and rhubarb are now edible
Animal carcasses give more nutritional value
Metal Bed now requires metal items to construct it
Fix issue where characters has opposite trait (like eagle eye and mole), it will have effect on new characters (not on already exiting ones)
Fix issue where characters got blocked in storage zone
Fix issue where animals keep walking in idle and don't move at all
Fix issue where some parts of the map was inaccessible when it should
Fix issue where tooltip stays on screen on autosave
Next update will include QoL, more management options and female ecopunks! We will need more time for this update, so it will not be released the next week like the others (but it will not be long)
Have a nice weekend, see you soon!
Hi everyone,
Hotfix for the recipes that didn't register the "batch" amount (1, 5, 10 etc)
Hi everyone,
Small hotfix for food stocks which decrease too fast
Hello everyone,
We changed quite few things and adding some features, here is the list:
Adding "batch craft", now some recipes have "sub-recipes" to craft by batch (shown when selecting a recipe), like for cooked carrot, you can now craft by stack of 5, or stack of 10 to avoid unnecessary movement from the cook (and you can always craft 1 by 1)
Adding extra info on a lot of buttons to give more info on how things works (you can change the behaviour in the settings to always shown, never shown, and shown with alt key)
Adding info on construction, now you will be able to see what craft bench can make directly in the tooltip of the button, see the durability and temperature modifier of wall, rest time of the bed
Adding info on tree order, you will now be able to see the biodiversity of the tree directly in the tooltip of the plant tree order
Adding a tutorial part for medicine
The constructions are less rigid for the placement, so making your constructions will be less limited (but for the plank floor and others floor, it still needs flat ground, because we need to flat the terrain internally and it requires us more work)
You can now construct walls on roads
The terrain at the "start zone" is now more flat
The advanced medical craftbench will make remedies craft faster
The advanced medical bed will make rest time faster
Now cars will be completely destroyed when fully collected (to give you space to construct)
Fix issue where the node of the skill tree that adds days between hazard doesn't work
Fix issue where the ecopunk sometimes go back and forth between eat and stock and got stuck in "infinite loop"
Fix issue where sometimes the ecopunks get attacked or attack by far away
Fix issue on calculation of the day of the next sandstorm
Fix issue where you can construct in front of the kitchen and so blocking its access
Fix visual issue when the construction preview face not towards the direction
We will make one or two updates like this one before working on bigger updates (like animal husbandry) which will requires us more times (and we will share with you our progress). But first we want to "stabilize" the game, for the next update we will add tools for destroy/limit unwanted items (like the seeds) and other QoL stuff
Thanks for all your feedbacks,
Have a nice weekend!
Hi everyone!
Just a small hotfix on some issues:
Fix some crashing issues
Fix item duplication bug which happens in some circumstances
Have a great evening!
Hi everyone!
A small hotfix for the weekend, here is the list:
Balancing the resistance of the ecopunks for early game, ecopunks die too quickly at start (due to cold/hot system), now they will be more resistant (specially for early game)
Sandstorm will do less damage (for future updates, we will add game settings to let you adjust which feature of the game you want to enable/disable)
Clay wall has a better durability against the storm
Filter for Dirty water
Updating German translation
Fix a bug where some rooms are considered as outdoors (fix for new game, if you have this issue in your current game, you can fix by dismantling and rebuilding a wall or a door of the specific room)
Fix active pause (space) issue where sometimes it's "stuck" and need to click on speed button to unstuck it
Fix water collector which sometimes doesn't fill when rain
Fix issue with stock filter save
Thanks for your feedbacks, next week we will update UI/Feedback to make the game less blurry about its mechanics as we planned.
Have a great weekend, see you soon!
Hi everyone!
We heard your feedbacks and make some modifications, here is the list:
UI Scaling (fixing UI in big or small resolution, will be enabled by default, and can be disable in settings)
Reset tutorial button (you can see it in-game with escape), to avoid making a new game if you skip it unintentionally (or just want to see it again)
Sandstorm has been nerfed and will make less damage to structures (will still make some damages, but not completely destroy everything like before)
While waiting for Stone/Clay/Iron fence, wood fence durability has been increased temporarily to endure more the sandstorm
Notification pop when Ore Veins is collectable again
Stone Vein and Chestnut Tree will give more stones
Audio Balancing (workbenches sound have a bit more range, and removing some annoying sounds)
Fix issues where water collector doesn't register its state on load
Fix pathing error when character go to help a seriously ill characters and get stuck
Fix issues where some icons (like collect) stays visible on the screen
Fix edge-scrolling issue
Fix typo error in credits
Some translations are not there yet but I sent the update for convenience (specially for the sandstorm and UI scaling part)
The next update will be focused on UI/Feedbacks, some parts of the game can be blurry on its mechanics, so we will improve the tutorial and put more descriptive tooltips about how things works
Thanks everyone for your feedbacks, see you very soon!
Have a great day/evening!
Hey everyone!
Ecopunk is out now! We hope that you will like the game! Feel free to share your feedbacks and suggestions. Before starting with content/feature updates, we will focus on QoL and issues fixing. After that we will add feature/content updates and give you info about what we're working on (and obviously with bug fix and improvements)
Have all a great day/evening and see you very soon!
Hey everyone!
Ecopunk will be available the first of December 2025! We built a world the we hope you will enjoy as much as we love to make it. Our team of 2 people can't wait to see you playing it and receiving your first feedbacks which will help us to make it better.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Ecopunk, 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 Ecopunk 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.