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Greetings, bushcrafters!
This patch mainly focuses on Quality of Life improvements and fixing annoying bugs. I also hope the newly updated root vegetable durability makes cultivating crops much more rewarding.
Got feedback? Join the Discord and share your thoughts! https://discord.com/invite/t9mevX9jDf
Also, if you've been enjoying the game, please consider leaving a Steam review. It’s the best way to support a solo project like this!
Tweaking root vegetable freshness rates
The freshness rates (durability) of root vegetables have been increased for a couple of reasons: (this includes carrot, potato, sugarbeet and swede)
In real life root vegetables do keep their freshness for a relatively long time.
This balances the usability of cultivation and the overall utility of root vegetables.
Potatoes do not have a seed harvesting option. The potatoes need to be sprouted (spoiled) to be eligible to plant on a farm plot. I have added a mechanism where placing potatoes near a fire enhances the sprouting process, so players can choose if they desire to have a faster sprouting process.
Note: After this update, you may notice that the freshness level of your root vegetables has decreased. This is only because their maximum durability was increased, meaning your current items now represent a lower percentage of the new maximum. All vegetables spawned or harvested after this patch will have the new longer durability. As a reminder, eating vegetables with red or yellow freshness rates may cause food poisoning, so it’s safer to harvest those for seeds or use for soup ingredients.
Quality of Life improvements
Brick and roof tile piling Now players can pile wet or heated bricks and roof tiles. Remember to keep wet once safe from the weather!
Quick equip clothes When opening the inventory, pressing Shift + \ on a clothing item allows you to quickly equip it. If another panel (such as storage, a campfire, etc.) is open on the right-hand side, the system will prioritize transferring the item to that panel if it has space.
Cultivation panel: After adding a stone ring to a farm plant, now the panel shows the reduced water consumption.
Safe from weather panel: Added also info, when an item is unprotected from weather.
Item swapping with hotkeys Previously if your inventory was full and you swapped your equipped hand item using the 2-4 hotkeys, the current hand item was dropped to the ground. Now, the system checks if there is enough space in the inventory after the swap, preventing unnecessary dropping.
Created pile in the world keeps its rotation: Earlier a newly created pile’s rotation was reset, but now a newly created pile will keep the first item’s original rotation.
Loading a travois with piled wood trunks: Players can now load piled wood trunks/quartered logs directly to travois.
Feedback when hanging items on knives: Players will now receive a notification if the item they are trying to hang collides with another already hanging item. This applies specifically to items hung on knives.
Video option - Anti-aliasing: Players can now choose between two different anti-aliasing methods.
FXAA provides a sharper static image (light).
TAA reduces flickering and shimmering foliage while moving (stable).
Other updates & fixes:
Tabbing out “warning” added: Tabbing out during the game loading phase may cause some loading errors. Now info is added to the loading screen.
Codex stimulants page: A page for merely for stimulants is added. The page displays all the stimulants and their effects.
Small UI changes.
Fixed bug: In special circumstances players sometimes couldn't start a torch igniting process inside caves during windy or rainy weather. Although I wasn't able to reproduce the issue myself, I have added extra checks to ensure cave fires now light reliably regardless of the weather outside.
Fixed bug: The shift key could get "stuck" in an active state, if the player was holding it down while closing the inventory. This caused the system to register the shift key being pressed the next time the inventory was opened.
Fixed bug: Filling a clay pot from a river while it still contained some leftover tea/broth/soup prevented players from adding new ingredients to the pot.
Other minor bug fixes and improvements.
Known issues:
Items set to hang on a knife may be placed on another knife in close proximity.
Season change issue: I have received a couple of reports that the season change notification might not appear or the current season's visuals just stay active (e.g., snow remaining during the spring). I haven't been able to reproduce this issue. If you encounter this bug, sharing your save file (via discord) with me would be a massive help in tracking down what went wrong under the hood!
Thank you for your support, and happy surviving! - Feralless games
Greetings, bushcrafters!
Here’s a new update patch! The primary focus of this update has been fixing bugs. Thanks to the youtubers who are playing the game! Watching your gameplay allows me to catch issues and gather feedback immediately. I also wanted to add a few new things, which are mentioned below.
Got feedback? Join the Discord and share your thoughts! https://discord.com/invite/t9mevX9jDf
Also, if you've been enjoying the game, please consider leaving a Steam review. It’s the best way to support a solo project like this!
New door models
Each door tier has their own models created except the mud wall door.
Resource requirements for wood and tile door walls have been updated.
Quality of Life
Eat from the ground: Food can now be consumed directly from the ground using the interact key. To prevent conflicts with creating item piles, foods that can be piled (like cattail) cannot be eaten directly from the ground. Note: This feature can be disabled in the game menu.
Upgrading walls/roofs now “refunds” those few items, which you get when dismantling a construction.
Stick and twig spawns: Earlier only birch spawned sticks and maple spawned twigs. Because of this a player might not find sticks, if there were only maples around. Now the spawn table has been unified to most of the tree types. (Tip: Remember to pick up or slightly move items spawned on the ground if you plan to collect them later. Otherwise the item can disappear.)
Wind effect Windy weather (strong gale or storm) resets trees' spawn times.
Wanderer resource spawn rate The spawn chance for the Wanderer has also been slightly increased.
Other Updates & Fixes:
The new iron cauldron: A new item offers a massive durability for cooking. It’s almost unbreakable. Also a crafting mold for the cauldron has been added to the recipes.
UI: Various minor visual improvements to the game's user interface (UI).
Fixed bug: Fahrenheit temperatures now display correctly for both the environment and character stats.
Fixed bug: The inventory info panel displayed incorrect weights for stacked items.
Fixed bug: Septic wounds will now correctly cause HP loss over time.
Fixed bug: Fixed an issue where players could open the inventory during a wolf struggle, which caused the camera angle to reset.
Fixed bug: Players will no longer heal while sleeping if they have untreated wounds.
Fixed bug: Fixed a rare issue where picking up an item could accidentally cause it to visually stick to the player’s right or left hand.
Fixed bug: Item piles couldn’t be interacted with through the water surface.
Other minor bug fixes and improvements.
Known issues:
When assigning food items to fire, the model size might appear much larger than expected.
Item piles may break at some point where items are detached. This may cause items e.g. “ending up below a table”.
Thank you for your support, and happy surviving! - Feralless games
Greetings, bushcrafters!
Here are the patch notes for this update! There have been issues with piles not being interactive and therefore the player hasn’t been able to move or pick items from piles. Also items have disappeared through the terrain. After this patch these issues are hopefully resolved. However if anything comes up, please issue a bug report. The best way to do this is through discord. Got feedback? Join the Discord and share your thoughts! https://discord.com/invite/t9mevX9jDf
Also, if you've been enjoying the game, please consider leaving a Steam review. It’s the best way to support a solo project like this!
Iron hoe
The new iron hoe offers a faster way to dig ground while providing superior efficiency and durability.
Also a hoe head mold and the iron hoe head itself have also been added, as crafting iron tier tools requires these intermediate components.
Item freezing and thawing during winter:
The new system should be more robust and hopefully less prone to errors.
The Inventory UI now shows the current item state (either frozen/thawing or freezing). This also helps players to provide much needed info if bugs appear.
Same info also available in the world UI.
Disabled item freezing option during the winter in the custom settings. Now items will always freeze during winter. Will return if needed and after properly tested.
Other Updates & Fixes:
New resolution added: 1920x1200. Note: Saved resolution has been reset to DEFAULT. Please re-assign your preferred resolution in the settings.
Bird flocks taking off now spawn feathers on the ground
Snow thawing time is reduced slightly on the fire.
Fixed bug: Fixed a bug where harvested items from deposits became loose and could fall under the terrain. This caused other problems with the game physics engine.
Fixed bug: Item piles not being interactive (related to the previous issue).
Fixed bug: Fahrenheit temperature is now shown properly on the player’s perceived temperature.
Other minor bug fixes and improvements.
Known issues:
When assigning food items to fire, the model size might appear much larger than expected.
A water container might not accept adding tea ingredients when trying to drag & drop. Quick fix: Try to reassign both items to the inventory.
Item piles may break at some point where items are detached. This may cause items e.g. “ending up below a table”.
Thank you for your support, and happy surviving! - Feralless games
Greetings, bushcrafters!
Here are the patch notes for this update! This patch mainly focuses on Quality of Life improvements and crucial bug fixes, but also introduces a new attachment for your water storage to make your base setup more versatile and efficient.
Fire Fuel vs. Fuel Efficiency: For some of you, the fire fuel times may have seemed a bit confusing. Like when you added a stick worth 15 minutes of fuel, but it shows 18 minutes in the fire panel (which is nice!). This happens because of the fire source's own Fuel Efficiency. If the efficiency is high, the fuel burns longer. Also in this patch the player’s “Fire burns longer” perk has been changed to “Increased fuel gain“, which increases each burnable item’s fuel gain.
Charcoal mound mechanism: Please note that producing charcoal with the charcoal mound will yield zero charcoal if the lids are left open. There is a specific "sweet spot" timing for closing the lids that results in the highest possible charcoal yield for the current fuel amount! Got feedback? Join the Discord and share your thoughts! https://discord.com/invite/t9mevX9jDf
Also, if you've been enjoying the game, please consider leaving a Steam review. It’s the best way to support a solo project like this!
New feature: Water storage enhancement
Rain water collector attachment: You can now upgrade your Water storage by attaching a rain water collector directly to it.
Increased rain gathering: This enhancement directly increases the storage refill rate.
Refill Multiplier: 2.5x
Added a drink button to drink from water storage directly.
Quality of Life improvements:
Protected from weather: Resources that decay during harsh weather now show a "Safe from weather" status in the UI if they are properly protected. Protection requires placing these resources inside a fully built house or a cave.
Auto-equip item durability toggle: Added a setting in the game menu to toggle between automatic selection of the lowest or highest durability item. This affects quick-slot item swapping and automatic tool assignment (e.g., when starting to dig).
Added fuel info: Adding fuel to candle mounts and fire stands now displays the amount of fuel added.
Candle mount buff: The candle mount now receives approx. > 2x the fuel value originally added.
Shaped granite can now be piled.
Dynamic bow’s crosshair: The bow’s crosshair now shrinks in size as your archery level increases. Note: This is a visual enhancement and does not affect base aiming accuracy.
Hit indicator: The bow crosshair now displays a small visual indicator when an arrow hits an animal.
Water transfer panel: This has been reworked to simplify the actions.
Codex Update: Added information regarding the game's decay systems.
Other updates & fixes:
Change: The "Cave beach" starting point has been renamed to "Overhang beach" to better describe the actual environment.
Change: The player's "fire burns longer" perk has been changed to “Increased fuel gain”. Leveling up fire starting skill now rewards you with more fuel value from the same fuel sources. Also the skill level progression for this attribute has been adjusted.
Update: Small audio clip adjustments.
Fixed bug: Dismantling a construction that only required a single raw material would return nothing. Now the system correctly returns resources.
Fixed bug: Picking up a lit torch while the "Auto-equip picked up items" setting was disabled would cause the torch to extinguish instantly.
Fixed bug: Fixed a bug where the "Auto-equip picked up items" toggle would always reset to enabled when starting a new game. Now the assigned setting will be remembered.
Fixed bug: Fixed an issue where starting to dig action didn't check the player's active hand item, causing the last assigned digging tool in the inventory to override the current hand item automatically.
Fixed bug: Fixed a bug where lake water audio after loading would still play during the winter even though the lake was completely frozen.
Fixed bug: Occasionally items falling under a table were investigated, but the root cause hasn’t been identified. Meanwhile the table's collider has been updated and items ending up under the table can be obtained.
Fixed bug: Fixed a bug where the charcoal mound would sometimes yield zero charcoal under specific circumstances.
Fixed bug: Fixed an issue that allowed extra bandages to be crafted over the maximum amount in basic crafting.
Fixed bug: Fixed a bug where a broken torch moved on the ground would fail to revert the correct texture after displaying the red placement tint.
Fixed bug: Players will now automatically wake up before drowning if the floodwaters rise while they are sleeping.
Fixed bug: Fixed a UI/inventory bug where the stack count didn't update properly when adding iron prills to a mold if a partial stack remained on the cursor.
Other minor bug fixes and improvements.
Known issues:
Food items might remain in a frozen state after the season changes to spring.
When assigning food items to fire, the model size might appear much larger than expected.
A water container might not accept adding tea ingredients when trying to drag & drop. Quick fix: Try to reassign both items to the inventory.
Item piles may break at some point where items are detached. This may cause items e.g. “ending up below a table”.
Thank you for your support, and happy surviving! - Feralless games
Greetings, bushcrafters! The latest update is here, focusing primarily on bug fixes and community-requested Quality of Life improvements. I have also added a new Small Game Coat and a plant-drying mechanic to improve the surviving experience.
Thank you for helping me find these bugs and improve the game! Got feedback? Join the Discord and share your thoughts! https://discord.com/invite/t9mevX9jDf
Also, if you've been enjoying the game, please consider leaving a Steam review. It’s the best way to support a solo project like this! New
Small Game Coat Added! Provides a modest warmth bonus (lower than the Deer Coat), making it a great early-game option.
Plant Drying: You can now preserve nettles and lily flowers by drying them. Once dried, these items will only decay if left exposed to harsh weather outdoors. Collecting and drying plants for later use is now much more viable!
Quality of Life improvements:
Stone throwing adjusted: Stone throwing trajectory has been adjusted to better align with the crosshair. Note: Because rocks are thrown from the right side of the character's body, the trajectory cannot perfectly align with the exact center of the screen, so there will still be some room for manual estimation.
UI cursor behavior: The mouse cursor now maintains its position on the UI when crafting items or harvesting an animal, instead of resetting to the center of the screen.
Flat stone crafting: Players can now choose from the game menu whether flat stone crafting places the crafted item directly into their inventory or leaves it on the flat stone.
Fire Interaction: Candles and fire stands can now be extinguished directly holding the interaction key (E default).
Water pots: You can now drink directly from water pots using the interaction key (E default).
Mortar: can now be piled.
Fire panel UI: Added a "Warming" text indicator to the fire panel when the fire's temperature is not yet high enough to heat the item.
Other Updates & Fixes:
Candle Mount: Slightly updated the model and added a small fuel drop animation.
Oak Trees Added: New Oak trees have been introduced to the world. To avoid a full world reset, their positions were carefully chosen. Hopefully, they didn't spawn inside your bases! Please note that any trees removed in the process might have left some items floating in the air. Additionally, new oak trees will only spawn oak saplings when starting a new run.
Granite spawns: Granite nodes are now more likely to spawn granite instead of chert stones.
Fixed bug: Fixed a glitch where trying to lift an item pile while it was already in the moving state would get the player stuck in the item-moving phase.
Fixed bug: Moving low-quality food in the world will no longer cause it to spoil during the move, which previously left the player stuck in the item-moving state.
Fixed bug: Flat stone dirtiness could exceed 100%, causing food to decay instantly.
Fixed bug: Fixed an issue where items could not be fetched from the wall rack.
Fixed bug: Carcass harvesting speed incorrectly displayed as 1% across all experience levels.
Fixed bug: Archery critical hit chance incorrectly displayed as 8% across all experience levels.
Fixed bug: Clothing wind resistance stacked too heavily, completely neutralizing the effect of wind chill.
Fixed bug: Upgraded structures received unintended massive durability stats after being dismantled.
Fixed bug: Walls and roofs did not return added raw materials if destroyed while an upgrade was on.
Fixed bug: Smoker wind protection wasn’t tested and couldn’t be ignited during a strong wind.
Other minor bug fixes and improvements.
Known issues:
Food items might remain in a frozen state after the season changes to spring.
When assigning food items to fire, the model size might appear much larger than expected.
A water container might not accept adding tea ingredients when trying to drag & drop. Quick fix: Try to reassign both items to the inventory.
Item piles may break at some point where items are detached. This may cause items e.g. “ending up below a table”.
Thank you for your support, and happy surviving! - Feralless games
Greetings, bushcrafters! This update is all about making your survival experience smoother and your base a bit more like home.
The highlight of this patch is the new "Smart Fetch" system. You no longer need to manually hunt for missing materials from containers or piles. If the resources are nearby, the crafting menu will fetch them for you automatically! Got feedback? Join the Discord and share your thoughts! https://discord.com/invite/t9mevX9jDf
Also, if you've been enjoying the game, please consider leaving a Steam review. It’s the best way to support a solo project like this!
Fetching items from surroundings
Required crafting materials can be fetched easily if not in your inventory!
If required item(s) are located near the player, after clicking the raw material they will be transferred to a workbench or player’s inventory depending on the crafting type.
Can be fetched from items on the ground, item piles or containers
Requirements: items must be within a certain range of the player and have been previously discovered/collected
The Basic Crafting menu has been redesigned to align with the Advanced Crafting menu.
New furniture
A candle wall mount helps you to light up your house. The candle works in the same way as a fire stand. Needs to be ignited with a torch. Uses sap and animal fat as fuel. A candle can be freely placed at a certain height, but it will have some restrictions.
Table A sturdy, wall-mounted surface to keep your most important gear organized and off the ground. Can be placed in or outside a house.
Quality of Life improvements:
The bed now has 4 slots underneath. A “lay down” -button was added as well, so accessing the bed’s inventory doesn't require laying down.
Fatigue can now be seen as a red warning sign at the top of the HUD. This is a warning sign for a player as fatigue drains HP even faster.
The transition speed to swimming has been increased.
Player position on the map is enabled default for Explorer difficulty. Why? Generally the game has been described as hard or challenging. I wanted to ease the Explorer difficulty even a tiny bit.
Snare feedback: Players now receive information when a snare is set, indicating if small prey is nearby or in the area. This is enabled by default on Explorer and Wanderer difficulties, but disabled on Survivor. As always, you can change this in the Custom Settings.
Other Updates & Fixes:
Balancing: Wood and granite spawn positions increased slightly.
Update: Distinct textures added for smoked food items to distinguish them from regular cooked food.
Update: A basic crafting -button added to the build menu. This helps especially new players to find the basic crafting tab.
New: When disabling vSync, there is an option to choose if FPS is capped to 60 or unlimited.
New: Added a camera shake when a tree hits the ground and the player is near.
New: Bees will now flee if a beehive is dropped near a lit torch. This allows to get honey without any stings!
Fixed bug: Fatigue-related damage over time is now correctly paused during sleep. This prevents players from dying immediately after closing the eyes if their HP was critically low due to exhaustion.
Fixed bug: When moving a fish trap and starting to swim, the "moving method stayed" while the fish trap was no longer moving.
Fixed bug: “Ignite” keybind info was incorrectly shown with torches.
Fixed bug: Water storage was collecting rain water while not being completed.
Fixed bug: Setting a soil planer below a shallow cave's overhang caused the soil planer to jump up.
Other minor bug fixes. Raw, cooked and smoked food items.
Thank you for your support, and happy surviving!
- Feralless games
Greetings, bushcrafters!
I have received a lot of great Quality of Life suggestions for Ember’s Verge and have now implemented those which bring the most value without requiring a complete refactoring of the game logic. But that’s not all! There are still more features and improvements coming in future patches. Feedback is always appreciated!
I’m also happy to see many of you playing on Steam Deck and implementing custom configurations to make the game playable. Although the game wasn’t originally designed for a Steam Deck, I wanted to add features to help with the game play.
Updated both the full game and the demo.
Got feedback? Join the Discord and share your thoughts! https://discord.com/invite/t9mevX9jDf
Also, if you've been enjoying the game, please consider leaving a Steam review. It’s the best way to support a solo project like this!
A smoker
Works in the same way as a campfire, but doesn’t get extinguished by rain.
Has 4 slots for cooking.
The cooking process is slower, but enables a longer durability.
This feature can be used with sliced meat, rabbit, bird, liver and fish. (in total ~10 smoked food variants. Will update the textures later.)
Quality of Life improvements:
Dismantle button can be rebind. This enables players with a Steam Deck to rebind the button and dismantle buildings.
Split stack Right click option has a split stack feature. This feature is helpful especially for Steam Deck players who cannot destack (shift + LMB) in the inventory.
Added "Plant yielded no fiber" info when collecting plants that do not contain fiber. Hopefully this makes it clear which plant yields fiber.
A whole item pile can be picked up all at once. This functionality is now added to default “R” and sharing the key with repair. However this doesn’t include a proper pickup animation.
Pressing “1” (Empty Hands) with a hand item equipped and full inventory displays a helpful message that a player has dropped the hand item.
Tree chopping can now be performed continuously by holding down the action button. The same logic is also implemented for ground digging.
Spoiled food can now be piled. Ahh.. all the buzzing.
Balancing:
Explorer metabolism rate has been changed to a very slow setting.
Stamina consumption has been reduced for wood chopping and jumping and Endurance experience being added while chopping wood or making an ice hole.
Other Updates & Fixes:
Bug: Animal harvesting camera issue fixed, where camera rotation got out of hand after harvesting a couple of times.
Bug fix: Quartered logs could be placed on a wall rack.
Bug fix: Wedge could be removed from a quartered log, but could be inserted back.
Bug fix: While picking up an item and focusing with the bow caused a freeze glitch.
Bug fix: Dirt stack dropped directly to water now transforms to mud.
Bug fix: Wood trunks on wood drying rack were able to be placed on top of each other while having a red mesh color.
Change: Curved Wood Trunk changed to Heavy Branch to avoid confusion with straight trunks.
Change: A maple log or any chopped log on the ground is changed to “Log”.
Other minor bug fixes.
Thank you for your support, and happy surviving! - Feralless games
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Ember's Verge, 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 Ember's Verge 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.