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Full Steam announcements and update articles for this title.
Fixed an issue where enemies could become desynchronized after respawning. In some cases, one player would see an enemy dead while another still saw them alive and invulnerable.
Fixed an issue where the server incorrectly replicated the client's head pitch rotation.
Added weapon recycling. Firearms can now be dismantled into scrap.
Updated weapon controls:
U — Unload Ammo
R — Recycle Weapon
Enemies now drop their equipped weapons when killed.
Added a fire mode indicator to the ammo counter, showing whether the weapon is set to Semi, Burst, or Auto.
Improved head hitboxes for more accurate headshots.
Removed the Unload option from melee weapons.
Added key rebinding support for Jump and Sprint.
Added a new drinking animation when consuming water from a bottle.
Blood now appears on your hands after attacking enemies with melee weapons.
Campfires in the main camps are now permanently lit and can be used immediately.
Removed logs from the barter system.
Added a redesigned New Game introduction pop-up window.
Fixed an issue where footstep sounds could play from an incorrect position due to foot bone attachment.
Improved the Item Info panel in the inventory. Available item actions now update based on the current context, displaying the correct options depending on whether you're interacting with a container or your own inventory.
Fixed an issue where clothing could duplicate when recycled in multiplayer.
Fixed item unloading behavior in multiplayer.
Moved the Demolish Structure button lower to prevent accidental clicks.
When a structure is demolished, any loot stored inside is now automatically dropped into a storage box, allowing you to safely move your base without losing items.
Storage Bag
Added a smoother transition from day to night, making time-of-day changes feel much more natural.
Fixed an issue where notes did not spawn correctly for other players in multiplayer.
Quests, the quest log, and related information now work correctly for all players in multiplayer. You can now properly progress through the story together.
Fixed duplicated dialogue during story cutscenes.
Fixed several tutorial issues in co-op.
Resolved multiple synchronization issues in the main story quest.
Improved the Flare Gun. It can be found at Max's Watchtower or traded at the bar near Max.
Firing a flare now creates a much brighter light source and places a visible marker for 20 seconds, making it much easier for teammates to find each other.
Added new equip and unequip animations for knives.
Added equip and unequip animations for axes, swords, machetes, clubs, and other melee weapons.
Added equip and unequip animations for the shotgun and sniper rifle.
Improved reload animations across almost all firearms.
Fixed the player's hit reaction animation.
Fixed a Fatal Error that occurred for some players while using Fullscreen mode. The issue was related to Swap Chain recreation on certain monitor configurations. (Please continue to report any issues.)
Reduced the rate at which hunger and thirst drain. Survival is now slightly more forgiving, but you'll still need to manage both carefully.
Fixed an issue on one of the watchtowers where the shotgun could collide with the railing, preventing the player from raising the weapon properly.
Added a new Motion Effects setting. It allows you to disable camera effects such as head bobbing, camera shake, weapon sway, and other motion effects that may cause motion sickness.
Some animations still contain minor camera movement due to animation limitations, but we will continue improving this over time.
Increased the visual variety of bandits by adding more clothing, hairstyles, and facial variations. You should now rarely encounter two bandits that look exactly alike.
Rebalanced clothing protection values. Shorts now provide less protection, making trousers a more meaningful choice.
Added Brazilian Portuguese (pt-BR) localization.
Improved deer hitboxes, making ranged hits register more accurately.
Added full key rebinding for movement controls. You can now reassign movement keys instead of being locked to WASD.
Adjusted retreat sound delays for all enemies, making their reactions feel more natural and less repetitive.
Rebalanced enemy footstep volume during both retreating and attacking, making enemy movement easier to hear and track.
Completely reworked shotgun replication in multiplayer. Reloading, shell synchronization, and firing should now behave correctly for both the host and all connected clients.
Fixed an issue where weapon sights were displayed incorrectly in third-person view.
Fixed NVIDIA Frame Generation compatibility issues, improving stability and visual behavior on supported systems.
Fixed an issue where players could remain stuck in the driver's sitting pose in multiplayer even after exiting a buggy.
Fixed an issue where pressing E could fail to properly exit the buggy.
Food now disappears naturally while being eaten, instead of vanishing instantly at the end of the animation.
Dead bandits can now continue firing their weapons while lying on the ground.
Improved deer animation blending for more natural movement.
Added several new hairstyles and beard options.
Updated the descriptions for all multiplayer modes to better explain how they work.
Fixed an issue where players could not revive each other after being knocked down in online mode.
Fixed an issue where weapon attachments stored inside player chests were lost after rejoining the game.
Fixed weapon repair when attachments are installed. (Please verify.)
When unloading a weapon with no ammunition left, the inventory now correctly displays a message that there is nothing to unload.
Improved the suppressed shotgun sound.
Reworked the AI sound system to make enemy reactions feel much more natural.
AI will now react to suspicious sounds nearby even if they cannot see the player, using contextual voice lines such as "What was that?", "I heard something.", and similar.
Improved footstep audio for grass and bushes. Walking is now much smoother, while running creates noticeably louder vegetation sounds. This also removes the unnatural effect of hearing bush sounds behind the player.
Reduced the volume of buggy engine sounds.
Removed an unnecessary cutscene that interrupted the gameplay.
Simplified the first quest to make the beginning of the game clearer and easier to follow.
Improved the player hit reaction animation to make it look more natural.
Fixed an issue where the Sleeping Bag could not be crafted correctly.
Removed a broken bridge that could interfere with vehicle movement.
Fixed Rabbit Hide not dropping correctly.
Fixed issues with the Sleeping Bag.
Fixed an issue where the Rifle Suppressor and Shotgun Suppressor shared the same icon and description.
Fixed several story cutscenes.
Thank you for continuing to report bugs. We read every report and keep polishing the game.
Added full key rebinding support. You can now customize your controls and assign keys however you like.
You can now unload your weapons directly from the inventory
Fixed an issue where one of the quests did not award experience upon completion.
Fixed an issue where the player could die during a cutscene in one of the story quests.
Added a Take All button for loot containers.
You can now move items much faster.
Ctrl + Click now instantly transfers items into loot containers.
The pause menu now displays how many days you've survived in the forest.
Improved quest NPC interaction distance, making conversations easier to start.
Fixed an issue where fog could remain after sunrise.
Increased animal despawn delay, making wildlife feel more natural.
Added more wildlife to several areas of the map.
Animals and enemies now become visibly wet during rain.
Deer antlers can now be traded for valuable items.
Added a Camouflage Cloak, craftable from cloth, that makes you harder to spot.
Rebalanced the Hunter's Shop.
Deer antlers can now be traded.
Adjusted prices for several items.
Replaced several low-resolution jacket textures.
Added four new jackets, two Panama hats, and a bandana.
Fixed an issue where some shirts displayed incorrect materials.
Updated the description of Beginner's Tent to better explain its functionality.
Improved pistol sprint animations.
Adjusted knife running animations for a more natural look.
Increased enemy spawn chance around campfires to make them feel more dangerous.
Fixed collision issues with the Static Torch.
Added a warning message explaining whether a vehicle is out of fuel or broken.
Weapons can no longer be repaired while attachments are installed. Attachments must be removed first. Added a warning message to make this clearer.
Updated suppressed weapon sound effects.
Added new attachments for the Desert Eagle:
Red Dot Sight
Flashlight
Suppressor
Increased KingBolete mushroom spawn rate.
Fixed an issue where bush interaction sounds could become delayed.
Added basic starting clothing.
Added additional starting items.
Torches are now automatically extinguished when entering water.
Increased Storage Bag capacity to 16 inventory slots.
Weapon blocking now works with all knives. We noticed many players were trying to block with basic knives, so we've made blocking available across every knife instead of only higher-tier ones.
Unwanted clothing can now be torn into cloth.
Fixed a clothing clipping issue where the T-shirt could clip through one of the jackets.
Fixed inventory slot values for several jackets.
This only applies to players who owned the game before the July 10 major update.
If you're experiencing strange bugs after the update (especially with campfires, quests, or other systems), you're most likely using an old save.
Old saves are not fully compatible with this update.
Delete your old save folder and start a new game:
%USERPROFILE%/AppData/Local/ForestDoesntCare/Saved
If you don't want to lose your progress, you can also wait until we release a save compatibility fix.
Major weather system overhaul.
Added new weather conditions.
Weather transitions are now much smoother and more natural.
Fixed quest journal issues.
Fixed story progression rollback.
Added a tutorial explaining how to create your own respawn point.
Backpacks can now be found while exploring the forest. Add more slots.
Crocodiles and wolves have been added to the global wildlife spawner.
Rebalanced AI hearing and vision.
Various NPC improvements.
Improved weapon blocking system.
Added body-part damage multipliers. (Headshot's damage increase)
Fixed several item material issues.
Removed equipment clipping in the inventory/customization menu.
Improved flashlight behavior.
Fixed a bug that could launch players into the air or instantly kill them while building.
Fixed an issue where players could unexpectedly catch fire while standing near a campfire.
Reduced the interaction sound volume for bushes and vegetation.
Rebalanced the barter economy based on your feedback. We're still collecting data and will continue making adjustments in future updates.
Numerous stability improvements and bug fixes throughout the game.
Completely reworked vegetation collision. Leaves, bushes, grass, and small plants are now much easier to shoot through.
No more hiding in a bush. No one is safe anymore. Happy hunting. 🌿
Fixed an issue where the player's face could clip through the balaclava when changing facial appearance.
Thank you all for your feedback!
We read every bug report, suggestion, and piece of criticism. Everything is logged, discussed, and helps shape the future of FOREST DOESN'T CARE.
We're not slowing down. More updates are already in development.
Months ago, Forest Doesn't Care was a quiet place.
People came here to walk.
To breathe.
To pick mushrooms.
To disappear from the real world for a while.
Since then...
the forest has been changing.
Not just growing.
Changing.
Today we're releasing the biggest update in the game's history.
New story events.
Living wildlife.
NPCs with their own routines.
A redesigned survival experience.
New mechanics.
Hundreds of improvements.
Thousands of fixes.
And for those who are more interested:
Reworked the core onboarding experience with starting items, a bandage, an early equipment quest, and a stronger introduction from Max.
Improved the quest structure and journal by adding lore notes, a mission completed widget, and preparing updates for quest and notes menus, tabs, headers, and icons.
Enhanced tutorials and guidance with reworked tutorials, skill availability notifications, world hints, and smarter hint logic.
Updated the sleep, night skip, and spawn systems. Sleeping bags and shelters now behave more naturally, while the spawn/respawn system is more reliable.
Rebalanced core survival by adjusting stamina consumption, hunger and thirst behavior, the player's vulnerable early game, and the availability of basic melee weapons.
Continued improving food, mushrooms, fish, and consumable effects, including timers, skill points, animations, and first-person transitions.
Updated clothing and equipment logic, including transparency masks, accessory compatibility, holsters, backpacks, headgear, and flashlights.
Expanded character customization with new hairstyles, tattoos, facial morphs, dirt effects, eye blinking, and overall MetaHuman improvements.
Improved the core melee combat system with new melee weapons, attack animations, and refinements for fists, pistols, and two-handed weapons.
Enhanced close-range combat for ranged weapons by adding melee attacks for bows and firearms, along with better weapon behavior in confined spaces.
Rebalanced melee stamina consumption and fixed issues related to attack spamming.
Improved the shotgun with proper reloading, groundwork for reload interruption, and damage fixes.
Refined weapon traces, recoil, sights, crosshair visibility, and firing logic across multiple weapon types.
Continued improving bows, arrows, spears, and grenades, including projectile retrieval, throw mechanics, animations, damage, and embedded arrows.
Increased combat impact with new blood decals, stronger hit reactions, and improved impact effects.
Improved nighttime combat by refining weapon and enemy flashlights, making encounters easier to read in the dark.
Continued major AI improvements, including target focus, attack behavior, navigation in specific POIs, and overall AI optimization.
Reworked multiple encounter scenarios, ambushes, and triggers across houses, caves, camps, and story locations.
Expanded tribal enemy variety with whispers, improved audio, modular equipment, new spawn locations, and archer improvements.
Improved the behavior of wolves, crocodiles, rats, boars, bears, birds, frogs, and other wildlife.
Added a Bird Reaction Spawner, allowing birds to react visually and audibly to gunshots throughout the forest.
Fixed numerous issues related to enemy deaths, ragdolls, invisible corpses, and damage reactions.
Continued expanding NPC systems, trading, dialogue, and story events.
Performed a major polish pass across the world by fixing roads, paths, bridges, collisions, cave entrances, level issues, and problematic areas.
Updated the visuals of several key locations, including the base, towers, swamp, cabins, caves, witch area, camps, and various POIs.
Added more environmental detail through clutter, storage areas, loot, foliage, grass, water droplets, debris, and denser world decoration.
Fixed floating rocks, nests, mushrooms, spawned objects, and various foliage placement issues.
Improved weather transitions, wind strength, leaf behavior, and material wetness for better visual consistency with weather and audio.
Updated water interaction with improved waves, splashes, floating debris, rain effects, and better readability of dangerous conditions.
Continued improving camp and survival systems with craftable rain shelters, camp loot, starting areas, and backpack distribution.
Expanded the world with additional story and atmospheric elements to make exploration more rewarding.
Refined the main menu, game modes, mode naming, and navigation between Singleplayer, Multiplayer, and Character Editor.
Updated the UI style across multiple screens with cleaner buttons, thinner lines, improved readability, and fewer unnecessary popups.
Improved journals, menus, tabs, and loot sections with better spacing, labels, icons, headers, and overall information hierarchy.
Expanded inventory tooltips with item descriptions, stats, container names, and clearer loot context.
Began implementing accessibility improvements, including mouse inversion, head bob settings, and HUD readability enhancements.
Fixed multiple issues affecting HUD visibility, markers, and fullscreen widgets across different game modes and scenes.
Removed or redesigned unnecessary debug and temporary interface elements, including REPORT BUG, temporary windows, and redundant notifications.
Improved animations for melee attacks, crafting, getting up, consumables, bows, the shotgun, Max, and multiple NPC scenes.
Fixed several issues affecting transitions between first- and third-person views, including foot offsets, hand placement, shadows, and crouch camera behavior.
Improved third-person presentation during running, inspection, looting, eating, dialogue, and buggy driving.
Continued polishing cutscenes and sequences, including the introduction, ending, cave scenes, tower scene, and several story moments.
Fixed conflicts between cutscenes, the HUD, inventory, attachment menus, dialogue, and player death.
Continued improving camera shake, NPC look-at behavior, head bob, crouch vignette, and the Climbing System.
Refined first-person hand animations, shadows, and the overall visual presentation of the player character.
Performed a major audio pass on weapons, including the sniper rifle, AWP, AK, Deagle, shotgun, shot trails, reloads, and impact sounds.
Improved melee audio with better swing, hit, body impact, flesh, body fall, and overall strike weight.
Expanded footstep audio for wood, leaves, grass, sand, bridges, water, and rainy conditions.
Refined ambient sound design, including ambience, breathing, character voice lines, bark components, tribal whispers, animal sounds, and environmental scenes.
Removed or replaced weak crafting, inventory, door, dialogue, pause, crackling, reverb, and unnecessary spawner sounds.
Better synchronized weather with audio through improved wind intensity, leaf movement, storm ambience, and denser forest soundscapes.
Implemented numerous technical fixes for collision, fake meshes, foliage, distant meshes, LODs, skeletal meshes, and problematic overlap areas.
Optimized NPCs, camps, distant actors, and specific events by reducing unnecessary ticks, improving long-distance behavior, and refining spawn control.
Moved selected interactions to dedicated collision channels for improved performance and more predictable gameplay.
Fixed replication issues, character movement, controls, client-side jumping, alarms, and various networking problems.
Improved multiplayer with better session handling, friend-only access, game mode naming, quests, and network-specific UI states.
Removed leftover technical objects and development placeholders, including player starts, debug actors, and temporary admin elements.
Hey everyone.
We have to be honest with you.
During the final build process for the Major Update, we ran into a serious technical issue that forced us to roll back part of the project by a few days.
The update is not gone. The work is not lost completely. But some systems now need to be carefully restored, checked, and rebuilt before we can safely release it.
We know many of you were waiting for the update today, and we’re truly sorry for the delay.
But we don’t want to push out a broken build just to meet the date. This update is too important for that.
The new release window is Friday evening.
We’ll use this time to rebuild the affected parts, test the update properly, and make sure the forest changes the way it was meant to.
Thank you for your patience and support.
See you on Friday.
— MOROZ GAMES
For the last six months, we've been working on the biggest update for FOREST DOESN'T CARE.
On July 7, the forest will change.
A new story will unfold through dialogues and scripted events. Animals, predators, prey, and people will now exist as part of a living ecosystem.
The world no longer revolves around the player.
Creatures hunt, hide, migrate, and survive on their own. Encounters will feel more natural, unpredictable, and immersive than ever before.
Behind the scenes, we've completed more than 200 development tasks to bring this vision to life.
This is only the beginning.
More details, previews, and gameplay footage are coming soon.
See you in the forest on July 7.
— MOROZ GAMES
2025 was wild and full of experiments. But we’re here. We’re alive. And we’re confidently moving forward.
I want to thank everyone who bought the game and everyone who wrote reviews. Honestly — some of those reviews completely blew my mind. I’ve never read anything better in my life.
The biggest thanks go to each and every one of you. You made us better. You are our motivation. And in the new year, we won’t let you down.
We’re entering 2026 with new energy and massive support — thank you for that.
I also want to give a special thanks to Epic Games for Unreal Engine. This engine gave me a new sense of purpose. I truly love it and I’m ready to spend days and nights working in it.
Huge thanks to Steam and Valve for building the most powerful gaming platform in the world, for giving indie developers real chances, and for providing an incredible service to players all over the globe.
And big thanks to NVIDIA — for the technologies that allow us to push creativity further and make bolder, more daring experiments with our projects.
Wishing everyone a Happy New Year. More is coming.
Fixed water in one of the caves
Decorated caves with cobwebs
Added different loot to caves where it was previously missing
Reworked rats and spiders — improved behavior so they crawl and run along walls
Reduced health of dry trees and cave entrances
Added fallen bird nests — loot feathers from them
Increased the number of mushrooms in the forest
Minor map tweaks and small environmental fixes
Shotgun updates:
New animations
New sounds
Reduced stamina consumption for the machete
Fixed campfire damage and healing values
Fixed an archer AI that was freezing and behaving incorrectly (still under testing — we’re learning and improving this system)
Fixed issues with some AI behaviors
Fixed fish replication — caught fish now displays correctly in multiplayer
Fixed an issue where players couldn’t respawn using a gamepad
Fixed collision issues when dropping items inside the warehouse (items could not be picked up due to warehouse collision)
Added V-Sync ✅
Added Frame Limit ✅
Added option to disable head bobbing
Game mode is now saved when re-entering the game or returning to menu
Soda now restores more thirst
🖤 Thanks for helping us test, break, and fix the forest.
Additional Fixes & Balance Changes
Added more mushrooms and made their spawn more varied
Removed large item drops from chests
Increased the amount of stones and feathers in the forest
Reduced the number of stones required to craft a campfire
Minor fixes to items that were extremely hard to find due to tall grass
Fixed an issue where the screen would rotate during death and respawn (black-and-white screen state)
Fixed a bug where the character’s head was missing after respawning
Fixed a strange fire hitbox that allowed players to jump on it and appear to float in the air
Fixed a severe camera shaking bug when opening the inventory (Tab) while being downed
Improved hand textures — they now look less plastic (still work in progress)
Fixed collision on the grey rat that couldn’t be killed — it’s mortal again
Fixed some materials
Reduced the number of mushrooms again (sorry, still needs tuning)
Increased weapon damage — hitting enemies felt weirdly weak
Updated the sky system in real time — removed the “visual freeze” (the sky was jumping once per minute); visuals should now look smoother
Reworked foliage rendering settings — now works in a more interesting way, feel free to test it
Fixes & Improvements
Fixed campfire size and incorrect fire shadow
Character now screams when taking damage
Added new blood effect when hit by arrows
Fixed caves and unlocked access for players who couldn’t enter them
Birds now sing in the forest 🐦
Jackets now provide inventory slots
Improved fishing process
Fixed and fully enabled achievements
Fixed item info display in inventory
Fixed infinite respawn of some items after reloading the level
Fixed a hard-spawned native NPC that appeared in Peaceful Mode (Sorry about that!)
New Content & Features
Added a new enemy to caves
Added a Workbench — you can now repair your gear
Added a Large Storage building with very high capacity
Added new clothing: T-shirts, shorts (more colors), balaclavas, tactical helmet, light armor
You can now pick up and move built structures (tents, campfires, storage, etc.)
Controller Support
Improved controller support: driving, running, shooting, looting, mushroom picking, slot switching (full inventory & menu support coming later)
We’ve made some improvements in this update. Thanks for playing and exploring the forest! 🌲
🔊 Audio — Fixed several sound issues and incorrect playback. — Interaction sounds through bushes and tall grass have been refined. — Footsteps now feel heavier and crisper.
💇 Hair & Textures — Fixed hair lighting and minor texture clipping issues. — Hair reacts better to external light sources.
🦌 Peaceful Animals — Fixed issue where peaceful animals didn’t spawn correctly in Peaceful mode.
🤖 AI Animations — Corrected several AI animation glitches to prevent looping and other issues.
👁️ FOV — Fixed an issue where the field of view did not reset correctly after sprinting.
🩸 Blood Effects — Fixed blood effects when dealing damage to animals and other players.
🥩 Survival — Reduced damage from thirst and hunger for better survival balance.
🐦 Birds — Optimized bird behavior and respawn. — Remember to collect loot from the body after shooting.
🐿️ Small Animals & Fishing — Added loot for small animals. — You can now build a fish dryer to make dried fish easier to carry.
🛠️ Crafting — Removed scrap requirement for arrows, making basic ammo easier to obtain for now.
🖱️ Mouse Controls — Added mouse inversion option in control settings.
📯 Players’ Whistle — Returned to help find each other in multiplayer. — Be careful near aggressive animals or hostile creatures.
🧭 Server Browser — Now live! — You can connect to other players directly through the in-game server browser.
👥 Player Limit — The current limit is 100 players per session. — We’re excited to see how much the netcode can handle 😄
📻 Radio / Voice Chat — Added a full proximity voice chat across the entire map.
Works like a radio: • Hold T to talk • Your hands must be free to use the radio✨ More immersive features coming soon!
The new update is now live — I hope you enjoy it. A lot of new things have made it into the game.
I also want to clarify something important. Many people ask: “Why is the game released and not in beta or Early Access?” Because originally this was a tiny project — a peaceful walking simulator about wandering through the forest and collecting mushrooms. Those who were with us from the very beginning remember that it was never meant to become a giant survival sandbox.
But after release, the community wanted more — and we decided to grow the game together with you. Steam unfortunately doesn’t allow putting a released game back into Early Access, so the only direction is forward. You asked for more content, and we’re adding it regularly.
What’s coming next: – a full skill and progression system – new mechanics and new content – dedicated servers so you can host your own worlds and game modes
The game is developed by just two people, so every bug report, suggestion, and piece of feedback is incredibly valuable to us. You genuinely help us shape and improve this strange forest.
After this big update I’m a bit exhausted, so I’ll be taking a short break to recharge. Thank you all for being here with us — and peace to everyone ❤️🌲
Just a small update. Things got a bit lighter, FPS went up, optimization is moving in the right direction. But yes, the forest is still a technical monster with billions of polygons. We’re not done yet — but we’ll definitely tame this beast and make it beautiful and smooth to play. If you find bugs or weird stuff — write in Discord.
Work continues. Step by step. 🍄🌲 Thanks for staying with me.
Hey folks, fixed a bunch of stuff and here’s what’s new:
Fixed collisions for some of the finds 🪵
Fire lighting now works properly 🔥
Added gamepad inputs 🎮
Small shadow contrast fix 🌑
Gave one old man his eyes back 👀, fixed the rest too
A bit of optimization – testing different approaches, don’t want to mess up our beautiful forest, so things might still be a bit laggy. But I’ve got tons of ideas for more 😉
Fixed the skull achievement 💀
Slightly improved landscape 🌲
Fire smoke now fixed 💨
Improved paths 🚶♂️
Slightly better weather transitions ☁️
A bit more performance improvements ⚡
Added FSR, FSR Frame Generation, Nvidia Reflex 🚀
And a bunch of other small (and not-so-small) tweaks 😎
Anyway, we’re cooking up a big update for December 10 – optimization, tons of cool stuff, full chaos 😏.
Also: we now have a Discord server – join to help shape and improve the game! 💬
⚙️ Some optimization for better performance (lol :D)
🏠 Laid the groundwork for a future base
🎧 Worked on sound design
🐞 Added insects to the forest 💨 Wind is now fully synchronized with weather 🌦️ Each weather type (and its changes) now affects wind and vegetation 💧 Water now reacts (currently in testing) 🌿 Bushes and plants now respond to the player’s movement
✨ Check it out and let us know what you think! Your feedback helps us make the forest feel alive.
Hello! Just a few days ago we thought: “What if we just drop in multiplayer and see what happens?” Things escalated quickly — and now there’s a working beta: invite your friends and explore the forest together. Yes, some polish is still needed for smoother synchronization, but you can already play.
🕹 Multiplayer (Beta) – core gameplay replication is up and running.
🗣 Whistle {R} – call to each other so you don’t get lost.
👉 Pointing {Q} – show your friends exactly where to look.
🍄 Mushroom Stats – compare who gathered the most.
🐿 Squirrels – fixed stuttering when they froze (still improving).
🌄 Real-Time Day/Night – minor tweaks, monitoring stability.
⚙ Lots of Replication Work – sounds boring, but it was a big job.
The game keeps growing and evolving. Got ideas or found a bug? Drop a comment — we’d love your feedback!
Hello, fellow mushroom hunters! Thank you for playing and sharing your impressions. Here’s what’s new in the latest patch:
🏆 New Achievements Find 100, 250, 500, and 1,000 mushrooms—see how much of a true silent hunter you are.
🔧 Improvements & Fixes
Sound settings improved and adjusted—everything now feels more realistic.
Full control list added: every button and its action, including gamepad support.
You can now rest at any moment.
Option to disable the HUD for deeper immersion.
Option to skip the night—find a house with a bed or a mattress (available only at night).
Advanced stamina system with visual effects—our old grandpa hero isn’t getting any younger.
Fixed mushroom model rendering when viewing in the inventory.
⚠️ Important At the start of the game, you may still experience a short freeze even on powerful systems. This is a one-time loading of high-quality textures and geometry. We are aware of the issue and actively optimizing.
💚 Community Thanks A huge bow to everyone who has already made YouTube videos and shared their impressions—you are amazing!
🔭 Looking Ahead Based on numerous player requests and video comments, we’ve started work on:
A full camping system—build your own camp, rest by the fire, and enjoy new interactive features.
Multiplayer with voice chat—play not only with friends but with people around the world.
Thank you for supporting Forest Doesn’t Care. Your feedback and ideas make our forest more alive!
—The Development Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Forest Doesn’t Care, 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 Forest Doesn’t Care 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.