
Steam news
Full Steam announcements and update articles for this title.
Now every building is enterable! Every building has interiors and can be explored freely. This means you will have more places you can loot and use as cover. Of course NPCs can also have more places they can hide and sneak up on you now. We also have alternate interior arrangments for some of the buildings to break the repetitions. Basically furniture placements will be different sometimes for the same buildings.
We have a new SMG added to the collection. PPSh will be mainly used by FOA and IAB factions. It comes with a drum mag which makes it a good pick if you are not a fan of reloading too often. I find it particularly effective against drones thanks to it's magazine size.
Animation improvements for Colt 11 and Remington. We have new reload and inspect animations for both weapons. Now Colt 11's slide will be in correct position when it's out of ammo.
Big props to InvaderJake for these beatuiful animations! Send him some love, he is single handedly making the game better with his contribution.
Yes! You can now see the spent casings and they are fully simulated physics bodies. They will bounce around and make noises as well.
Equipping a gasmask when you already had one on would play the animation but not replace it. Now the game will warn you to unequip your current gasmask and the animation will not be played incorrectly.
New ASVal shooting sound effect
Fixed a bug causing increase in money infinitely
Fixed tagged friendly NPCs color wouldn't change if they turned hostile
I would like to focus on adding new Jobs for the future patches. It's time to expand the content and make sure the game loop is not too repetitive. I also want to focus on Overwatch AI and more dynamic interactions/systems.
Controller support is still in development but it will take some more time until it's ready to be published. If you like to help play test the controller support please join the discord! I wanna thank all the people that are already volunteered to help me playtest the game.
This update brings player and NPC controlled kamikaze drones. You can attach RPG warheads or grenades to FPV drones and fly them using the Droneer app in your PDA. You can either detonate the warhead or use a grenade release system to drop explosives on your target.
NPCs can also deploy drones during combat. These drones will hunt their target down and explode when it’s in close vicinity.
You can shoot down drones that are hunting you down or use a jammer to make them lose control.
RPG Warhead: Attaching this will turn the drone into a kamikaze type drone. You can press \ to detonate it when you are close to your target.
Grenade: This will turn the drone into a release type drone. You can press \ to release the grenade and safely return back to your positions to retrieve your drone and reuse it again.
You can adjust the frequency of kamikaze drones in the Difficulty section. You can have a full blown drone warfare or have it at a very low frequency and experience the anxiety of a drone hunting you down conservatively.
Controlling an FPV Drone using the PDA
Attaching explosives to a drone works exactly like weapon attachments. Simply click on warhead or a grenade and then click on your FPV drone and it will be attached. To use your drone you can right click on a drone item and select “Use” this will bring your PDA up and you will be able to control your drone. You can also use go to the Droneer app on your PDA and see all your available drones and deploy them. Pressing \ button will detone or release the explosive. Pressing \ will quit the Droneer app and you can retrive the drone. You can use movement keys and your mouse to steer your drone.
Droneer App
Drone delivery has became increasingly more popular in the AEZ. Operators in the field now rely on drone delivery more than ever. ArmedZone and ZoneMart are now contracting independent drone operators to help them relieve the increasing demands.
You can now take drone delivery jobs from the Droneer app. You will take control of an FPV drone carrying a package and deliver to it’s target. You will receive money upon completing task and you will be penalized if you fail to deliver the package. It’s a good, honest way of making some quick cash.
FPV Drone
RPG Warhead
Jammer
Remote Controlled Improvised Explosive Device
Electronics
You can now craft RCIEDs and detonate them using a phone. You must rig the IED using your inventory which will make it ready for detonation. Then all you gotta do is use a phone to call it and it will detonate it in couple seconds. Use the right click inventory context menu and press “Use” to rig the IED or make a phone call.
Recipe: RPG Warhead + Phone
You can craft a jammer and use it to deactivate nearby drones. This will become very handy when a kamikaze drone is hunting you down. Jammers deployed by the player will only deactivate drones deployed by other NPCs.
Recipe: Electronics + Phone
Fixed "NaN meters distance" bug for some jobs
Fixed missing characters for Cyrillic alphabet
Fixed some localization related text issues
Explosive barrel status and positions are now saved. So when you destroy a barrel and load the game it will come back if it was there when you saved the game. This data is only preserved for the duration of your game session.
Player can now strafe when sprinting. You must be pressing W (Forward) key while strafing otherwise sprinting will be cancelled.
NPCs that are carrying an important package or a wanted PDA are now more paranoid and might preemptively strike if you get too close.
PDA screen was way too dark due to double post processing. This is now fixed and PDA colors looks like the way it was intended.
Brought to you by Clever Com. Droneer is the best drone control solution out there! Now it comes built-in in your Asced PDA. Check out this promotional material we designed for the most enthusiastic drone operators!
Last patch introduced some really bad bugs due to an engine bug I have completely missed. My apologies everyone!
I rolled a patch that fixed these issues make sure you update your game.
Jobs were not available
Sound issues
Missing or repeating text on menus
Broken dialogue menu
And many more bugs
All these issues should be gone now!
Overwatch AI Improvements
NPCs occasionally put themselves in danger by recklessly running towards the enemy positions. Now they will be more careful if they know an enemy is close by. They might still run towards a cover if they are low on health or ammo etc.
NPCs will now change their focus towards other known targets after killing an enemy. They usually still kept their focus on the dead enemy.
One problem with NPCs was they would look at the walls while walking which really breaks the immersion. Now when they are in search mode they will not look at walls instead they look towards the direction they are walking. They might orient themselves toward the target either when they expect an enemy or when they are about to push but other times they will look towards where they are walking.
NPCs will be less paranoid around the player when you have your weapon equipped. Now they will warn you once and then go into chill mode.
Optimizations
Optimizations to the code related to Overwatch AI and NPC vision sensors. Especially combat situations should be much more stable now. If you notice any weirdness related to how NPC vision works please report it! Aggresive optimizations could lead to unexpected bugs therefore your feedback is very important.
Game Saves
“Create New Save” behaviour is now changed with “Cycle” which will cycle through numbers between 0-5 and save that way. With this behaviour you will have 6 different saves you can fall back on. Old behaviour created new saves infinitely which is not the best.
Enabled Steam Cloud. Now your saves will be saved in the cloud and you can use them on different devices. This is especially useful if you wanna continue your game on Steam Deck for instance.
Other
Added compatibility with saves created before version 0.2
Hovering over weapons will highlight the compatible ammo in your inventory
Added a notification when purchasing items on ArmedZone or ZoneMart
Bug Fixes
Fixed a bug where you could clean the gasmask without having a gasmask
Sometimes unequipping that PDA would put it in a loop where it was impossible to holster the PDA by pressing Tab (PDA default button)
Fixed an issue when healing or eating food brought back a weapon even though it was holstered before the animation begun
If you have unsaved changes in the settings menu the "Apply" button will flash a yellow color indicating you must apply for the changes to be saved.
Added a confirmation to deleting saves
Changing keybinds would apply regardless of hitting the "Apply" button. This behaviour was very confusing and now you must hit apply for keybind changes to take effect
Conflicting keybinds will make the key color red
Added a warning when opening saves created on older versions of the game. Most of the time old saves should be compatible but in rare occasions it might cause
This patch introduces a set of sliders dedicated to adjust difficulty of the various aspects of the game. This way you can customize your experience to your own liking. You can still just choose a preset (Easy, Normal, Hard, Insane) and quickly start the game without worrying about sliders.
Here is an explanation of all the options and how they affect the gameplay:
Player Protection: Affects how much damage the player takes. Highest value will make the player a bullet sponge basically.
Player Bullet Power: Affects how much damage the player deals to NPCs.
Player Wound Chance: The chance of getting health effects such as bleeding, bullet wound, infection etc.
Player Health Loss Factor: Affects how much health player loses when suffering from wounds (such as bleeding)
Thirst Factor: How quickly does player get thristy
Hunger Factor: How quickly does player get hungry
Ammo Drop Factor: Amount of ammo found on NPCs. Effects of this setting is best when applied before starting a new game.
Loot Factor: Affects the chance of finding loot on NPCs and the quality of the loot found in houses. Effects of this setting is best when applied before starting a new game.
Stash Factor: Chance of finding a lucky stash. Effects of this setting is best when applied before starting a new game.
Buying Price Factor: Price multiplier when buying items
Selling Price Factor: Price multiplier when selling items
Job Paying Factor: Affects how much will jobs pay
Equipment Degredation Factor: How quickly does equipment degrade such as weapons or pouches
New explosion particle effects
New fire particle effects
Better knockback for grenades and shotguns
Improved explosion sounds
Added settings in the main menu
Added a value display for sliders in the settings menu
You can now clean the gasmask without having a weapon equipped
Improved bullet impact particles
Added new bullet impact particles for metal surfaces
Ammo traders will now sell grenades
Improved animations/sounds for MP5, Colt 11 and Luger
Getting hit won't cancel leaning anymore
Imroved M16 ADS accuracy
Pouches will now degrade quicker
Fixed a bug causing weapon conditions to swap with the newly equipped weapon of the same type
Fixed a bug causing grenades not do any damage if the NPCs are not in combat.
Fixed a bug causing attachments to be lost when quick equipping weapons
Various bug fixes
Patch 0.2a_f1
This patch brings a new option for better physics which should solve the issue of items clipping through terrain and other objects. High Precision Physics setting can be accessed in the Game tab of the pause menu. It's enabled by default but if you are willing to sacrifice physics quality in favor of performance you can disable it.
Fixed a bug causing infinite drone drops in scavenger mode
Patch 0.2a_f2
Fixed a bug causing ammo loss when reloading with Remington and Mosin
Sawed-off shotgun is now considered a side arm so it can be equipped alongside your primary and secondary weapons
Added an alternative fire mode for sawed-off. You can use the fire mode selector to shoot both shells at once
Fixed a bug causing other items to be equipped in gasmask slot
NPCs will now behave better if the last enemy is wounded
This is the biggest addition this update brings. In the previous devlog I talked about managing gasmasks and it’s filters etc. But during the development I realized too much micro management was not really fun so instead I wanted to keep this system simple and make sure it adds to the immersion and it’s not annoying.
With the addition of gasmasks we also have a radiation exposure meter. You can see how much radiation you are getting exposed to and after a certain threshold you will need to wear a gasmask. During sand storms wearing a gasmask is also very much needed. If you don’t wear a mask then you risk getting radiation sickness.
Gasmasks are very abundant in the zone. You can almost always find a gasmask on a dead NPC.
Getting shot at will break the gasmask and the more holes you have the useless the gasmask becomes and will require a replacement.
When you don’t have a gasmask pressing the H key (healing default) will automatically put the best gasmask you have in your inventory.
If your gasmask condition is very low pressing H key will automatically take it out and toss it away.
Added two types of gasmasks
Gasmasks can be obtained from dead NPCs or bought via drone delivery
New dynamic blood splatters on screen. Old overlay was static and didn’t look good
Rain effects on screen when wearing a gasmask. You also have a dedicated key to clean the gasmask. By pressing the default interaction key (F) you can clean your gasmask during rainy weather
Bullet cracks on screen when wearing a damaged gasmask
Thanks to our extremely valuable contributors we now have support for 4 new languages: Chinese Traditional, Russian, German and Spanish.
Thank you following contributors:
Chinese Traditional: AnderHorlo
German: X-RAY (Youtube)
Spanish: maximoDolor
Russian: PstScrpt, Overmet
We will be adding more languages in the upcoming patches! If you like to help us translate the game into your language please join the discord server!
Yes we now have backpacks! Equipping the backpack will grant you 5 extra slots! Backpacks can be bought from traders.
The inventory will now display more information about the player status such as nutrition, hydration, radiation exposure, the amount of completed jobs and survived days.
We have a new way of displaying of how much water you are carrying. You can also instantly drink water by pressing on the water bottle.
Now every faction has a different weapon pool. You will see FOA and IAB operators use warsaw pact weapons or very old weapons while GRF will use more modern and western weapons.
Updated NPC portraits
This was a very requested weapon and I am happy to announce that it is finally here! InvaderJake made amazing animations for this weapon as well. G3 also comes with 2 attachments. A silencer and a magnifier scope.
New deadly shotgun! It is very effective close range when all the pellets connect.
InvaderJake is the main animator of this project and I want to take a moment to thank him for his amazing animations!
In scavenger mode player is rewarded upon completing a delivery. These items were totally randomized and therefore you could get very unlucky items. Now the item pool of this reward system is a little more generous.
50% chance of getting a backpack
25% chance of getting a healing item
20% chance of getting ammo of the weapons you have
10% chance of getting a weapon in good condition
10% chance of getting a gasmask in good condition
3-6 random items
Slightly reduced STG 44 damage
Slightly reduced ASVal damage
Added 2 new calibers: 7.62×51mm (G3 and STG 44) and 9×39mm (AS Val)
One of the main pain points in distant combat was that NPCs would dump their entire mag and it really didn’t make much sense and made distant combat unfair to player. Now NPCs will try to take single and more accurate shots instead of long bursts. This makes long distance combat much more fair and fun.
More optimizations
Water bottle will now hold 5 uses
NPCs will now drop the correct ammo type with the weapon they are carrying
More NPCs will now carry ammo and the amount of the ammo is now randomized instead of fixed 90
Weapons will now degrade slower
Grind mode now has a low chance of starting with Sawed Off instead of Luger
Dual Render Quality setting will not affect the framerate of the PiP scopes anymore
Added a tracer length option
F2 screenshot shortcut will not capture the UI anymore
Various bug fixes
Hello everyone!
I have been working on optimizing the game for past week and it's finally here! There is not much to talk about here honestly because what went into this update is very technical. I identified the bits and pieces that caused the most frame drops and replaced that with more efficient code.
You can expect about 20 to 50 FPS gain depending on your rig. Generally game will run more smoothly. Combat situations still affect the performance a little bit but it shouldn't tank your FPS like it did before. There is still room for more optimization so this is just the beginning!
Please let me know how this patch affected your performance. Feedback is very important. Thank you all so much!
If you notice any difference in the behaviour of game systems there is a chance some of the optimization techniques I used might have affected it unexpectedly so please report such cases. I appreciate your help!
This is probably the last patch before the version 0.2 so from now on I will focus on completing that.
Here is some other additions that comes with this patch:
Scavenger mode goal panel will now fade away after a while as to not cover the screen. It will come back when the goal/delivered amount changes or you can bring it up by opening your inventory.
RadFinder v1.1 releases! With this new update RadFinder app can now detect artifacts inside a 50 meter radius instead of 30! Happy radianite hunting!
Hello everyone! I hope you are all doing good! I am still working on version 0.2 and things are going very well. Meanwhile I wanted to roll this patch to add some quality of life features and fix some bugs. Patch 0.1.9b
Switching to canted aim was not possible when you tried to do it right after you ADS. This is not an issue anymore you can instantly switch to canted aim
Canted aim mode is now remembered
Canted aim will now use iron sight sensitivity instead of scoped sensitivity
Tree leaves will now block NPC vision. This usually became a problem when you had the high guard. NPCs would see through the leaves of the trees and it gave them an unfair advantage.
Improved Mosin-Nagant PU scope accuracy
Improved Human NPC animations. Sometimes rigging components would freak out and make the NPCs bend weird ways. Especially when they started running towards the opposite direction. These issues are now fixed.
Improvements to NPC lean behaviour. NPCs will use lean more efficiently
Hello everyone!
I hope you are all doing good! I wanted to talk about some of the new features that are in development for the next patch 0.2! As you guys know we have been doing weekly patches up until now and it worked out pretty well. But now I think we are ready to step up to version 0.2 and for this I want to add some big features. This patch will need some more time to cook so that it's ready with no issues.
I would like to talk about what is coming for version 0.2 and some of the other plans and developments happening.
So what is coming?
One feature that I am excited about is the addition of the gasmasks. Air quality in Asran Exclusion Zone is not best as you all know. Which forces operators to take a precaution against it. The ones that can get their hands on a proper gasmask are lucky but the poor ones have to wrap a fabric around their faces and just hope for the best.
Basically you will need to wear gasmask and take care of it properly. You will need to make sure you have clean filters and replace them when they go bad. Since you are constantly in gunfights the goggles might get damaged as well. Which will require you to replace them. You will also be able to replace the goggles with night vision goggles to gain an upper hand in night combat. NPCs will also be able to wear night vision goggles so be careful!
Of course adding a mechanic like this requires extensive testing and balancing to make sure it is fun and not cumbersome.
A way to increase the inventory space. Wearing backpacks will give you extra slots you can use. We will still have pouches which can store items inside them. I am also planning to add more specialized pouch types in the future, like a "grenade pouch" where you can exclusively store explosives. A duffle bag to store only weapons etc.
More improvments to Overwatch-AI. I especially want to focus on improving combat behaviour. Adding more player <> NPC interactions etc.
I hear you all that game needs more optimization and you are absolutely right! I will focus on bringing new optimizations to make sure game runs smoothly across all devices. Planning to add more quality of life features that will make the gameplay experience a lot better as well. I also regularly read through the suggestions you guys make and pick the ones I like to implement in the game.
If you have any suggestions/ideas please let me know!
Valuable community members are volunteered to localize the game to different languages. Currently we are working on Chinese Traditional, Russian, Latvian, French and Spanish localizations of the game. These translations will be slowly added to the game when they are ready. If you are willing to help us out please join our Discord!
With all said, I will still be releasing small patches to address bug issues or adding small features during the development of 0.2 so please report any bugs you discover!
Stay tuned!
Fixed a not reachable dropzone
Fixed several issues related to map shortcut. PDA screen was black when opening the map for the first the with the shortcut. Turning off the PDA using the map shortcut did not equip the last weapon. All these issues are now fixed.
Added some missing manual pages
This update brings steam achievements. I wanted to have a big range of achievements. Some of them are early game achievements while others are for rewarding completing harder tasks. I will add more achievements as more content gets added. We will also have story specific achievements in the future! If you have any ideas that could make a good achievement please let me know!
I tried my best to find a good balance for the achievements since I don't want them to be unrealistic or way too grindy. But I also want some achievements that will reward the players that like to play the game in a hardcore way. I think you guys will enjoy this!
Notes
I highly recommend starting a new save for achievements since some stats were not saved in the previous patches and you might not be able to get some of the achievements.
Some achievements will display a trophy in your safe house
Some achievements will not be unlocked if developer mode is enabled
Other Changes
Added a new type of item (ammo) to scavenger goals
Adjustments to animal combat path finding
Fixed occlusion culling problems. Some areas had problems with models popping in and out. These issues are now fixed
Improved scavenger mode randomized spawns. Enemies will not spawn close to player when you start a new scavenger game.
Improved flashlight intensity.
Fixed keybinds sometimes not loading properly when starting a new game
This game mode is designed for the most hardcore survival fans. In this mode you are a lone scavenger. You have no friends and you can not trade with well-known traders. Everybody will shoot you on sight. Only trader that will work with you is the radianite trader Kachak.
Your only option to survive is loot and craft items with whatever you can find. You start with a random weapon and some randomized items. You might get lucky and start with good items or be very unlucky and start with very useless stuff. Your spawn location is also randomized.
Scavenger mode also gives you randomized goals you can work towards. For instance collecting a certain amount of weapons. After collecting the required amount you can drop them in a dropzone and as a reward you will receive up to 3 random items via a drone delivery.
Combining this mode with Ironman will be extremely hardcore. Since you can’t use the drone delivery system either, you will be having a very hard time surviving in the zone.
Can you survive the AEZ as a true loner? Do you have what it takes?
The "drop zone" system now works different. Burned down cars, unused wells or some other locations are now used as a drop zone instead of ovens or stoves.
Finding generic loots in ovens or stoves also didn’t make much sense so those places will be reserved for lucky stashes instead. Meaning, you won't find a fabric or a plastic laying inside a oven anymore but you might get lucky and find a stash that was put there by other people. Like guns, cigarettes, ammo etc.
Cabinets and fridges will be the main locations where you will find resources. Also you will be able to find resources laying around the house, on a table for instance.
You can also find lucky stashes inside the burned down cars, pipes etc. Finding a stash inside these places will not be very common but it’s always worth checking it!
Gas stove, potbelly stove and washing machine will not drop any resources anymore. They will only drop a lucky stash with a very low drop chance.
Gas stove and potbelly stove will not be used as a drop zone anymore.
Burnt down vehicles or old pipes are now used as a drop zone.
You can now find loot laying around. Like inside burnt down cars, or on a table inside a house.
Added new item that has a very low drop chance: Multi Cleaner
You can now clean scopes using an attachment cleaning kit.
Attachment Cleaning Kit recipe: Multi Cleaner + Gun Care Spray
Optimization
Code clean up
Rewriting some of the code more efficiently
I will do these code cleanups regularly to make sure game performs better with each update
Water
Improvements to water shader
Fixed models popping in/out on water reflections
Misc
Added 165 and 240 frame rate limit options
New manual entry: Scavenger Mode
New manual entry: Pouch
Added South, East, West and diagonal directions to compass
Bug Fixes
Fixed a weapon jamming bug
Added occlusion culling. This is a technique that hides the models that are not seen by the camera. This should slightly improve the performance.
If you notice any weird popping in/out with models please report it.
Fixed friendly tagging bug. Friendlies will now be tagged with a white color.
Fixed a bug causing the NPC you save in “Saving Rad Runner” job attack you after you finish the mission
Fixed a bug causing night brightness to not apply properly after loading
Fixed scopes being too dark during sunset/sunrise
Faction recognition is one aspect that came up in a lot of the feedback you guys have provided. It was very difficulty to differentiate factions from each other. I have worked on improving faction outfits to make them more distinct.
All factions now have a more recognizable outfit to make them stand out more.
GRF can be easily identified by their blue pants and helmets.
REAP is a band of mercenaries that use black as their dominant color.
FOA uniforms use a lot of earthly colors such as brown. Most of their operators lack equipment therefore wear a balaclava as a minimal protection against radiation. They wear head bands.
IAB can easily be identified by their red caps.
Loners and Renegades are very unorginized therefore they don't have uniforms. But most of them lack a vest or a proper gasmask.
Here is all the faction outfit profiles. These images can also be access in-game manual.
Slight changes/improvements to how NPCs detect enemies.
Small optimizations to NPC sensors (enemy detection system)
NPCs can detect enemies with 2 methods through vision.
First method is movement. For instance, if you walk or run NPCs will be able to detect you way faster.
Second method is scanning. NPCs are constantly scanning everything in their vision range. Even when you are not moving NPCs can still detect you if stay out in the open for too long.
Scanning speed was same regardless of distance but now it’s based on distance. If you are closer, they will detect you faster. The further away you are the longer it will take for them to notice you.
One thing to keep in mind is: If you do not reposition, you will get detected faster. NPCs will expect you to be close to the last position they detected you. Repositioning plays a major role. Therefore, always take cover and reposition.
NPCs now will track you after detecting you. To stop them from tracking you, you will have to break the line of sight.
NPC sights work pretty much the same at night but just worse. They will not be able to detect small movements for instance but if you move a lot they will definitely notice you. Scanning will take a longer time at night too.
One new addition is that NPCs will notice the muzzle flash and detect your position. If you are using a silenced weapon they will have a harder time noticing the muzzle flash. Keep in mind NPCs can also detect your flashlight at night!
Please share your feedback about the changes. I know this system still requires a bit of balancing so your feedback is very important!
Added a night brightness slider
Added a moonlight
Since nights are brighter, NPC vision is adjusted accordingly. NPCs will be more aware at night.
More fights will happen at night
New high quality water shader
Removed player reflections from water (hands and weapons)
Improved water walking/running sound effects
This setting now controls fog quality as well which can have a big impact on performance
Added a “High” option. This will increase the fog quality but comes with a performance cost.
Setting this to “Low” should give more performance now, especially on low end hardware (Steam Deck included)
New reload animation (by InvaderJake)
New sound effects for, reload, jam and inspect (by InvaderJake)
Added a fire mode selector. Default keybind is \
Reduced visual muzzle flash size for suppressed weapons
Added fire mode selector for rifles (Auto/Single)
Slightly increased binocular identification speed
Job icon on the map will automatically update when turn on your PDA or update your job etc.
Active job will now have a different color to differentiate it
Bounty Hunter, Saving Rad Runner and Raid Squad missions will now broadcast mission complete message during emission as well
Added a toggle to reset input device state on window mode change. There was an issue with running the game on Linux, where changing window mode caused the last input to be stuck. This setting will reset the current input device state. To access this setting you need to be in debug mode.
Fixed a ui bug causing not being able to click certain items sometimes
NPC Identification Update
A dedicated NPC identification panel.
Identifying NPCs with binoculars will take a few seconds based on the distance.
Better raycasting for binoculars identification. Now you don't have to be directly aiming at an NPC. Slightly getting closer to them will be sufficient enough to show the information.
Added an optional small identification badge that will show the faction patch, name and hostility. You can disable this in the settings or change is position.
You can now tag friendlies as well. They will be tagged with a white arrow.
Overwatch AI
Added NPC activities for sheltering during emissions.
NPCs will now scatter around the house and do certain activities such as, sitting, guarding, looking out windows, push up, drinking etc.
NPCs in combat will position themselves inside the houses better during emissions
Difficulty Adjustments
Health effects such as: Bleeding, Bullet wound, Infection, Radiation Sickness and Shrapnel will make you lose less health on Normal and Easy difficulties.
Inventory
Added a "Combine" button to combine all stackable items of same type
New Items
Added new item: Iodine. This is a craft only item. Recipe: Chemicals + Alcohol
Added new crafting recipe for Anti-rad. Recipe: Pile of pills + Iodine
Graphics
Added FSR support. You can access this setting in the Pause Menu > Graphics > FSR
For the highest quality leave FSR “Disabled”, for the best performance set it to “Performance”
Added weather quality setting
Added option to disable bullet tracers
Accessibility
Added auto walk option. You can enable it in the Pause Menu > Accessibility > Auto Walk. You can rebind the key in the controls to whatever you prefer.
Other
Sitting under a tree will cool the player down during hot hours.
Removed decimals in weapon condition text
Decreased Pouch drop chance
Your PDA won’t reboot during emissions if you are sheltered
Bug Fixes
Fixed a visual bug with money display text in the inventory
Fixed several animation bugs
For SteamDeck players, disabling tracers, enabling FSR and lowering the weather quality should help with performance. Also make sure to disable foliage shadows, dynamic shadows and water reflections.
Fixed a visual bug causing the same item to show up on multiple Pouches.
Drones
You can now shoot down drones.
Overwatch AI
Shotgunners will now try to close the distance between them and the target
NPCs will not mag dump from far distances anymore. They will instead try to take more calculated shots. Unless they have scopes, which means they will able to shoot better from far distances.
NPCs will now shoot drones down.
NPCs will prioritize their targets in combat. They will pick the closest visible target.
More Improvements to combat AI.
Inventory
You can now split stackable items in half by right clicking and selecting split
Small improvements to how attached items look in inventory
Added sound effect for cleaning weapons
New Item: Generic Tools
Generic tools can be found in houses or bodies.
New Item: Pouch
Pouches are small bags that can hold up to 3 small items. With a pouch one slot can be used to hold 3 different items.
Pouches are not craftable or purchasable.
Pouches are only carried by other NPCs and that's the only way you can obtain them. They have a very low drop chance.
Pouches will have a condition and after too many uses they will become unusable.
Items in a pouch can't be quick accessed. For instance bandage in a item can't be used by healing hotkey. Ammo in a pouch will not be usable until you take it out.
New Item: Weapon Cleaning Kit
Weapon cleaning kits can be used on any weapon to gain 50% condition. No minimum threshold.
Weapon cleaning kits are unpurchasable and will not drop on stashes or bodies.
Weapon cleaning kits can only be crafted.
Radianite
Every Void Gem now have a different color and it’s color will affect it’s price as well.
Pricing table, from cheap to expensive:
Gray > Blue > Green > Yellow > Pink > Purple > Red > White Gem > Blood Gem
Although there are two very rare types of void gem.
Blood Gem: A fully red void gem hence the name. 1% drop chance.
White Gem: A fully white void gem. 1% drop chance.
These are the most expensive type of gems and collectors will pay exceptionally well for them. They are way more saturated and bright compared to generic gems.
Other & Bug Fixes
Dead bodies will show faction information as well
Increased shotgun damage
Shotguns will now have a knockback effect on ragdolls
Reduced radioactive sandstorm frequency.
Fixed not being able to pick up cooked meat if the inventory is full even though you have the same type of stackable meat
Fixed an audio bug
Fixed typos
Changed Player spawn location to Car Repair Station
Added a new safe house to Car Repair Station (It replaced the empty shelter)
Meat is now stackable
Jobs
You can now see the faction of the job giver
You can now see the faction of the target in “Bounty Hunter” job in the listing
Overwatch AI
NPCs from same squad will avoid taking cover in the same spot
Improvements to NPC grenade/molotov throwing. NPCs will be more careful when throwing explosives
NPCs will adjust the force of throwing explosives based on distance of the target
Other
Added new manual entry: Enemy Tagging
Bug Fixes
Fixed ammo prices charging too low in ArmedZone app
Fixed bullet tracers going through objects
Fixed an animation problem with NPCs holding pistol
Fixed typo in job listings
Overwatch AI
NPCs can now order drone delivery to receive items in rare situations
NPCs can now trade their surplus items with traders. They might also resupply if they are low on medkits. They can also get a better weapon from traders.
Improved NPC combat behaviour
NPCs will now be more careful inside buildings
NPCs are now aware of doors, windows and stairs
NPCs will now look at openings inside a building instead of blatantly staring at walls
NPCs can loot during combat if they are low on health to look for bandages etc. They can also replace their weapon if they find a better one.
Animations (by InvaderJake)
AK-47 animations reworked
Colt 11 animations improved
Inventory
Pile of pills, Fabric and Plastic are now stackable
Stackable items can be sold/bought in bulks. Like ammo etc. When you left click on a ammo stack it will put 10 in the selling/buying pool and you can pick any amount you want. Right clicking will put the full amount.
Stackable items’ price is now tied to count. Such as ammo, matches etc.
Ammo prices are slightly adjusted now.
Audio
Improved 3D directional audio.
NPC dialogues and gun shots won’t be as loud anymore.
Accessibility
Added a special tab in the settings dedicated for accessibility related options
Added option to turn off subtitles
Added option to turn off chromatic aberration
Added enemy tagging feature
New Accessibility Feature: Enemy Tagging
You can now tag enemies by using your binoculars. This will put a small marker on top of the enemies to make identifying them easier. You can change the color and size of the marker depending on your taste. You can also completely disable this feature as well.
I know faction recognition is not easy and this feature is added to make sure everyone can enjoy the game. You can find the settings related to this feature in Settings > Accessibility
Other
Filling up your water bottle will be faster if it’s already got some water in it
Pause menu font is now smaller and capitalized properly
Bug Fixes
Fixed the infamous “ads aiming” bug.
Fixed a bug causing traders to not work if you sold them too many items
Fixed an issue that caused blood decals to not show up. You will see more blood decals now
Inventory is properly updated if an NPC loots the body before you
Binocular zoom speed increased
Fixed a shadow bug happening when TAA is enabled
Removed deadzone from pause menu where scrolling was not possible
Fixed a bug causing settings not be applied properly
Fixed bug causing bloom toggle not working
Ammo counter will now properly update when you buy, drop, pickup ammo
Renegades won’t spit out bullshit when you ask them “What are you up to?” anymore
Fixed a duplication bug
Better jump animation for the player
Added an option to toggle off identification with binoculars for a more immersive game
Graphics
Slightly reduced sun intensity.
Added option to toggle dynamic shadows for light bulbs, campfires and flashlights.
Gameplay
Weapons will degrade a bit slower.
Nerfs to jump shooting.
Jumping will make the weapon inaccurate.
Jumping will reduce stamina.
You can’t jump if you are out of stamina.
Weapon will be slightly lowered if player is jumping
Added a new ammo trader residing at the Compound
Reduced weapon sway when aiming down sights
Binoculars can now zoom in and out using the mouse scroll wheel
Added separate sliders for binoculars and scoped weapons sensitivity
Small adjustments to make scopes more accurate
Added more variations to active ragdoll deaths
Your enemies will taunt you if they kill a friend of yours
Added guitar item
Accessibility
Manual will now pause the game
Added a “Read The Manual” button in the pause menu
Bug Fixes
Fixed several shadow glitches
Weapon attachments won’t cast shadows anymore
Fixed bushes not visible if grass distance is set too high
NPCs equipped with pistols will properly play sitting animation
Dead NPCs won’t play guitar anymore unfortunately :(
Holster sound effect played twice
Fixed various bugs
Animals can't kill the player in one hit on Insane difficulty
Fixed scrolling bug with certain UI elements in the PDA
Fixed bug preventing cleaning items to be used even when the minimum thershold was met
Lean & Crouch cancelling won't happen if player is ADSing for it was conflicting with the hold breath action
Fixed bug causing player footsteps to make water sounds permanently if death occured in the water
Player
Added fully animated player legs. Finally you are not a floating camera anymore.
Sprinting will now cancel lean and crouching.
Hunger & Thirst
Player will get hungry less often
Player will get thirsty less often
Canned food drop chance is increased
You can now refill your water bottle from sinks
Ambient Sound Effects
Ambient sounds now will not abruptly end/start. They will fade in/out to smoothly transition.
Added more ambient sounds
Accessibility
Game tips will now stack and cycle
Added more game tips
If a new tip is shown it will play a slow highlight animation
Other
Added keybinds for quick save and quick load
Nights are less dark now
Added amount display for items in inventory
Small adjustments to Insane difficulty to make it a little more managable
Binoculars and blood overlay now properly display in 16:10 resolutions.
Dynamic events are now smaller and repositioned as to not take up much space on the screen
Helping NPCs won't follow you around anymore
Various bug fixes
Debug Mode
You can now go up and down in debug fly mode by pressing Q and E (Lean Left and Lean Right)
Leaning is now disabled in flying mode
Here is a general roadmap of how the development will go. Everything you see here is subject to change. And if you have any feedbacks please let me know!
DISCLAIMER:
This is not a linear road map and it doesn't include every feature that is planned to come. It only covers the major and mention worthy ones. All the features here are planned to be in the 1.0 release and will be implemented seperately in different versions. If there any change of plans I will post an updated roadmap.
Patch 0.1.2
Ultrawide(21:9) and Super Ultrawide(32:9) screens now properly display the UI. If you encounter any issues please let me know. I will take care of it ASAP.
Performance improvements. You can expect about 10-15% FPS gain.
Unequipping PDA will now equip the last equipped weapon
Hostile animals will now stop chasing the player if they are too far
PH40 cleaning item can now be crafted with: Spraycan + Chemicals
Bug fixes
About
This page aggregates Steam news feeds, patch notes, and developer announcements for No Man's Home, 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 No Man's Home 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.