
Steam news
Full Steam announcements and update articles for this title.
Unturned's source code and project files are now freely available! Whether you have a new feature or total conversion in mind, the sky's the limit:
Browse the repository on GitHub
Shown above: Playing Unturned's Russia map from within the Unity scene editor.
Unturned's greatest strength has always been its community. We're deeply grateful for the passion, creativity, and support you've shown over the years. We're proud to place the future of the game in your hands, and excited to see what you'll build next!
Fixed
Falling icicles mythical interfering with physics. (Thanks Zombs-R-Cute and AustrailianBushman!)
Plugin GUIs with canvas scalers not updating until the next frame. (Thanks DanielWillett!)
Replicate server config ahead of spawning player in multiplayer.
Fixed
Updated sea level check to use static volumes optimization.
Revised a blood, radioactive blood, and paintball splatters decal variant to avoid an unfortunate potential lineup. (Thanks Frosty_Gas_9486 and Jdance!)
Unable to set per-item-type workshop tag with submission menu localization installed. (Thanks hyj!)
Unable to respawn at bed inside no-build zone with Bypass_No_Building_Zones enabled. (Thanks FF!)
Enable skin material override for Alien Antennas. (Thanks Cali 2 team!)
Trains not destroying barricades when reversing. (Thanks Cali 2 team!)
Enabled emission for Dizzy Stars star particles to match their trails. (Thanks Rio Team!)
Divine Duneman shirt preview mistakenly emissive. (Thanks Bond00j7777!)
Comment component editor not marking object dirty. (Thanks DiFFoZ!)
Level asset Min_Stealth_Radius being ignored. (Thanks DiFFoZ!)
Fixed
Bypass_No_Building_Zones ignored by several redundant barricade-related checks.
Added
"Prevent Level Skill Overrides" option for enabling leveling/skills on maps that disable it.
Changed
Levels with high numbers of volumes can opt-in to "Enable_Static_Volumes" which improves performance of volume overlap checks. (Thanks RBMKBlaze, Ghosticollis, and MCrow!)
Separated "No Incoming Damage" safezone option from "No Weapons" to allow attacking safezone campers.
Fixed
2D Scopes with Dual Rendering Off not working with California 2 custom scope shaders. (Thanks AngelAbov3!)
Peacemaker suitcase timer for left-handed characters. (Thanks mileslucas169!)
Press vest text for left-handed characters. (Thanks oddowo and CPL!)
Warning about UFO mythical auto random seed off. (Thanks Dizzpie!)
California 2 shirt/pants missing 3D preview model. (Thanks TSB!)
We're proud to unveil 6+ years of work and collaboration on Unturned's biggest and most content-packed map of all time: welcome to the Golden State of California!
DEEP ENDGAME: The extensive progression doesn't end at the first or even second tier of Deadzone, but goes further, offering bigger and better rewards for those willing to take risks.
PVE FRIENDLY: With several NPC safezones offering 100+ quests and countless activities, easter eggs, secrets, storylines, and hidden locations to discover you'll be kept plenty busy.
TRULY MASSIVE: At roughly 6x the size of California 1 this is far more than a remaster, it's our greatest undertaking to date. (That's not even counting the underground and secret out-of-bounds areas!)
BESPOKE SOUNDTRACK: Enjoy new music for many unique areas of the map!
TRANSLATED: All of the map's text is translated into Simplified Chinese, Traditional Chinese, Russian, and Ukranian!
New playtime drops are available for the duration of the event! (April 30th through May 28th)
This project was created by August, Clue, Nolam, Spebby, Sultan, and Tiway. If you enjoy the map and would like to support them, consider checking out their new themed items in the Stockpile:
Red Mystery Box Red Bundle Operator Bundle Blue Mystery Box Blue Bundle Crystalmancer Bundle
Special thanks from the California 2 team to alamogordo_, ashsswag, Big Raider, cucuycharles, Dylan Rhodes, Flodo, LIMONN, MCrow, Nardo, Neonik, Phoebe, Rexmeck, Skypoint, Spyjack, staswalle, and all of the testers who have supported the development of the map over the years.
Additional Links
California 2 Cosmetics Showcase
California 2 Bug Report Thread
California 2 on the Steam Workshop
What happened to the "Environmental" map?
"Environmental" in the "Next Curated Map Teaser" post was referring to the environment of the next map (California 2), not a map named Environmental. Our apologies for this miscommunication!
What is a Curated Map?
Curated maps are high-quality, community-led projects integrated into the game through the Steam Workshop. Throughout development we introduce new features to accomplish the team's vision, pushing forward the boundaries of the game's modding support.
Newly released curated maps are automatically downloaded with the base game while they're being promoted. They can also be installed or uninstalled at any time through the map's Steam Workshop page or from your in-game mod list.
How do I report a bug I found on California 2?
Please report bugs directly to the map team on the Steam Workshop page: California 2 Bug Report Thread
How can I share feedback about California 2?
You can share feedback on the Steam Workshop page: California 2 Feedback Thread
How do I play California 2 on my multiplayer server?
Install the map by adding its Workshop file ID (3707778928) to your server's WorkshopDownloadConfig.json file.
Load the map on startup by adding the Map California2 option to your server's Commands.dat file.
WorkshopDownloadConfig.json Documentation
Can I preserve my 100% completion status without returning to the game?
Players with 100% completion status who moved on from the game (Unturned is more than 11 years old now!) have shared feedback they want to maintain their 100% status without playing new maps. As a compromise, we've added an "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. To use this, add the flag (without quotes) to the game's launch options and run Unturned.
Our best wishes and good luck to everyone playing through the map to unlock the achievements, have fun!
Most additions for California 2 were introduced over the past four years. (The map's been in development for 6+ years!) This update still contains a few changes, however:
Changed
Slightly improve performance for maps with high (1k+) zombie counts.
Lowered stacked Experience Beret hour counts to line up with 2x, 3x, 4x.
Fixed
Custom asset bundles in Unturned/Bundles folder incorrectly overriding core asset bundle. (Thanks hyjhkt and DiFFoZ!)
Capturing cosmetic preview for items containing world-space particles. (Thanks TSB!)
Symbiont Peacemaker skin emissive texture. (Thanks djrus69!)
Spike in terrain on Yukon near the coast. (Thanks JoraShmel!)
Order of items null checks in drop item request. (Thanks GazziFX!)
Kick cheaters sending unrequested screenshots to server. (Thanks aerodakdev!)
Toy Ace, Sweet Sprinkles Avenger, Toy Avenger, Banana Desert Falcon, Old Soldier Desert Falcon, Yellowcake Maschinengewehr, and Yellowcake Yuri skin emissive textures. (Thanks Molt!)
Clothing takes priority over cosmetics transfers mythical positioning.
Added
Quadruple-stacked Experienced beret.
Dialogue command for testing specific dialogue assets. (/dialogue guid)
Changed
Sentries ignore vehicles if any passenger is their owner, not just the driver. (Or if locked by sentry's owner/group, as before.)
Levels can prevent selection if dependent workshop files are missing.
Particle systems are auto-removed from server prefabs. (Previously limited to particle system renderers.)
Fixed
Two race conditions when loading assets. (Thanks DiFFoZ!)
Hanuberry Seed harvesting for wrong item. (Thanks Kcah951!)
No. 5 Blowtorch skin metallic overly strong. (Thanks Umbra!)
P.S. Check out the California 2.0 trailer! The map releases next Thursday, April 30th.
When a fish takes the bait you must reel it in before it's caught. Many new fish (and other items) can be found while fishing!
Craft a Pottery Kiln to smelt the new Clay resources into Bricks. You can now build any structure from Bricks, including (finally!) triangular trapdoor holes.
Berries have been rebalanced around individual stats, and complimented by new Wild Mushrooms.
Cook new recipes with new ingredients, and enjoy remastered eating animations for most food!
Much more, including options for building in Safezones and the return of Foliage Off! Check out the Full Changelog for more details.
Dogfood created most of the awesome new items and animations in this update. MoltonMontro implemented the overwhelming number of balancing, writing, and level design changes. Huge thanks to them both for all their hard work!
Clay & Base Building
Added Clay which is mineable on all maps, often underwater. (ID 1926)
Added Pottery Kiln for making Bricks from Clay (and a couple other things). (ID 1927)
Added Ceramic Plate and Ceramic Bowl. (IDs 1928, 1930)
Added brick variants of floors, triangular floors, roofs, triangular roofs, holes, stairs, and ramps. (IDs 1979-1986)
Added triangular trapdoor holes. (IDs 1987-1990)
Triangular floors and roofs now have a unique model when held, dropped, or viewed in the inventory.
Fishing
When a fish takes the bait you must complete a challenge before it's caught. (Requires map to support it, can be disabled from Advanced Config.)
Catchable loot is now map-specific. This means some fish are more common (or much rarer) depending on the map.
Fish are caught more frequently during rainstorms.
Wooden Rods are weaker than the standard rod. Each wood type has slightly different stats, acting as sidegrades to each other. The Upgraded Fishing Rod is a direct upgrade to the standard rod.
Added Seaweed. (ID 1958)
Added Shrimp. (IDs 1952-1953)
Added Goatfish. (IDs 1954-1955)
Added Northern Pike. (IDs 1959-1960)
Added Dolphinfish. (IDs 1956-1957)
Added Lobster. (IDs 1965-1966)
Added Giant Trevally. (IDs 1963-1964)
Added Tuna. (IDs 1961-1962)
Added Pike Blueprint for crafting the Pike, rarely available from fishing. (IDs 1867, 1992)
Mushrooms
Added foragable mushrooms to all maps! They're somewhat rare and can typically be found under trees.
Updated the tutorial to include mushrooms.
Added Brown Cap and Red Spotted Mushrooms. (IDs 1932, 1934)
Added Roasted Brown Cap and Red Spotted Mushrooms. (IDs 1936-1937)
Added Mushroom Stew. (ID 1938)
Added Mushroom Pizza. (ID 1939)
Cooking
Added Lobster Roll, a favourite of PEI locals! (ID 1977)
Added Poke Bowl. (ID 1974)
Added Salmon Meunière. (ID 1975)
Added Stargazy Pie. (ID 1976)
Added Seaweed Soup. (ID 1978)
Added Vegetable Stew. (ID 1931)
Added Baked Potato. (ID 1929)
Added Cooked Rice. (ID 1946)
Added Rice. (ID 1944)
Added Sugarcane. (ID 1948)
Added Sugar. (ID 1950)
Added sandwiches for all of the new fish. (IDs 1967-1973)
Added an alternative recipe for Pizza using Canned Beef.
Farming
Added Brown Cap and Red Spotted Mushroom Seeds. (IDs 1933, 1935)
Seeds for Rice and Sugarcane can spawn in botanist shops and libraries. (IDs 1945, 1949)
Increased growth time of berry, potato, pumpkin, and tomato seeds.
Reduced growth time of corn and wheat seeds.
Berry Rebalance
Each berry has been redesigned around a specific stat. This includes changing their names and colors.
Added the Hanuberry. (IDs 571-574)
Reduced berry pie crafting cost from 4 refined berries down to 3.
Consumeable Updates
Updated eating animations for candy bars, canned foods, sandwiches, doughnuts, pancakes, waffles, bread, cake, pies, chips, MREs, pizza, and meat.
Added Dressing Blueprint to libraries, which provides an alternative method for crafting Dressings without needing a workstation. (ID 1991)
Buffed Heatstim from ~9 seconds of Warmth to ~20 seconds.
Buffed most fish and fish sandwiches to restore more water when eaten.
Rebalancing to many food, water, energy, and infection values to make high-end consumeables more useful.
Difficulty Options
Added option to allow building in Safezones, and defaulted to allowed in singleplayer. This means you can build on the Liberator now! (Bypass_Building_In_Safezones)
Added options to allow building in No-Build Zones. Useful for many custom maps that restrict building in points of interest such as towns and cities. (Bypass_No_Building_Zones)
Added server option to require minimum Low grass density. Since this affects accessibility it is highlighted in the server lobby screen. Hosts of hardcore PvP servers may wish to enable this. (Disable_Foliage_Off)
Added skill cost multiplier option. (Skill_Cost_Multiplier)
Added option to turn off fishing catch challenge. Defaults to enabled, but the fishing rod and map must both support this feature as well. (Enable_Fishing_Catch_Challenge)
Added options to scale fish bait/luring speed. (Min_Fishing_Bite_Interval, Max_Fishing_Bite_Interval, and Fishing_MaxStrength_Bite_Interval_Multiplier)
Map Changes
Added foragable hanuberry bushes to all maps except Russia.
Hanuberries can be purchased from T.Rickster's Blackmarket on Russia.
Newly-added fish and Giant Squid are sellable to Chef Leonard on Russia. (Squid is only sellable after completing "The One That Got Away".)
Added mineable clay nodes to all maps.
Added "Lighthouse" spawntable. Contains similar loot to campgrounds, along with a new Rainsuit clothing set. (IDs 1994-1996)
Added "Library" spawntable. Just like any good library-of-things, they contain a wide variety of supplies along with rare blueprints.
Moved a couple of player spawnpoints on PEI away from Summerside Military Base.
Updated area around PEI's Lighthouse with a small cave, larger navmesh, and some more zombies.
Removed trees/foliage hidden under Yukon's ice lakes.
Fixed typo on some festive content.
Tweaked Germany's ponds to be considered "Dirty" rather than "Salty". It's not as good as drinking clean water, but it's better than saltwater.
Germany has separate fishing spawntables depending on if it's Freshwater or Saltwater. (The bottom of the waterfall and the pond in the SE.)
Coconuts spawn on vanilla maps now! Find them in grocers/kitchens. (IDs 1452-1453)
Modding
Catchable fish can be configured per-water-volume as well as per-level.
Water volumes can override the minimum depth necessary for fishing.
Individual items can customize difficulty of fishing catch challenge.
Doubled the maximum active audio source limit. This reduces the likelihood of sounds cutting out in dense soundscapes, particularly in heavily-populated multiplayer servers.
Added CustomCredits to level Config.json for additional credits sections.
Added custom weather Ambient_Audio_Takes_Priority_Over_Ambiance_Volumes and Fish_Bite_Interval_Multiplier options.
For modders interested in the fishing changes, check out this post on our blog:
Miscellaneous
Restored ability to turn grass off entirely. Since this affects PvP game balance, server hosts can require the old minimum of Low (see Difficulty Options section).
Non-hair cosmetics using hair/beard colors have a default color for non-gold players.
Replaced the Spinning Wheel with the Sewing Table. It has the same functionality and a similar recipe. (ID 1924) The Sewing Table is easier to find when searching for Sewing Capabilities, and fits in more similarly with the other workstations.
Added the Sewing Workstations Blueprint, available from libraries. Allows crafting the Spinning Wheel and Loom, which are alternative options for sewing capabilities. (IDs 1922-1923, 1993)
Prevent accidentally skipping NPC dialogue right after it finishes playing.
Toggling Gore setting affects objects while level is loaded.
Foragable resource Stump prefab is only visible while harvested.
Updated brick structure item descriptions and rarity.
Renamed "Squid" to "Giant Squid".
Added rarity colors to more consumeables.
Added new loading screen tips for the pottery kiln, clay mining, and fishing.
Maple Syrup can very rarely drop from Maple Trees.
Fixed
A memory leak related to foliage rendering. (Thanks warren39!)
Clients incorrectly timing out in the login queue. (Thanks DiFFoZ!)
Missing impact effects on pre-placed animated objects. (Thanks Dobs!)
Misaligned label when icon button had no icon. (Thanks Gamingtoday093!)
A mistake breaking the per-level difficulty config. (Thanks clue!)
Exception if modded door is missing an audio source. (Thanks DiFFoZ!)
Change some string comparisons to ordinal for potential performance benefit. (Thanks Jdance!)
Kill counters and ragdoll modifiers now work with vehicle skins because menu suggested they should. (Thanks TrueNinjafrog!)
Potential cause of Skycrane cargo reverting to old position in multiplayer. (Thanks Ospinogamer69!)
Prevent airdrops from landing on barricades attached to aircraft. (Thanks aerodakdev!)
Fixed missing emissive for Echolocation skin. (Thanks Rickttburnup!)
Warn if objects with conditional navigation collision are missing navigation collision.
Made it harder to accidentally create looping NPC dialogues.
Fixed typo in Mass Production quest. (coldwar → Cold War)
Fixed weird sight attachment positioning on handguns. While sights are not normally attachable to handguns, some niche cases allowed for them (e.g., certain NPC quests, modded maps, PvP tournaments), and the previous alignment looked incorrect.
Fixed some Stacked barricades having High Armor Tier by mistake. (This was accidentally doubling their HP compared to other barricades for item stacks, and their HP could scale even higher based on server settings.)
Fixed some floating dumpsters on Washington.
Fixed missing punctuation in some loading screen tips.
Fixed NPC swap-out blending up from leaning down. This was noticeable with NPCs that changed outfit during dialogue.
Fixed
Square trapdoor hatch missing collision. (Thanks Slinkwarrior and PelonKiller89!)
Hanuberries action to Craft Seed linking to the wrong blueprint. (Thanks Reite!)
New reward IDs overlapping with Hawaii. (Thanks Ronnie-Ponnie!)
Underwater areas not hidden on vanilla map charts. (Thanks "Slinky :)"!)
Fixed
Berlin navmesh badly out of sync. (Thanks analizin!)
Berry seeds missing renames. (Thanks NateOfTheMountain!)
Storage Modding Additions
Can_Players_Open storage option to prevent interacting.
Delete_Contained_Items_On_Destroy storage option to despawn contained items when broken.
Variants of SalvageItem placeable properties for pickup at full health.
Changed
Engine_Force_Multiplier applies to boats and carboats, doubled APC boat force in water.
Fixed
Sentry reactions to vehicle turret damage and vehicle armor. (Thanks Neonik!)
Objects with Editor-specific prefab not scalable. (Thanks August!)
Constellation skins luminescent effect. (Thanks Theodore and ANDLESS!)
Inconsistent Slick hair culling threshold out of sync with other hair. (Thanks Nah4355!)
Moved Heavy Impact vest mythical effect forward similar to recent Vanguard Vest fix. (Thanks woolly muscles!)
Speculative fix for a train physics issue in singleplayer. (Thanks Kerorocaptan!)
Resources not saving scale after Legacy_Rotation_and_Scale addition. (Thanks LocoCZ!)
Non-hallucinatory items changing active hallucination effect, using on friend not considering Immunity skill. (Thanks DerpyHoowes!)
Slightly too low Thorny Roses emission rate on non-head items, and rotation of J-Soda Bandolier mythicals. (Thanks Poisson!)
Default placeable salvaged item including tool items. (Thanks Antarctica256!)
Several issues with SystemSockets net transport implementation. (Thanks DanielWillett!)
Fixed
Newly-spawned trains rubber-banding in multiplayer. (Thanks Dobs!)
Rocket launcher ragdoll effect modifiers working on zombies and animals but not players. (Thanks TSB!)
Exploiting forward rendering with fire/ice crown mythical to see underwater. (Thanks TSB!)
From sprawling marshlands to forests covered in constant ashfall, the coast stretches on – quiet, familiar, and changed. Despite the zombie apocalypse, the world feels more alive than ever in Unturned's next curated map. Not just on the surface, but in the many caves hidden beneath it.
Get ready to explore a new curated, community-made map by August, Clue, Nolam, Spebby, Sultan, and Tiway in early 2026! A beautifully detailed map, and the biggest curated map added to the game.
Brimming with secrets and unmarked locations to find, tiered deadzones, extensive progression, and a massive arsenal of weapons – the map offers a rich and rewarding world to explore while still providing satisfying PvP action.
We hoped to release the map before the holidays, but giving it a bit more time will make the final experience even better. Until then, we hope these teasers from the map give you something to look forward to!
We've upgraded to Unity 2022 LTS, primarily for improved stability. Related updates include:
New SMAA anti-aliasing option as an alternative to TAA or FXAA.
Major upgrade to the pathfinding library used by zombies (A* Pathfinding Project). This fixes a variety of server-side pathfinding bugs and may improve performance.
Taking advantage of some new performance optimizations.
We'll be keeping a close eye on bug reports, as this kind of update has many side-effects.
Vanilla sentries immediately react to gunshots and melee hits. (They turn to where you attacked them from.)
Searching workstation capability names in crafting menu filters blueprints producing items with that capability. (For example, "Heat Source" will find Campfires.)
Raised detonator max selected charges from 8 to 16. Let the pyrotechnics commence!
Reworked water transition into sky to avoid revealing topography of underwater terrain.
Added beard color option separate from hair color. NPCs and cosmetics can use this, too.
Many cosmetics covering the lower face use your preferred beard color.
Cosmetics take priority over NVGs in singleplayer and PvE where they don't affect balance. (Ignoring the Priority_Over_Cosmetic setting.)
Edit to clarify: if you are hosting a server using RocketMod, please update to the latest version (either bundled with the game or merging into your fork), as it includes a fix to assembly loading needed for the engine update!
LDM dependency-handling patch for 2022 LTS. (Thanks Senior-S, DanielWillett, and Paradox304!)
Revised server backup naming to improve terminal tab completion: rather than appending "-backup" to the file name, a tilde '~' is appended to the extension. For example, auto-completing "Conf" to "Config.txt" as the more common operation.
Fixed server not writing "-backup" files after 3.25.8.0. (Thanks CatzTimes!)
Fixed not re-serializing server Config.json when -UseLegacyJsonGameplayConfig is enabled. (Thanks CatzTimes!)
3.25.8.0 experimented with enabling the doppler effect, which was previously disabled project-wide. Many audio sources weren't configured with this in mind, so it was reverted in 3.25.8.1. This update re-enables it, and disables per-audio-source by default during load for backwards compatibility.
Added "Enable Doppler Effect" component to bypass disabling doppler effect.
Enabled doppler effect on vanilla emergency vehicle sirens.
Objects with dialogue (like interactable computers) can show a different display name with Dialogue_Name localization key.
NPC "hints" in multiplayer use client's language if Keep_Localization_Loaded is enabled.
Updated a few cases where translation fallback to default was unsupported. (Such as item names.)
Fixed Covert achievement description spelling mistake. (Thanks Zeenotzed5!)
Allow sending single-character chat messages because they can be meaningful in other languages. (Thanks CatzTimes!)
Added level underwater fog effect density override. Useful for maps featuring a longer underwater view distance.
Levels can adjust default config per-difficulty (easy/normal/hard).
Added option for per-navmesh vs per-zombie-table difficulty asset prioritization.
Resources can set Legacy_Rotation_and_Scale false to use newer surface alignment options. For example, we're using this to place mineable clay on cave ceilings in a future update.
Per-object savedata is more resilient to removing/moving objects in the level editor. (Thanks clue!)
Fixed missing level Has_Atmosphere option turning off stars. (Thanks Strekazyabrua!)
Fixed editing devkit node properties not marking the level dirty. (Thanks LocoCZ!)
Added effect OnlyRelevantToInstigator and event InstigatorOnly options. For example, to limit showing a UI popup only to the player who triggered an interaction.
Added "Overlap" volume type and condition. This can be used to test whether an area has a certain number of players in it.
Added ability to respawn and kill zombies from NPC logic.
Added "/RunRewardList" command for testing NPC reward list assets.
Added Vehicle Gearshift Event Hook for gear number changes.
Added Vehicle Health Event Hook for testing current health.
Vehicle Event Hook now exposes events for all replicated properties.
Added "Damage Collision" component for damaging (rather than killing) on contact.
Added support for ammo to override rocket/grenade launcher projectile.
Added support for low-quality lockpicks that fail to unlock the vehicle.
Explosive magazines can disable impact effects. (Useful for multi-pellet explosive shotguns.)
Gun items with auto description off can opt-in to listing attachments.
Added storage Default_Contained_Items list.
Added vehicle options for keeping engine/wheel RPM more closely in sync. (Experimental)
Added sentry options to bypass PvE, react to attacks, and adjust sweep timing.
Added barricade incoming ranged damage falloff multipliers.
Improved context for master bundle reference error messages.
Moved Vanguard vest mythical effect forward so it's less obstructed. (Thanks ZHR!)
Regression parsing (x, y) and (x, y, z) vectors from dat. (Thanks Sultan!)
Crash reloading gun with more than 255 magazines. (Thanks CatzTimes!)
IsOverride key missing from spawns editor round-trip. (Thanks WW-TC!)
Inconsistency playing inventory audio when quick-moving item to/from storage. (Thanks WW-TC!)
Inconsistent bounds checks placing barricades on vehicles in multiplayer. (Thanks Eismeister!)
Fix rubble respawn all sections not working properly. (Thanks Xylemo!)
Oversized invite icon in lobbies menu. (Thanks Jdance!)
Misaligned mythical effects on Pool Cue. (Thanks TrueNinjafrog and dr4c0ottv!)
Animals without physics material default to vanilla flesh material.
Gun Delete_Empty_Magazines behaving differently for non-projectile weapons.
Cinematic mode respects FarClipDistance command-line override.
Simplify instigator tracking for nested rockets/grenades.
Unable to interact with destructible object fuel/water tanks.
Error writing singleplayer config on first load of a fresh install.
Fixed server-side warning when removing siren audio. (Thanks to many reporters!)
Fixed zombies kills-in-area condition spawning too many zombies. (Thanks CatzTimes!)
Fixed Rhino Bluntforce skin broken metallic map. (Thanks TSB!)
Special thanks to all of the players who tried out this update on the preview branch and helped report bugs!
Let’s talk about the next couple game updates! (Also: featuring some community creations.)
“Rocky Face Bois” by u/MrStinkPickleJr.
“my little resource shack in limestone” by u/GibusMibus.
“My model of AKMN with a PK-A dot sight.” by Schokoriegel.
“My SVDS Model with some attachments :DD” by Schokoriegel.
Earlier today, Unity (the game engine Unturned runs on) issued a high-severity security advisory, requesting developers to apply a new security patch. This update applies that patch.
For more information, please refer to Unity's announcement:
Added
No Structures volume for preventing house building in certain areas.
Zombie difficulty asset per-speciality health overrides.
Fixed
Double-escaping manual 'r' in converted server config. (Thanks DanielWillett!)
Separate Steer_Min/Max into Steering_Angle_Max and Steering_Angle_FullSpeed_Factor. (Thanks ZoliWorks!)
Preventing custom physics material for animal hits. (Thanks Gamingtoday093!)
Crewmate Helmet mic out of sync with Wolf Mask.
Urban Frag Goggles color.
Wireless Earbuds spelling typo.
Character hair not yet switched to zero specular.
Post-release bugfix: Typo in "Covert" achievement description. (Thanks SkennyGunnar!)
Limestone and France patches, community-made content, and more!
the farmer turned, by Behzat Ç.
Buak Unturned Map, by blxcktrxck.
“They’re real.”, by PainsLover.
sc-7_test_site_01, by PainsLover.
Explore a mountainous, heavily armed, militarized state in the American Midwest. This map isn't for the faint of heart. Nights are pitch-black—light is your lifeline. Everything here is deadlier, ready to chew up anyone reckless enough to go it alone. You will not survive.
According to a brochure from the visitor center:
Tourist attractions include mountain climbing, target shooting, and fishing.
But don’t forget about the county’s central city, Pinehurst! Try the delicious donuts at Double Deсked Donuts, visit the incredible exhibition at the city gallery, spend an unforgettable night at Hotel Boxter, and stop by one of the newest branches of the Kraymarkt supermarket chain.
Rumor has it that the local mountains (and not only them) hide many secrets. Some are eerie, others very useful… if, of course, you know how to handle them.
And while you explore the local landmarks and natural beauty, don’t forget about the wild animals! Unfortunately, they’re not as friendly as we are...
Well then, we look forward to seeing you in
Limestone National Park!
Limestone on the Steam Workshop
To host a server running the map add its workshop file ID (3565225438) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Limestone" (without quotes) in Commands.dat.
This project was created by clue, janeks, and LVOmega. If you enjoy the map and would like to support them, consider checking out their items in the Stockpile:
Special thanks from the Limestone team to adun, Alternus, August, Axyd, bambusák, Bananajome<3, biedak, blue, boxboijosh, BubblizFizzy, cucuycharles, Detanger, DexxzLDR, Duck, FLEX, Flodo, Gibby, InsignificantNull, Jakey, Jao, Kaef, Kel Cat, Kirichau, Kraynot, LiamDoesGame, Liebesleid, lighting, limestoner, Luci, Maestro, maple, markartwort, MASIK, MCrow, Mew, Nick, noduS~, NSTM, перловка, ПростоВолк, Prostate, R43CR, Remalid, rick, Schizoid, Spebby, Sultan, the man man man man man man man, Tridentgames, trigan, Vermald, Волколак, Xuenik, Zoliworks, _gun, and $NEWWEN$ for their help and support.
Players with 100% completion status who moved on from the game (Unturned is more than 11 years old now!) have shared feedback they want to maintain their 100% status without playing new maps. As a compromise, we've added an "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. To use this, add the flag (without quotes) to the game's launch options and run Unturned.
Our best wishes and good luck to everyone playing through the map to unlock the achievements, have fun!
What is a Curated Map?
Curated maps are high-quality, community-made projects integrated into the game through the Steam Workshop. They often highlight new features we've introduced during development, and push the boundaries of the game's modding support.
Newly released curated maps are automatically downloaded with the base game while they're being promoted. They can also be installed or uninstalled at any time through the curated map's Steam Workshop page or from your in-game mod list.
How do I report a bug I found on Limestone?
Please report bugs directly to the map team on the Steam Workshop page.
How can I share feedback about Limestone?
You can share feedback on the Steam Workshop page!
How do I play Limestone on my multiplayer server?
Install the map by adding its Workshop file ID (3565225438) to your server's WorkshopDownloadConfig.json file.
Load the map on startup by adding the Map Limestone option to your server's Commands.dat file.
WorkshopDownloadConfig.json Documentation
What's with the Bonus Items in the Limestone Mystery Box?
The Limestone team are trying things differently: the potential bonus items differ from older boxes, instead containing 23 additional cosmetics.
What are the "Modifier" cosmetics?
The Zip-Up Hoodie Modifier and Oversize Shirt Modifier are cosmetic vests that change texture depending on the shirt worn underneath.
Are there any free cosmetic items?
Several new achievements unlocked while playing Limestone grant cosmetic rewards!
Most changes for Limestone were introduced over the past year. This update contains a few last-minute additions, however:
Per-time-of-day fog settings for Ambiance Volumes.
Warmup Time option option for custom cloud particles.
NPC event option to prevent replication to clients.
IOBS event hook options to prevent running on client.
NPC effect option to spawn effects at player position.
Limestone promotional menu, Mystery Box, and Warden and Athlete bundles.
Fixed
Localization and Spawns Editor not opening when translation for Steam UI language not installed. (Thanks Gekk Here and Kardiasfx!)
Respawn not respecting player culling feature. (Thanks GazziFX!)
Client skills UI not respecting server Skillset_Reduces_Skill_Cost config. (Thanks clue!)
Added
Rubble_Respawn_All_Sections_Simultaneously true/false object option.
Players config option to enable skillset skill loss and disable cost reduction.
Level asset per-skill cost and cost increase override options.
Level asset per-skillset starting loadout options.
Fixed
Shoreline pebbles messed up by foliage uniform scaling change. (Thanks TickTackM!)
Sky reflection capture including sun at nighttime.
Changed
Increased length of player hit validation history on server from 500 ms to 1000 ms.
Fixed
Unable to Detonate certain modded Charges without a collider on the barricade root. (Thanks to many reporters!)
Reverted enabling doppler effect because running near audio sources sounds really weird (for example, near a boombox playing music). (Thanks to many reporters!)
Important notice for server owners: this update converts the Config.json file into a more human-friendly format. For more details including why we changed this, pros/cons of the change, and how to revert (if necessary), please refer to this article in our docs:
Gameplay Config
Added new server config file format with a variety of benefits.
Added "-NoLevelConfigOverrides" command-line flag to prevent per-level config overrides.
Added "-UseLegacyJsonGameplayConfig" command-line flag to prevent config file conversion.
Added "-LogGameplayConfig" command-line flag to log all gameplay config overrides.
Singleplayer advanced settings menu now uses documentation as tooltips.
Added
Zombie footstep audio and an accompanying volume slider in the audio menu. (*special thanks below)
Instanced foliage uniform scale option to more efficiently pack instances. This is experimentally enabled on the PEI grass and should improve foliage rendering performance.
Per-level max texture size to include in static batching atlas (Batching_Max_Texture_Size).
Level options to help with overriding clouds with custom particle systems.
Interactability_RewardItem_Origin property to override "dropper" object's item state.
Support for Steam "run" URLs changing server while game is already running.
TextFormat FlagValues option for NPC math rewards.
Separate gun eject casing after shooting option from gun action.
Placeable options to override explosion effect transform.
Two landmarks on Washington hinting at an upcoming map.
Changed
Foliage editor remove baked or remove manually-placed foliage modes can be enabled independently.
Non-craftable links in the selected item popup are faded similar to the crafting menu.
Use 2D Scope Overlay option in gameplay config no longer applies to players with dual-render scopes enabled.
Support underwater near-clip-plane mask in levels with more than 16 water volumes.
Vehicle AdditionalTransparentSections supports MaterialIndex and AllMaterials similar to other material properties.
Impact grenades can opt-in to destroy on impact on client (Explode_On_Impact_Destroy_On_Client), enabled for vanilla.
Translations for workshop files are now loaded even if base game translation is missing.
Fixed
Restored player culling from 3.25.7.0 after fixing teleport-related bugs. (Thanks WawaEgo!)
Unable to set airdrop legacy ID without spawn: prefix. (Thanks ArmstrongReal!)
Level stuck loading if mod used Carepackage script to spawn barricade while loading. (Thanks ardaakbulut!)
Widened spawn table percentage label to prevent truncating percentage symbol. (Thanks WW-TC!)
Unable to paint trees in previously empty grid cells. (Thanks CPL!)
Several hats with mythical starting yaw off by 90 degrees. (Thanks Ozgulsefer3!)
Potential cause of a housing planner bug when using IMGUI. (Thanks TSB!)
Inactivate oven preventing crafting using nearby ovens. (Thanks TrueNinjafrog!)
Server-side bullet line-of-sight test using too-recent origin point. (Thanks KtoemYsw and "Kubusiek8 (hehe xd)")
Removed an outdated/unnecessary engine library. (Thanks GazziFX!)
Log performance warning when raising chat history length. (Thanks TSB, BoomViz, and Zombs-R-Cute!)
Sight zoom flicker when toggling tactical attachment. (Thanks hyjhkt!)
Raise housing planner placement rate limit. (Thanks TSB!)
Safezones and friendly sentries prevent detonator use. (Thanks yzdjmm!)
Default engine RPM increase/decrease rate to -1 (disabled), fixing some physically-accurate engine setups. (Thanks ZoliWorks!)
Vehicle swap seat response only partially handling invalid seat index. (Thanks Ghosticollis!)
Level stuck loading if NPC's equipped item had misconfigured animations. (Thanks Flodo!)
Explosion traps not applying any self damage when barricade armor multiplier is zero. (Thanks yzdjmm!)
Checkbox order of value change inconsistency with IMGUI breaking item inspect menu. (Thanks TSB!)
Zombie faces leaking onto the rest of their head. (Thanks DiFFoZ!)
Apply a small forward boost after exiting a ladder to help mitigate climbing issues with low air acceleration. (Thanks KingSlayer2228!)
Enable doppler effect in project (was turned off for unknown reasons, but seems to work fine). (Thanks mewshindo!)
Tightened server-side barricade hit validation bounds check. (Thanks blaze!)
Exception when modhooks tried triggering explosions or setting object state while level is loading.
Prevent effects from spawning nested effects during pool preload.
Credit to the Limestone team for their determination in adding zombie footsteps. They innovated a clever workaround using the Particle System Collision Audio component. However, we felt a built-in implementation was necessary for performance and consistency between maps.
Enjoy some community-made content! (…and a couple slices of pizza.)
Makeshift Cobra Carbine by enthusiasticman, on the Steam Workshop.
Craft the Makeshift Cobra Carbine Kit to drastically improve your Cobra’s handling, or add your favorite sight attachment.
New Vanilla Crafts by crtdgd, on the Steam Workshop.
This mod adds new crafting recipes for tons of normally uncraftable items! Craft things like the Blowtorch, Bipod, Gasmask, Headlamp, MRE, and much more.
After 8 years online, we’ll be closing our official offsite SDG Forum later this year. Our sincere thanks to everyone who’s participated in it over the years, from game feedback to helping each other to chaotic meta-discussion!
The forum has entered read-only mode, before fully closing on November 1st.
Over time, player feedback and support has become spread across many different platforms. We believe shifting resources from the SDG Forum elsewhere will better serve the majority of players. While the SDG Forum will no longer be available, you can still:
Discuss the game and make suggestions in our official communities (Steam and Discord) or the community-run r/Unturned subreddit.
Report bugs through our Issue Tracker on GitHub or the Support Helpdesk.
Seek troubleshooting and other support through our Support Helpdesk.
Q. How do you decide what new modding support features to add? Great question! We prioritize features necessary for upcoming maps and other content updates, along with frequently-suggested features. Though, we may occasionally slip in unrelated features depending on time and complexity. For any new feature, backwards compatibility is an important consideration as well.
Q. Can server hosting be easier? We’ve completely revisited our documentation to best reflect what’s necessary to host your own server. Simply download and run the Unturned Dedicated Server app to create a joinable server! Learn how to customize your server’s difficulty settings, use admin commands, and more from our Documentation Site.
Q. Can inviting friends to my server be easier? Last update adds more ways to invite friends to your server! Use the Invite Friends button to directly invite someone to your current server. Alternatively, copy the Server Code from either the pause menu or server info screen and share it with them. Any server with a Server Code (including LAN servers) can also be joined through the Steam Friends List.
Q. Are the Hawaii bug fixes part of a new map (e.g. “Hawaii Remastered”)? No—this will be small patch to the current Hawaii map. It is not one of the “upcoming curated maps” we’ve teased earlier this year. If you’re aware of any bugs/exploits on the map, please continue to report them!
Thanks for reading!
We regularly respond to questions posted on Steam Discussions, Discord, or the community-ran r/Unturned subreddit! You can also message us via email, Bluesky, or 𝕏 (Twitter).
Added
Use 2D Scope Overlay option to server gameplay config. When enabled, all players use the old 2D scope instead of the 3D scope. This is particularly useful for backwards compatibility with modded dual-render scopes with small on-screen presence.
Changed
Reduced default aiming viewmodel misalignment scale from 100% to 50% on Normal mode and 20% on Easy mode.
Increased zoom recoil reduction from 0% to 25% on Easy mode.
Reduced third-person recoil and spread multipliers from 200% to 100% on Easy mode.
Reverted enabling dual-render scope mipmaps because it feels blurrier while scoped-in.
Increased snapiness of sight aim-in curve.
Fixed
Pause menu bug with spy command when Steam overlay is disabled. (Thanks xomakhamster!)
Typo parsing Items_Recovered_On_Salvage. (Thanks iBowie!)
Reverted stricter server bounds history for hits against players in vehicles. (Thanks KtoemYsw!)
Special thanks to KarmaWSYD for catching a bug on the preview branch switching between servers with 2D scope enabled/disabled!
Behind the scenes, this update is mostly features for two upcoming maps from the original curated map program, but still packs a variety of nice quality-of-life improvements:
Players with different scope quality settings are now on a more level playing field: The Dual-Render Scope Quality setting (previously labeled Scope Quality) renders the world a second time, zoomed-in for your scope. Prior to this update, turning it off replaced the 3D scope with a 2D overlay. Some players used this as a competitive advantage because it wasn't affected by jumping, movement, near-death shake, etc.
After the update, turning the option off is much more visually similar, and keeps the performance benefit of not rendering the world twice. The gameplay tradeoff is now that dual-render off can see more up close in the peripheral (but blurred), whereas dual-render on retains peripheral vision of nearby surroundings. As an extra bonus, the scope now benefits from ambient occlusion, too!
Edit 2025-07-08: the 3.25.7.2 patch adds the Use 2D Scope Overlay gameplay option to restore the dual-render off scope for all players on the server.
We've introduced several new gameplay options for players and server hosts looking for fast-paced combat:
Viewmodel Aiming Jump/Land Multiplier: Scales how much the first-person scope moves while aiming and jumping/landing. Reducing this to zero keeps the character's aim centered while falling.
Viewmodel Aiming Misalignment Multiplier: Scales how much the first-person scope moves at all times, including while jumping/landing. Reducing this from 1 to a low value like 0.1 enables characters aim to always stay on target.
First-Person Recoil Multiplier and First-Person Aiming Recoil Multiplier: Scales magnitude of recoil and spread while in first-person perspective.
First-Person Aiming Zoom Recoil Reduction: At zero (default) recoil is unaffected. At one, recoil is divided by the scope's zoom level. A value somewhere in between makes shooting with scopes much easier.
Special thanks to everyone who shared feedback on this change during the preview phase—it was some of the highest engagement with the preview branch we've seen to date!
Quickly craft any structural item while building your base! Each button shows the number in your inventory plus the number automatically craftable from supplies in your inventory:
The Housing Planner (craftable from a GPS and Rangefinder) was first introduced to streamline base-building by quickly switching between items and speeding up salvaging. This update takes it a step further, thanks to the recent improvements to the crafting-related code, enabling it to automatically craft any structural item from the parts in your inventory. This includes automatically unpacking stacked supplies, crafting metal structures directly from scrap metal, and bypassing workstation requirements.
After 8 years online, we'll be closing our official offsite SDG Forum later this year. Our sincere thanks to everyone who's participated in it over the years, from game feedback to helping each other to chaotic meta-discussion!
The forum will be read-only mode by July 30th, before fully closing on November 1st.
Over time, player feedback and support has become spread across many different platforms. We believe shifting resources from the SDG Forum elsewhere will better serve the majority of players. While the SDG Forum will no longer be available, you can still:
Discuss the game and make suggestions in our official communities (Steam and Discord) or the community-run r/Unturned subreddit.
Report bugs through our Issue Tracker on GitHub or the Support Helpdesk.
Seek troubleshooting and other support through our Support Helpdesk.
Gameplay
Housing Planner can automatically craft structure items.
Destroying or salvaging placed item stacks recovers the item stack.
Hotbar shows equipped item's durability / quality.
Graphics
Replaced 2D scope overlay (when dual-render scope quality is OFF) with post-process effect copying main view into scope material.
Added an option to prevent loading small clutter details. Note: requires per-map support by level creators.
Water planar reflections use main camera's LOD settings. This reduces discrepancies between reflections and what's visible, but may decrease performance when planar reflections are enabled.
Added "-Cinematic" command-line flag to turn off all level-of-detail features. (With an intense performance cost. Useful primarily for level promotional screenshots.
Multiplayer Improvements
Added server info screen and pause menu buttons to copy server code. Your friends can use this code in the Join Directly menu.
While playing multiplayer, an "Invite Friends" button is available from the pause menu. This opens a Steam Overlay dialog to invite an online friend to your current server.
Added support for server codes in rich presence join functionality. (E.g., joining LAN servers through Steam friends list.)
Combined barricade and structure instantiation queues to prevent seeing into loading bases.
Crafting Menu
Blueprint details panel shows primary item's stats and extended description.
Crafting tooltip mentions blueprint is ignored in reasons it cannot be crafted.
Anti-Cheat
Reduced available information about distant players. This makes ESP and radar cheats less useful.
Significantly tightened server hit validation threshold, making the line-of-sight tests more effective.
Server Config
Added FirstPerson_RecoilMultiplier and FirstPerson_AimingRecoilMultiplier, similar to their third-person equivalents.
Added FirstPerson_AimingZoomRecoilReduction to restore (quite old now) sniper recoil behavior.
Added Viewmodel_AimingMisalignmentMultiplier and Viewmodel_AimingJumpLandMultiplier for reducing sway while jumping around scoped-in.
Added Disable_Motion_Sickness_Options (more detail under Accessibility section).
Accessibility
Added First-Person Arms Bobbing slider for players experiencing motion sickness to reduce viewmodel sway while walking and turning.
Added Disable Motion Sickness Options config for server hosts running realistic PvP combat to disable the First-Person Arms Bobbing, Explosion Camera Shake, and Damage Flinch options. A warning is shown on the server info screen if this option is active. Since these options affect game balance the intention is to improve support for servers negatively affected by their addition, while keeping most of the game more accessible by default.
Level Creation
Added road assets for sharing road textures between levels, and some new options like per-road physics material overrides.
Added a tab in the roads editor to switch between per-level road textures and assets list.
Added support for blending smoothly between ambiance volumes and per-volume falloff.
Added "/DrawAudioReverbZones" command to visualize non-volume reverb zone falloff.
Support placing decorative trees outside the max level bounds.
Increased spawns editor contrast behind rarity-colored entries.
Removed kill volumes from vanilla bunkers to make them more flexible for level designers.
New Properties (Modding)
Airdrop reward type for NPCs to call in an airdrop.
Sentry properties to prevent targeting players, zombies, animals, and vehicles.
Tactical attachment properties to override bayonet damage.
Sight attachment properties to override aiming alignment space.
Placeable item properties to override amount of items recovered when salvaged.
Item properties for effects and NPC rewards when item reaches zero quality.
Gun properties for significantly changing rechambering behavior.
Gun property to scale zombie ragdoll force.
Consumeable item property to turn off pitch randomization.
Vehicle properties for more bumper damage control.
Support hybrid rangefinder-laser tactical attachments.
New Components (Modding)
Airdrop Spawner component to call in an airdrop.
Barricade Spawner, Item Spawner, and Vehicle Spawner components.
Repeat component to replay an event multiple times.
Music Audio Source component to mark audio sources as music.
Barricade Destroyer component to clear barricades inside a sphere
Plugin Development
Added "-ModulesPath" command-line flag to override Modules directory.
Enabled running "/LogMemoryUsage" locally to copy results to clipboard.
Fixes
Arrows, Missile, Rail, and Rocket not removed at zero amount. (Thanks Dobs!)
Round farm growth percentage down rather than to closest integer. (Thanks PandahutMushy!)
Default DeleteAmount behavior changed by search rewrite. (Thanks Dobs!)
Potential cause of favorite blueprints button disappearing. (Thanks u/Dandelion07!)
Server not registering end of melee swing. (Thanks prank0079!)
Non-physical wheel rotation broken by previous update. (Thanks Kopfstroh!)
Primary/secondary slot visual not cleared when item breaks. (Thanks JienSultan!)
Editing deleted level. (Thanks Jdance!)
Inconsistency between uGUI and IMGUI drawing debug text while HUD is hidden. (Thanks RBMKBlaze!)
Blueprint primary item details not hidden when primary item indeterminate. (Thanks biedaktokox!)
Barricades/structures in a broken state in singleplayer when moved with admin editor. (Thanks Molt!)
Vending Machine hat misaligned mythical effects. (Thanks 桐生一航!)
Keep nearby foliage loaded regardless of frustum checks. (Thanks DiFFoZ!)
Missing mipmaps on scope render texture. (Thanks BoomViz!)
Protect against menu accidentally becoming empty during special events. (oops)
Reworked airdrop replication to exclude contents and landing position.
Increased terrain fallback quality to reduce pop-in.
Russia train tracks gravel was the wrong color.
Support // comments in Commands.dat.
Special thanks to Bananajoemcrandom, biedaktokox, BoomViz, CPL, KarmaWSYD, semtexexplosive, setaou, surv0013, and VTM for their help resolving a variety issues while this update was on the preview branch!
Changes
Added Darken Scope Peripheral graphics option underneath Dual-Render Scope Quality. When Dual-Render Scope Quality is Off, this option fades the area outside the scope to black instead of blurring it.
Temporarily reverted player culling change until a bug related to teleporting is fixed. (Thanks WawaEgo!)
Fixed an exception when placeable's item dropped on destroy isn't an item. (Thanks KtoemYsw!)
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Unturned, 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 Unturned 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.