1. Update v1.0.53331:
  2. New Content
  3. A New Quest After the Ending: If you have finished the game, load the autosave the game makes just before the ending and a new quest starts on its own. The game tells you that this save is there if you want to keep playing. It works on saves you already have, as long as the game is finished on them.
  4. New Outfits, Hairstyles and a Bracelet: Three new outfits, four new hairstyles and one bracelet. One outfit is available to everyone right away. The other two outfits and the hairstyles are hidden in databoxes scattered across the map and become available once you have finished the game. The bracelet is hidden somewhere on the map and can be found at any point in the game.
  5. New Collectible Figurine: A new figurine is hidden somewhere on Sota7.
  6. Consumables & Effects
  7. Crafted Food and Drinks: Dishes and drinks you craft now give noticeably more than the sum of their ingredients, and most of them come with their own positive, negative and neutral effects instead of copying the plant they are made from.
  8. Lighter Dishes: Crafted dishes now weigh 350 g instead of 700 g.
  9. Medicines: Medicines no longer spoil, and their action now reads "Consume" instead of "Eat".
  10. Porridges: Porridges now spoil like other food.
  11. Immunity Syringe: The immunity syringe no longer wears out after 3 days.
  12. Gummy Sticks Recipe: The recipe now unlocks when you pick up its own ingredient, Viscous Secretion.
  13. Immunity Preview: Immunity gains in the item preview are now shown as a percentage.
  14. Effects Panel: Long effect rows wrap instead of breaking after the first word, the item preview keeps a steady height and only shrinks for long lists of effects, sub-effects of the same kind are paired on one row, time is shown as "/h" everywhere, and the Immunity stat name is translated. All new effect texts are available in 13 languages.
  15. Status Screen: Effect rows no longer repeat their values, regeneration is shown as a percentage, instant effects are no longer listed as if they were still running, and the difficulty multiplier is shown in the panel.
  16. Stat Preview Side Effects: Fixed the inventory stat preview changing your actual character. Carry weight no longer jumps between 80 and 110 kg or doubles permanently, animals no longer start ignoring you just because you previewed Somnia Tea, a preview can no longer damage you, and a previewed sleep dart no longer skips real game time.
  17. Difficulty & Settings
  18. Gameplay Settings During a Run: On Engineer difficulty you can now change gameplay settings mid-run from the settings panel, with a confirmation for options that leave a permanent mark on the world. This also fixes immunity starting to drain earlier than it should after a settings change, resetting to defaults not sticking and quietly switching your difficulty, crafts already in progress ignoring a new crafting speed, quick load bringing back old setting values, and the settings screen opening in the wrong place when you start an Engineer run.
  19. Controls
  20. Key Bindings Overhaul: Rebinding a key in one control context no longer affects the others, and conflicts are reported only between contexts that can be active at the same time. The controls screen now fully supports gamepad: separate bindings per device, button icons instead of key names, and a confirmation before a key is taken away from another action.
  21. Mouse Wheel Binding: The mouse wheel can now be assigned to actions, and if you bind a key in its place, each press counts as one step.
  22. Controls Screen Cleanup: Removed rows that did nothing (Open Last Window, Toggle Signal Manager, Toggle run/walk, Reload), merged the AR, map and vehicle rows, folded Scan into "Use item", moved the drone scan to the Drones section, and merged entering and leaving the scout drone with returning to your character into one row. Rotating the building tool with nothing selected switches the hotbar only when rotation is bound to the wheel.
  23. Map
  24. Immunity Zones on the Map: Areas that drain immunity are now drawn on the map, together with region and biome names and tribe locations. Discovery fog and map colors were updated to match.
  25. Interface & Inventory
  26. Auto Stack: Items you pick up now stack together in your inventory on their own, and they do it generously: two stacks with different durability merge and keep the better one. For the cases where that cannot happen automatically, for example after you split a stack by hand, there is an Auto Stack button in the inventory.
  27. Weight Display: Your maximum carry weight updates right away after a buff, without reopening the inventory.
  28. Take All and Store All: Storage screens now have Take All and Store All buttons, so moving a full load in or out of a container takes one click.
  29. Encumbrance After Death: Movement restrictions from carried weight come back after the death screen instead of during it.
  30. Animals
  31. Baby Animals Can Be Petted Again: Babies can be petted at the same reputation as adults, stage 1 for Camilla and Lonebid and stage 2 for the rest. They stop fleeing as soon as an adult in their nest reaches that reputation, and petting babies is disabled during the taming tutorial. We also fixed where the petting interaction registers on baby Camilla, Lonebid and Zhalo.
  32. Birds: Birds fly lower and closer to you now, and they are visible again after a rendering fix.
  33. Building & Farming
  34. Automated Growpod: The automated growpod now harvests annual plants (herbs) as well.
  35. Vehicles
  36. Buggy Stuck in a Tree: Fixed being unable to leave the vehicle or use Unstuck when the buggy ends up hanging in a tree.
  37. Hoverboard Tuning: Tuned the Viper's stiffness and the pull of gravity on it, so small plants and terrain edges no longer tip you off the board.
  38. Quests & Progression
  39. Dust Storm Never Triggered: If you picked up the Market memory core but the Dust Storm never started, the quest now starts automatically when you load or respawn, which unblocks The Door on saves you already have. We also added safeguards for Unstuck and for dying inside the Market.
  40. Achievements & Compendium
  41. Archivarium: The all-memory-cores achievement is now counted from the locks you actually filled, and granted when you load a save where you already did it.
  42. Cartographer: The all-Igo-locations achievement counts a location as visited if you have been there or it is in your compendium, updates the moment you enter a location or unlock an entry, and is granted retroactively.
  43. Hybrids: Hybrid achievements are re-checked every time a compendium entry unlocks.
  44. Finished Game: If you have already finished the game, the achievements for it are granted when you load that save.
  45. Location Triggers: The visit areas for the Hideout and the Stillheaven Meditation Center are larger now, so they register reliably.
  46. Gate: Opening the big gate now unlocks its achievement.
  47. Compendium Repair: Missing compendium entries are restored when you load your save, and the compendium keeps tracking your progress after the Studies achievement instead of stopping there.
  48.  
  49. Hotfix 9:
  50. Save Repair & Stability
  51. Empty Nests After Loading: Nests that came back empty after loading a save now rebuild their population automatically, so animals no longer disappear from a nest for good.
  52. Lost Data Boxes: Data boxes you had already collected, but which a corrupted save had reset (for example a quest counter dropping from 23/24 back to 2/24), are restored when you load, based on the blueprints you unlocked.
  53. Missing Map Icons: On saves that come up as corrupted, plant, animal and resource icons on the map are restored for every species already in your compendium.
  54. Animals Lost During Autosave: Fixed animals that appeared or were removed while an autosave was running being left out of the save file, which made them disappear on the next load. We also fixed the underlying cause, where two objects could end up written over each other in the save.
  55. Achievements
  56. Compendium Achievements: The fauna, flora and geology achievements are now decided by what is in your compendium. Saves where the tracking was never set up or was incomplete now grant the achievement when you load, as long as every required entry is known.
  57. Animals & World
  58. Nest Navigation: Fixed animal navigation around the Imperial Strider, Sage Strider and Nango nests.
  59. Taming Actions: Added safety checks for animals that are removed while you are taming them or changing your reputation with them.
  60.  
  61. Hotfix 8:
  62. Achievements & Compendium
  63. Geology Achievement: The geology achievement now asks only for soil samples and hard materials, instead of every environment and material entry in the compendium. Saves you already have are re-checked when you load them, so if you already meet the new requirement, the achievement is granted.
  64. Xeno Zoologist & Costumes: Fixed new costumes for Hennessy no longer unlocking in the garage mirror once the Xeno Zoologist achievement had been earned. Registering a new animal always unlocks its costume.
  65. Hybrid Achievements: The first animal hybrid, all animal hybrids and plant hybrid achievements are now granted when you load your save, based on the hybrids in your compendium. This repairs saves where they had become impossible to get.
  66. Animals
  67. Friendly Nests: Animals living in a nest where at least one animal is friendly toward you no longer turn protective or aggressive when you come close.
  68. Tools
  69. Dart Gun Auto Reload: Fixed the Dart Gun firing the wrong dart after it automatically loaded Sleep or Plant Booster darts.
  70. Building & World
  71. Multiroom Collision: Fixed being able to walk underneath the multiroom.
  72. Antenna Sounds: Antennas now have start-up, idle and shut-down sounds, and they fade out when the antenna is switched off or destroyed.
  73. Stability
  74. Safety Checks: Extra protection around vegetation hidden under buildings, the player marker on the map and the popup shown when you finish the game.
  75.  
  76. Hotfix 7:
  77. Quests & Progression
  78. Dust Storm Quest: Objectives now complete correctly if you collected the Memory Core before the Dust Storm quest was triggered. Saves you already have are checked when you load them, and steps you have already done are completed automatically.
  79. Decrypting Lake's Mysteries: Fixed the quest not completing when the Mystery Core was already set in the wall. This is applied to existing saves as well, when you load them.
  80. Building
  81. Sleeping Bag Repair: Buildings that could not be demolished because of the sleeping bag bug are repaired when you load your save, so you can take them down again. Sleeping bags now release the building only when you pick them up, so quitting the game or moving between levels no longer leaves a building stuck.
  82. Hoverboard on Buildings: Getting off the hoverboard over a floor that is being demolished no longer leaves that building impossible to demolish.
  83. Sleeping Bag Indoors: A sleeping bag placed inside a building now switches to indoor lighting right away instead of after a reload, and it loads correctly in multi-room buildings.
  84. Accessibility
  85. Arachnophobia Mode: Arachnophobia mode now replaces insects with rubber ducks. Switching the option in the Accessibility settings updates the insects already in the world right away, no reload needed.
  86. World
  87. Amber Land: Fixed a hole in the landscape.
  88.  
  89. Hotfix 6:
  90. Achievements & Compendium
  91. Compendium Cleanup: Removed the entries that could never be unlocked (Hot Waters, Lead, Meteor Shard, Sapphire, Symbiolith). Saves you already have are cleaned up when you load them, so the Compendium can be completed.
  92. Underground Deposits: Opening the boxes that unlock underground deposits now adds the Underground Deposits entry with full progress and re-checks the achievements tied to it, including for boxes you opened before.
  93. Memory Core Achievement: The achievement for placing all Memory Cores in the Archivarium wall now unlocks when you place the last core, and it is granted on load if you already have them all in place.
  94. Building
  95. Producer Range Rings: Range rings on producers (miners, silos and the like) now show only while you have something selected to build. Producers that are already built show a faded ring during placement, and the silo ring is no longer on screen all the time.
  96. Animals & Audio
  97. Nango Sounds: The Nango now has a full set of sounds: petting and scratches, eating, sleeping, resting, sitting, sniffing, getting scared, fainting and the rustle of its armour, plus reactions when it likes or dislikes something. Camilla's fainting and reaction sounds were updated as well.
  98. World
  99. Volcano Tunnel: Sealed the remaining openings in the volcano tunnel.
  100.  
  101. Hotfix 5:
  102. Building & Nests
  103. Nest Placement: Weeds, bushes and trees no longer block nest placement and are cleared away under the nest once it is built. Nests now tilt to follow gentle slopes, with the front resting on the ground. Placing on ground that is too steep or uneven, on a cliff edge or over water still shows "Structure does not reach the ground". Rocks, other structures, you and your drone still block placement.
  104. Buildings Clear Vegetation: The garage and other buildings now clear grass and flowers under them, and you can no longer build on top of interactive plants.
  105. Composter Collision: Fixed collision on the Composter.
  106. Built Nests Produce Materials: Nests you build now produce animal materials, the same ones you get from the nests you find in the world (Camilla, Canul, Lonebid, Nango, Nibis, Strider, Wox, Zhalo, Zuma). Materials show up once the nest is built and animals have moved in, and you get more of them as more animals settle there.
  107. Quests & Progression
  108. Cave Passage: Players who left the cave through the entrance instead of the balcony could not get back inside, which blocked the Rumble. Once the Mystery Beacon is complete, the pedestal now offers an "Open the passage" prompt that opens the closed door without the figurine, and after the Rumble begins the door stays open. This works on saves you already have.
  109. Scout Drone Objective: "Discover an underground deposit" now completes the moment the scout drone starts scanning, if you play with automatic resource discovery turned on.
  110. Profiles & Startup
  111. Deleting the Active Profile: Deleting the profile you are currently playing on now moves you to another existing profile instead of leaving the game without one. Profile slots without a screenshot show a default image.
  112. First Launch: Shader compilation no longer runs at the same time as the hardware benchmark on first launch, so the benchmark measures your machine correctly.
  113. Localization
  114. Polish Translation: Fixed the name of the objective for planting Amacure and Gemnox in one growpod.
  115.  
  116. Hotfix 4:
  117. Gameplay Balance
  118. Item Durability Rate: A single difficulty setting now controls how fast everything you own wears out: tools you use, gear that drains while you wear it (gas mask, immunity pump, rebreather, light stick), the hoverboard, the drone, and food rotting in your inventory and in containers. Plants growing out in the world are not affected. The rate is 1.0 on Scientist, 1.25 on Survivalist and 2.0 on Space Hell, and the Engineer slider goes up to 2.0. On Scientist this makes wear consistent across all your equipment, where before a few items wore more slowly than the rest.
  119. Fainting Penalty: Fainting now costs 5% durability on Scientist, 10% on Survivalist and 15% on Space Hell. Before it was 10% on every difficulty.
  120. Storage Rotting: Every container and every inventory now slows rotting to 15% of the world rate, the same as your backpack always did. A powered fridge stops rotting completely.
  121. Viper Durability: The Viper now lasts about one in-game day of use.
  122. Construction Recipes: Buildings no longer ask for Diodes, so you will not be stopped by a material you have not unlocked yet.
  123. Building & Crafting
  124. Crafting Reach: Crafting stations now pull ingredients from lockers across a full-size room, not only from the ones standing right next to them.
  125. Ingredient Cost & Refunds: Fixed ingredients being taken incorrectly when they were spread across several containers. Refunds now give back exactly what was used.
  126. Animals & AI
  127. Zhalo Tracker: The Zhalo pointer fix from Hotfix #3 did not cover every case. The tracker now leads you to the Zhalo family correctly.
  128. Critters on Detailed Terrain: Critters no longer occasionally sink into the ground.
  129. Stability: Added safety checks around animal interactions, plants removed while they are still growing, and save loading.
  130. World
  131. Thorn Hazard: Fixed a thorn hazard floating above the ground.
  132. Grim Garden: Fixed a rough spot in the terrain.
  133. Amber Tree: Fixed collision on the medium amber tree.
  134. Interface & Text
  135. Broken Vehicle Message: The "item broken" message now names the vehicle instead of showing an empty name.
  136. Quest Text: Fixed a typo in a quest description.
  137. Graphics & Performance
  138. Shadows: We moved shadow rendering to a more compatible method on every shadow quality level, which should remove the GPU crashes reported on some machines. Shadow range and quality were retuned along the way, and first person hands and held items cast shadows again.
  139.  
  140. Hotfix 3:
  141. Quests & Progression
  142. New Quest - Second Life: After completing Miracle Season, a new quest asks you to build a Composter, feed it plant matter, and wait for it to produce biomass. Players who have already finished Miracle Season will receive the quest when they load their save.
  143. Sealed Area After the Mystery Beacon: Once you pass through the Mystery Beacon door, you can no longer leave the sealed area by using Unstuck or by dying. The Unstuck option is disabled there, and if you die you wake up in place instead of being teleported out. Everything returns to normal once the Rumble begins.
  144. New Guides: Added a Plant Booster Darts guide, shown when Miracle Season asks you to craft the dart, and a Soil guide, shown when you collect your first soil sample. The Fast Travel guide has been moved to the World category and fixed.
  145. Miracle Season Text: Updated the description of the "craft a dart" objective to explain what the Plant Booster dart does and where to craft it.
  146. Gameplay Balance
  147. Plant Decay in Inventory: The slower item degradation announced earlier was not actually applied to the player's inventory. This is now fixed, and plants carried in your inventory decay over roughly 48 in-game hours.
  148. Animals & AI
  149. Animal Navigation in Water: Reworked the navigation blockers in aquatic areas, rivers, and the market so animals no longer try to path through water where they shouldn't.
  150. Follow Sounds: Animals following you no longer spam their follow sound. It now plays with a cooldown.
  151. Zhalo Pointer Fix: Fixed the Zhalo tracking pointer referencing the Silver Wox instead of the Zhalo.
  152. Perception Stability: Changed how animal senses are switched on and off to avoid crashes caused by traces still running when an animal is deactivated.
  153. Inventory & Interface
  154. Item Tooltips: Item tooltips now refresh when you click an item and when you change inventory filters, so they no longer show stale information.
  155. Stack Selector: Widened the stack-split popup so larger quantities fit properly.
  156. Stability & Compatibility
  157. Crash Fixes: Fixed potential crashes when closing a popup that paused the game, when inspecting a plant that is not part of a growpod, and when a crafting station's sounds fail to load.
  158.  
  159. Hotfix 2:
  160. Gameplay & Controls
  161. Item Placement Available From the Start: Placing items and structures is now unlocked from the very beginning of the game on every difficulty.
  162. Smarter Dart Gun Reload: When no ammo type is selected, reloading now automatically loads Sleep darts from your inventory. If you have none, it falls back to Plant Booster darts.
  163. Mid-Air Crouch Fix: Fixed an issue where crouching while sprinting in the air abruptly stopped your movement.
  164. More Forgiving Unstuck: The unstuck feature now also works when you are not standing on the ground but are barely moving, so it helps in more situations where you get trapped.
  165. Drone Controls: On gamepad, moving the drone up and down has moved to D-pad Up and Down. Leaving drone mode no longer requires a button combination.
  166. Quests
  167. Mystery Beacon Door: Fixed the door at the Mystery Beacon not always closing behind you once the quest is completed. The door now closes when you walk through it after finishing the quest.
  168. Inventory & Items
  169. Trash Can Interaction: Fixed trash can interactions. The interaction prompt now appears only once the trash can is fully built.
  170. Inventory Weight After Loading: Inventory weight is now recalculated when a save is loaded, fixing incorrect weight values after loading.
  171. Map Screen
  172. Map Filters: Fixed the "toggle all" filters button so individual filters update correctly and keep their state.
  173. Consoles: Fixed hovering over map icons and their names not working on consoles.
  174. Interface & Localization
  175. Text Fitting: Long translations no longer get cut off in Photo Mode options, the Compendium, the Journal, map filters, settings switches, the feedback screen, and the game intro.
  176. Key Icons in Text: Key and button icons inside text no longer stretch the line they appear in, so hints and guides keep even line spacing.
  177. Changing Language In-Game: Switching the language from the pause menu now applies immediately, and the Display Mode and Resolution options refresh correctly afterwards.
  178. Performance Warning Popup: The RTXDI warning popup now resizes to its text, so the message no longer overlaps the Continue button.
  179. World & Audio
  180. Amberland Landmark: Added an ambient sound zone with cave reverb at the Amberland landmark.
  181. Collision: Added a collision barrier in one of the passages.
  182.  
  183. Hotfix 1:
  184. Quests & Progression
  185. Blueprints Screen Safeguard: Added a failsafe that unlocks the Blueprints screen the moment the Building Minion quest asks you to pin a blueprint, so this objective can no longer arrive while the screen is still locked.
  186. Quest System Safety Checks: Added extra protection against errors when quest logic runs before the player character is fully ready.
  187. Gameplay Balance
  188. Slower Item Degradation: Items carried in your inventory now degrade over time about half as fast as before.
  189. Audio
  190. Dialogue Playback: Adjusted how dialogue voice lines are set up so their priority and distance-based volume settings are applied consistently.
  191. Stability
  192. Crafting Requirements Fix: Fixed a potential crash in the crafting requirements list when it tried to track items from a storage that no longer existed.