1. Update v1.4.0:
  2. Highlights
  3.  
  4. Prospective fix for PhysX crashes related to scrapping [spoiler]Bunnies[/spoiler].
  5. Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.
  6. Fixed a progression blocker in [spoiler]The Anomaly Barricade[/spoiler] mission where the [spoiler]Overcharger[/spoiler] install kit could fail to be delivered to the player.
  7. Community Highlight: You can now open and close the rear garage door with a nearby button!
  8. Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.
  9. Bugs and UX Fixes
  10.  
  11. Prospective fix for PhysX crashes related to scrapping [spoiler]Bunnies[/spoiler].
  12. [spoiler]Minutemen[/spoiler] now do damage again and no longer disappear immediately after spawning.
  13. [spoiler]Side Storage[/spoiler] can now be scrapped while attached to the car.
  14. Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.
  15. [spoiler]Dumpster Pearls[/spoiler] collected from [spoiler]Beach Balls[/spoiler] now correctly spawn items when broken in the [spoiler]Matter Deconstructor[/spoiler].
  16. [spoiler]Side Floodlights[/spoiler] no longer have geometry blocking the light when installed in the station wagon’s front right side slot.
  17. “Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.
  18. Features and Content
  19.  
  20. Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.
  21. Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.
  22. Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).
  23. After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.
  24. This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.
  25. Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:
  26. Lose All Items
  27. Lose Most Items (Default)
  28. Keep Crafted Items (New)
  29. Keep All Items
  30. Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.
  31. New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.
  32. The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).
  33. Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.
  34. Gameplay Balance and Mission Scripting
  35.  
  36. Fixed a progression blocker in [spoiler]The Anomaly Barricade[/spoiler] mission where the [spoiler]Overcharger[/spoiler] install kit would fail to be delivered in [spoiler]Oppy’s Pneumatube[/spoiler] when returning to the garage.
  37. If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.
  38. You can no longer plot a route to [spoiler]The Well[/spoiler] after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.
  39. Fixed an issue where a car could spawn blocking the ramp that leads to [spoiler]Colossal Cappy[/spoiler] blocking progress in the first [spoiler]Sierram[/spoiler] mission.
  40.  
  41. Update v1.1.4:
  42. Highlights
  43.  
  44. Crash to desktop prospective fix related to scrapping [spoiler]Bunnies[/spoiler].
  45. Fix for several progression blockers that will retroactively correct blocked saves.
  46. Added a Save Backup system to mitigate save corruption issues
  47. “Turn the Page” radio track is now available in Streamer Safe mode!
  48. Bugs and UX Fixes
  49.  
  50. Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping [spoiler]Bunnies[/spoiler]
  51. The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.
  52. You can now hold Space to craft anywhere on the Crafting Menu to craft.
  53. Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.
  54. Added clearer UI indications for Dead End exits on the in-car map.
  55. The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.
  56. Made the Saving Game UI indicator more visible when it happens.
  57. [spoiler]Boom Bunnies[/spoiler] will no longer hijack your steering when the game is running at high framerates.
  58. Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, [spoiler]tinker station[/spoiler], and more.
  59. You can no longer pause the loading screen.
  60. Features and Content
  61.  
  62. Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.
  63. “Turn the Page” radio track is now available in Streamer Safe mode!
  64. Gameplay Balance and Mission Scripting
  65.  
  66. Progression Fix: Players will no longer get broken saves related to the [spoiler]Red Meadow Facility[/spoiler] mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.
  67. Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the [spoiler]Arc Doc[/spoiler] upgrade if it was destroyed somehow. This unblocks players who experienced issues with the [spoiler]Pack Supplies step in the Garage tutorial[/spoiler] and the optional [spoiler]Install the Arc Doc[/spoiler] side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.
  68. Balance: Activating [spoiler]stabilizers[/spoiler] in story missions now plays a [spoiler]Instability Storm[/spoiler] warning siren and adds additional bonus time for the player to escape.
  69. Balance: The level design of the [spoiler]Forest Stabilizer[/spoiler] map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the [spoiler]Link the Stabilizers[/spoiler] mission.
  70. Known Issues
  71.  
  72. These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.
  73.  
  74. Progression Blocker: Players can become blocked on [spoiler]The Anomaly Barricade[/spoiler] mission if they had an additional [spoiler]LIM Shield[/spoiler] blueprint blocking [spoiler]Oppy’s Pneumatube[/spoiler]. This can occur if the player used a [spoiler]arc-device summoned gate[/spoiler] to exit [spoiler]the stabilizer map after the deep wall crossing[/spoiler] instead of the [spoiler]stabilizer[/spoiler]. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.
  75. Progression Issue: Players can be forced into repeating the [spoiler]Into the Wilderness: Collect Materials for Antenna[/spoiler] mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.
  76. Economic Progression Issue: Players can lose their [spoiler]Car Rack Upgrades (Side/Seat/Roof)[/spoiler] upgrade kits, and cannot currently re-print them from the [spoiler]Fabrication Station[/spoiler]. If you have this issue now, please check your [spoiler]Vargas Vac[/spoiler] storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.
  77. Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.
  78.  
  79. Update v1.1.3:
  80. Highlights
  81.  
  82. Various niche crash fixes
  83. Fixed a few edge-case quest blocking issues
  84. Small UI/UX fix
  85. QoL Features + UI Improvements
  86.  
  87. Inventory view: fixed dragging item to hand slot resetting position for rotated items.
  88. Mission Tweaks / Fixes
  89.  
  90. Updated feedback when stabilizers are used to give more heads up a storm is coming.
  91. Speed boost from [spoiler]Cappy[/spoiler] continues into [spoiler]Garage[/spoiler] as intended.
  92. Fixed a progression blocker when returning from the [spoiler]tutorial antenna quest[/spoiler] and breaking your [spoiler]impact hammer[/spoiler] on the garage door could block your progress.
  93. Bugs Fixes
  94.  
  95. Fixed showing incorrect settings data for resolution and DLSS settings in certain cases
  96. Fixed a crash related to particles
  97. Fixed issues related to resource drops collisions
  98. Fixed a crash related to cursor UI
  99.  
  100. Update v1.1.2:
  101. Highlights
  102.  
  103. You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)
  104. Radio station music tracks will now be properly random at all times
  105. Fixed various progression blocking edge-case issues reported by players
  106. Fixed a few bug that made diagnosing [spoiler]car quirks[/spoiler] harder
  107. Fixed a physics-related crash that could happen while scrapping bunnies for some players.
  108. QoL Features + UI Improvements
  109.  
  110. You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)
  111. The throw button prompt iconography better indicates a HOLD interaction on the HUD
  112. Improved icon display on rotated items and fixed some flickering visuals
  113. Improved icon display for putting items directly from hand into attached car storage.
  114. Other minor UI/UX improvements
  115. Bug Fixes
  116.  
  117. Fixed an issue where saving and loading during a dialogue at the garage after the [spoiler]Midwall Crossing[/spoiler] mission could block progression.
  118. Improved interior lighting of a quest-specific tower in [spoiler]Deep Zone circuit[/spoiler] mission.
  119. Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.
  120. Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.
  121. Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.
  122. The final exit gate after the [spoiler]Deep Wall Crossing[/spoiler] mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).
  123. Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.
  124. Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.
  125. Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.
  126. Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).
  127. Music will now always play during the Credits that are brought up at the end of the game.
  128. Fixed a sticky UI prompt during the Tutorial that was confusing.
  129. Fixed an issue with [spoiler]Wiper Right quirks[/spoiler] would activate on [spoiler]Wiper Off[/spoiler].
  130. Fixed an issue where broken headlights would light up with [spoiler]Headlight brightening quirks.[/spoiler]
  131. Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.
  132. You can no longer destroy the [spoiler]Handbrake Upgrade[/spoiler] by leaving it in the [spoiler]Vargas Vacuum[/spoiler] and block your progress by doing so.
  133. Fixed some minor visual issues with meshes and shadows in various parts of the game.