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People Playground News

1.24 patch 5

Some more small changes and fixes.

1.24.5 - May 24 2022


[h2]Added[/h2]
  • Cyrillic font support


[h2]Fixed[/h2]
  • Logging oversight


1.24.4 - May 24 2022


[h2]Changed[/h2]
  • Hover thruster max height is now 10 km


[h2]Fixed[/h2]
  • Brain-death being way too hard to heal
  • Androids being impossible to revive sometimes
  • Liquid exit tolerance & reliability
  • Tritium permanence
  • Auto-healing


1.24 patch 3

1.24.3 - May 23 2022


[h2]Added[/h2]
  • Burn damage can heal
  • Adrenaline undoes numbness


[h2]Changed[/h2]
  • Bullet-holes can be a bit smaller


[h2]Fixed[/h2]
  • Even more burning issues (endless burning)
  • Regeneration speed being way too slow
  • Brain-dead state not working correctly
  • Tempered glass undo not working


1.24.2 - May 22 2022


[h2]Fixed[/h2]
  • Burning issues
  • Inspector issues
  • Other issues that are too small and numerous to list


1.24 patch 1

1.24.1 - May 22 2022


A small patch to fix issues people have encountered & bonus additions.

[h2]Added[/h2]
  • "Heart stopped" in living entity inspector if the heart has stopped working
  • "Brain-dead" in living entity inspector if... yeah


[h2]Fixed[/h2]
  • Human water impact damage is no longer excessive
  • Error in bullet-damage-by-distance-calculation
  • Bullet-wound damage response curve. The contrast between small round damage & big round damage is greater and more noticeable.
  • More electrocution issues
  • Android durability being almost infinite


Gore update - People Playground 1.24



1.24 - May 21 2022


[h2]Added[/h2]
  • Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.
  • Painkiller syringe
  • Humans will pass out when they experience too much g-force
  • Boat motor reverses on red signal
  • For modders: support for transparent liquids
  • For modders: Liquid.GetDisplayName()
  • For modders: BloodContainer.ForceCalculateComputedColor


[h2]Changed[/h2]
  • Completely rewrote body shader (this may make humans from older contraptions look weird)
    • Blunt damage causes bruising (new look)
    • Bullets make bullet holes
    • Stabbing makes stab wounds
    • Touching hot objects & friction causes burn wounds
    • You can switch back to the legacy shaders in the general settings menu
    • Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.
  • Bullet impacts on bodies of water are more intense
  • Stopping time has a shorter transition
  • Androids are more durable
  • Minor rendering optimisations
  • Other minor optimisations
  • Changed bullet hardness & damage distance calculations
  • Limbs don't drain their liquid as fast when bone is exposed
  • Humans don't panic as easily when shot
  • Humans wince more when shot
  • Humans and gorses regenerate blood slowly, if they're alive
  • Bullets have 50% more impact force
  • Tritium glows when seen in transparent containers
  • Made punctured lungs more dangerous
  • Increased g-force resilience
  • Decreased human drown time
  • Boiling bodies of water have no buoyancy
  • Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.
  • G-force damage no longer occurs when the organism was frozen
  • Improved distant large explosion sound
  • Changed AK-47 sfx
  • Changed AR sfx
  • Changed Submachine gun sfx
  • Changed Shotgun sfx
  • Changed Sniper sfx
  • Swapped old Rifle sfx for sniper SFX
  • Improved Gorse collision
  • Increased explosion shrapnel lethality
  • Made Ultra Strength Serum more potent
  • Decreased bleeding particles intensity
  • Minor tweaks to entity body temperature maths
  • Increased body bullet impact sound volume
  • Gave liquids nicer names
  • Made human pain animation a little less rigid
  • Organisms rot slower
  • Increased minimum impact damage threshold for limbs
  • Heat capacity is now calculated using object mass in addition to size & material properties
  • Lowered object to air heat dissipation


[h2]Fixed[/h2]
  • Android circuit layer transparency
  • Improved limb liquid circulation
  • Fireworks detail view radius visible for too long
  • Concrete debris suddenly disappearing
  • Made rescaled living entities a little more stable.
  • Boat motor saving issues
  • Slider disintegration issues
  • Unnecessary memory usage
  • Electrocution issues
  • Workshop upload dialog box being weirdly sized
  • Fluorescent bulb glow overlay appearing in front of everything
  • Issues :(
  • Detectors emitting signals even when broken
  • Human flesh layer not covering all bones


[h2]Removed[/h2]
  • Removed coagulation concentration calculation


1.24 preview



Preview 1.24 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.

This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.


[h2]Added[/h2]

  • Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.
  • Painkiller syringe
  • Humans will pass out when they experience too much g-force
  • Boat motor reverses on red signal
  • For modders: support for transparent liquids
  • For modders: Liquid.GetDisplayName()
  • For modders: BloodContainer.ForceCalculateComputedColor


[h2]Changed[/h2]

  • Completely rewrote body shader (this may make humans from older contraptions look weird)
    • Blunt damage causes bruising (new look)
    • Bullets make bullet holes
    • Stabbing makes stab wounds
    • Touching hot objects & friction causes burn wounds
    • You can switch back to the legacy shaders in the general settings menu
    • Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.



  • Bullet impacts on bodies of water are more intense
  • Stopping time has a shorter transition
  • Androids are more durable
  • Minor rendering optimisations
  • Other minor optimisations
  • Changed bullet hardness & damage distance calculations
  • Limbs don't drain their liquid as fast when bone is exposed
  • Humans don't panic as easily when shot
  • Humans wince more when shot
  • Humans and gorses regenerate blood slowly, if they're alive
  • Bullets have 50% more impact force
  • Tritium glows when seen in transparent containers
  • Made punctured lungs more dangerous
  • Increased g-force resilience
  • Decreased human drown time
  • Boiling bodies of water have no buoyancy
  • Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.
  • G-force damage no longer occurs when the organism was frozen
  • Improved distant large explosion sound
  • Changed AK-47 sfx
  • Changed AR sfx
  • Changed Submachine gun sfx
  • Changed Shotgun sfx
  • Changed Sniper sfx
  • Swapped old Rifle sfx for sniper SFX
  • Improved Gorse collision
  • Increased explosion shrapnel lethality
  • Made Ultra Strength Serum more potent
  • Decreased bleeding particles intensity
  • Minor tweaks to entity body temperature maths
  • Increased body bullet impact sound volume
  • Gave liquids nicer names
  • Made human pain animation a little less rigid
  • Organisms rot slower
  • Increased minimum impact damage threshold for limbs
  • Heat capacity is now calculated using object mass in addition to size & material properties
  • Lowered object to air heat dissipation


[h2]Fixed[/h2]

  • Android circuit layer transparency
  • Improved limb liquid circulation
  • Fireworks detail view radius visible for too long
  • Concrete debris suddenly disappearing
  • Made rescaled living entities a little more stable.
  • Boat motor saving issues
  • Slider disintegration issues
  • Unnecessary memory usage
  • Electrocution issues
  • Workshop upload dialog box being weirdly sized
  • Fluorescent bulb glow overlay appearing in front of everything
  • Issues :(
  • Detectors emitting signals even when broken
  • Human flesh layer not covering all bones


[h2]Removed[/h2]

  • Removed coagulation concentration calculation