

Preview 1.22 is now live on the preview branch.
Please report any bugs 
here and follow the instructions carefully.
[h2]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 (or worse).[/h2]
[h2]1.22 - ?? 2021[/h2]
[h2]Added[/h2]
- Much better bells. You can select a piano key in the context menu.
 - Infrared thermometer
 - Liquid outlet
 - Thermal vision
 - Vases
 - Wire direction snapping
 - Detached 30mm HE autocannon
 - Entities feel momentary pain when stunned
 - "Stop animation on damage" setting
 - "Set object temperature" context menu option
 - Escape key escaping things
 - Objects are now destroyed if they are out of bounds for over 5 seconds
 - "Recompile" button that is shown when a mod failed to compile. This way you don't need to restart the entire game when you are developing a mod.
 - Maximum mod compilation duration setting. 10 seconds by default. A mod is only allowed to take this amount of time for compiling, otherwise its terminated and ignored.
 - Blood decal & particle colours are now accurate to the actual liquid inside the body
 - Water cleans objects
 - Balloons now pop under pressure
 - Exit wounds for stabbing 
 - Humans can get paralysed if their spine breaks
 - There is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and death
 - Organisms now have specific "vital" spots inside their body. For example, head injuries are no longer necessarily a brain injury.
 - Organisms can now bleed internally. Internal bleeding can cause many issues, most obviously twitching, slowness, and loss of balance (in case of a head injury). Major internal bleeding results in death.
 - More intense bullet metal impact sounds
 - If set to "Drain", the blood tank can now spill into other containers. This means you can make finally a nitroglycerin shower. It can also spill onto non-container objects, but this will not transfer the liquid effects onto that surface.
 - Firearms can accidentally discharge when dropped
 - Multiselect using shift (by default)
 - Toybox size is now remembered
 - A few optional keybinds
 - Unbind button in keybind menu
 
[h2]Changed[/h2]
- Humans regenerate limb integrity slowly
 - Lowered contraption spawn outline delay
 - Living tissue regenerates visual blunt damage slowly
 - Adjusted impact damage so that head injuries are more dangerous
 - Fire kills less quickly
 - Increased general impact damage severity
 - Decreased blood impact particle intensity
 - Decreased bleeding particle intensity
 - Other minor changes to humans
 - Disassembler is more likely to disintegrate things
 - Increased maximum bullet penetration iterations to 128. This will make thick, soft obstacles more penetrable.
 - Some firearm SFX changes
 - Wood impact SFX
 - Increased blood vessel wire transfer speed
 - Minor changes to liquid rules
 - Joint stress sound rate
 - Beam rifle now heats up objects it strikes
 - Blaster bolts heat up objects that they reflect off of
 - Increased rocket launcher impact dismemberment chance
 - Multi threaded the ambient temperature system
 - The ambient temperature grid can now propagate more effectively
 - Replaced "Symphony No.40, Mozart" with "Danse Macabre, Saint Saëns 🎃" in the Jukebox.
 - Minor changes to keybind page
 - "Show selection/freezing outlines" settings is now called "Show hovering highlights". It will also disable the red wire highlights.
 
[h2]Fixed[/h2]
- Minor optimisation
 - Minor bug fixes
 - Weird bandage tool bug where you could attach it to other wires
 - Water splashing being audible from seven light years away
 - Ceiling turret not correctly saving/loading frozen state
 - Syringes not being affected by pressure system
 - Accidental overwriting of contraptions
 - Bug where you could resize the toybox with middle mouse button
 - Occasional flashes of light when spawning in items
 - Bug causing knockout poison to appear pitch black
 - Center of mass being all messed up when the object is resized or flipped
 - Pull/push powers occasionally causing teleportation
 - Disappearing center of mass etc.
 - Accumulator not having a heat shield option
 - Object pooling issue
 - Lingering limb status UI things after deserialisation
 - Conveyor belt pinning serialisation issues
 - Lingering objects after disintegration
 
[h2]Removed[/h2]
- The old bells. Contraptions with old bells in them will still work.
 - PersonBehaviour.AverageAngle
 - "Liquid overflow limb exploding" setting
 
Updated modding wiki
Many new articles have been added to the modding wiki, as well as a 
sprite asset browser.
I waited so long for this?
Yes. I am so sorry. We've been working on a different game as well, which has slowed down this game's development. Now I spend half the day working on the unreleased game and the other half on People Playground.