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Cannibal Crossing News

Experimental Enemy Infighting + Custom Sandbox Update

We've been getting a lot of new feedback lately due to new players, and this is helping out a lot with development. While continuing to do tweaks, bugfixes, responses to requests, and gamepad work, we're also going to try to start a couple of big experimental changes!

The big one is Enemy Infighting. If an enemy of a different faction gets too close to another enemy, they may start fighting each other. Currently this is in the beginning stages, as I was worried it would mess with balance too much, but it actually looks good so far.

Enemy Infighting will happen the most often if they don't see you, encouraging stealthing around. If they see you first, they'll hate you way more than they do each other. In the next major update, depending on feedback, we are most likely going to make the Infighting more aggressive.

The second experimental change is starting to make Sandbox Mode have custom, configurable options. Let us know what you'd like to see here. Currently you can do thinks like adjust enemy size, amount of materials found, and amount of weapon loot found.

We're going to try to get out the next big update fast, to take advantage of all the feedback. Thanks for your continued support, especially people on the Official Discord (link in-game) that have been helping us track down gamepad issues.


List of Changes, Version 0.9.9.8.6


[h2]Experimental[/h2]

- Enemy factions now fight each other. This includes other human factions hating bandits!
- Enemy detection distance reduced versus other enemies, they'll see you easier

- Sandbox Mode now lets you tweak specific game settings, let us know what you'd like to see here

[h2]Experimental[/h2]

[h2]Balance and Design Tweaks[/h2]

- The zone around your base where enemies can't spawn in has been doubled. Let me know if they still spawn inside or too close to your base when fast traveling back to it!
- Changed how the requirements for the different doors and helicopter work, they were using a placeholder testing code. Now they should properly require their parts, with the helicopter parts coming last

- Hunger rate reduced to 0.03 Food per second, was formerly 0.034
- Enemy appearance amount lowered in the earlier days, with a slightly more gradual buildup. This is to give struggling players more of a chance to build their base in their early game, while not affecting the later days that much
- Lowered Human Quantity day spawning from days 1-3 significantly, with a reduction of 1 in day 4

- Laser Rifle's laser now has a lower opacity before it enters damage mode (it needs to warm up a bit before it starts to damage enemies)

[h2]Gamepad and Controls Changes/h2]

- Trying out assigning Melt/Break to B on Keyboard. This can be reconfigured
- Work on Break/Melt inventory functionality on gamepads
- After melting/breaking something in inventory, an inventory item should be selected now
- Smoothing out gamepad movement for rotation and aim

- Using a throwing item now puts you into a THROWING MODE, where pressing your shoot button will throw the weapon. Pressing the use item key again will cancel this mode now, instead of using the throwing weapon
- 1 second input delay added if you quickly deplete a previous item to 0, to prevent accidental use from jamming the button

- Movement buttons can now be used for map navigation
- Fix for G button rebinds for keyboard

- Controller preferences are now saved, remembering if you went keyboard or gamepad last game

[h2]Bugfixes[/h2]

- Quantum Box bug fixed that may have been a caused of base storage getting screwed up
- Double check if destiny point of teleporter is a valid area, with it being cancelled and the character saying something if it's not valid
- Checks for north door opening
- Disabled a bullet hitbox when enemies are in a "waiting for you to start boss fight" mode
- Fixed some text positions for quests and so on, error caused by a Unity engine update
- Possible fix for mouse visibility issues on the Main Menu
- Fix for an ending bug that prevented use of the helicopter, it was due to a prologue check. This has been changed to beating any prologue as any character

- Quill fix to give him total corruption protection
- Fix for a storage visual issue
- Fix for a container style index for the number of items displayed
- Fix for the damage increase for the full focus Wisdom talent

Online, Gamepad, and Other Tweaks, Version 0.9.9.8

For this month's update, we focused on player feedback. There's gamepad tweaks, adjustments to the online co-op mode, and more. We're looking for more feedback for the next update, as we get close to 1.0!

The best way to send feedback is by the official Discord, with a link in game. We're also going to do a roundup of other feedback we may have missed, and go from there for the next update. Except less giant changes, and more focusing on polish as we prepare for the 1.0 launch.

One persistent thing we're having difficulty fixing are gamepad issues. In testing, I'm not having these problems myself, so we rely a lot of player feedback for this. If you have controller issues, please try contacting us on the Discord! The real-time chat nature of that really helps us fix things a lot easier than from other methods.

List of Changes, Version 0.9.9.8


- Swapper Cannibals (the ones that ignore ranged attacks and must be killed with melee) are now vulnerable to ranged attacks, but only from a very close distance
- Small crosshair added for gamepad control mode, to better let you know exactly where you're aiming
- Further checks for preventing players from receiving damage during the intro for bosses

- Coins can now be dropped for other players in online mode
- Online mode now saves chat messages from other players in the chat scroll
- Online mode no longer tries to average the camera position over all players, and instead sticks to the player you're controlling

- Fix for the break/melt button not working properly on an Xbox controller for some setups
- Small adjustments to Grassland and Wasteland in Online Mode
- Trait update checks for Online
- You can no longer receive damage while in the chopper from charger enemies
- Check for max ammo values sometimes getting changed to be slightly higher
- Solving a reconnection issue in online mode
- Some checks when adding items to a container, to prevent some errors
- Spawn distance reduced for Quill quest
- Bullets collider evaluation based on distance, to try to reduce a lag issue
- BlackJack prologue blink fix
- Blink Device now has a 3 second use delay, so that tiles update properly
- Checks for enemy wave spawning for end events

- Checks for corpse face and body position errors
- Fix for a bullets issue
- Fix for a free ammo reload exploit
- Update for constructed items animations on Horde Mode
- Update for a game over screen in Horde Mode
- Fix for an enemy spawn error
- Fix for enemy bullets sometimes hitting the player after a boss dies
- Update for a UI problem in Horde Mode

- Achievements screen should now get properly updated with Steam Data
- Unity engine update
- Fix for some corpse spawns
- Some further gamepad testing and tweaks

Difficulty Balancing Update, Version 0.9.9.7.8

A new update to bring things current with all the changes we've been doing on the testing branch. Thanks for the continuing feedback! We've hit our goals for the game for Early Access launch, now it's just a matter of when exactly to wrap things up.

The biggest changes in this update is that the enemies in Normal Mode should be less constant. What was happening was that they were constantly streaming in due to player sounds, even things like footsteps. I've reduced this by half, and the fighting now seems less constant. Let me know what you think of this change. Hard Mode will increase this back up to what it used to be.

Also, all your production buildings in your base should now make things much, much faster. This incldues things like ammo presses, bandage-o-matics, smelters, and more. Really everything with the exception of the Heavy (Explosive) ammo press are now 5 times faster in converting resources for basic buildings, and 10 times faster for advanced buildings. This is a significant change, which should reduce a lot of downtime.

I had initially resisted this because I wanted the system to involve queuing up orders and then coming back to the base to get your stuff after accomplishing another goal. However, no one actually did it this way, not even me in the end. Also, you still get a bit of the "come back to a pile of loot" aspect from the advanced buildings due to them slowly generating free resources, which hasn't sped up or changed at all.

Next up: A Major Update to wrap up remaining issues and feedback requests. I'll be looking at the Discord and Steam forums for any suggestions. This may be the last one before 1.0 launch!

Full List of Changes


With the exception of the Explosive Ammo Press, all base production buildings are much faster than before! Automatic generation times from advanced factories are unchanged.

- Basic Factories about 5 times faster than they used to be
- Advanced Factories about 10 times faster than before
- Advanced version of the Explosive Ammo Press is about twice as fast as it used to be (from 40 seconds down to 20 seconds, with the basic explosive ammo press remaining at 60 seconds)

- You can now recover full materials from making base buildings if you delete it before closing the base building menu

- In Normal Mode, enemies spawning from the noises the players make were cut in half. This should mean less enemy spawns in areas you've already uncovered. Let me know how this feels, or if you can even tell the difference!
- Hard Mode increases this back up to previous values
- Nightmare Mode, if we add it, will triple this to about +50% of what it used to be

- Possibly fix for Quill becoming invulnerable when sleeping
- Fix for Quill's Super making him invulnerable

- Clinical Center loot reduced
- Test update for the controls input manager
- Fix for weapon hands placement

- Enemies that get stunned should now have their attack timers set to 0
- Fix for descriptions being too long for the windows
- Fixed a container issue
- Doors being destroyed should now properly rebuild enemy pathing
- Clamped max amount of dogs/bears created by Slim Pickens

- Cooking panel in online mode now closes on 0 uses left, and double checks for blank items
- Fix for a chopper bug if you saved the game during flight
- Fixed a bug on game loading
- Some online mode fixes
- Code cleaning with some removed assets

Fixes and Tweaks Update, Version 0.9.9.7.4

We've been hunting bugs and making tweaks based on player feedback on the Testing Branch. It's been slow, as remaining bugs tend to be the ones that are hard to track down, but we've cleared some long standing things that were evading us. We can use more reports and feedback on this as we keep pursuing 1.0 launch, especially on our Official Discord!

The biggest gameplay change this time is that we removed all the endings except for the Helicopter ending. I always felt like the multiple endings just didn't add much, especially since the helicopter one seemed the best due to it also giving you a helicopter to ride around in to help find the remaining survivors. Now, the other former ending areas lead to big loot caches instead! Let me know if you think we should increase the amount of loot you get from these.

Next up, I'm going to be focusing on the Online Mode again. I'm hoping for quick progress on this, as there's less ground to cover in this mode versus the big open world that is the single player Adventure Mode.

Full List of Changes


- Removed the Bulldozer and Military Base endings, and replaced them with bonus loot areas
- New Base Construction for fast travel convenience: The Motorcycle

- Tentacle boss summons less minions
- Corruption takes twice as long to reduce your HP
- Fix for a problem with loot note enemies not appearing sometimes
- Fixed parts count for bulldozer and base areas
- Added weapon level indicator in UI

- Rotating Saw and Harpoon Gun now benefit from bow and arrow improving perks
- Warden bonus damage should now work with harpoon and rotating saw (technically an arrow weapon)

- Fixes for many container bugs! Let us know if there's still any ongoing weirdness

- Testing online shared use of various base buildings
- Null parent from diabled compass elements to avoid a blinking bug
- Removed some unused cooking recipes
- Various code cleanup
- Deactivating obstable areas also disables trap positions
- You are no longer able to unload weapons with no ammo type
- Removed the laser rifle from Scientist enemies
- Fixed an issue with Quantum Storage and storage slots
- You now get the Base Tutorial mission before the Blocking mission
- Preventing mission texts from overlapping if you get two missions at once
- Another possible container fix for it deleting items with no "charges"
- Map refreshes better for mission points (clearing the ?'s out)
- Fix for fast travel cars map display getting buggy
- Fix for an options menu bug
- You should no longer be able to lose points on a Stan's Shop purchase if your inventory is full
- Fix for another map object bug
- Some text updates
- Fix for melee weapons getting under 0 durability
- Better random targeting for players in Horde Mode, instead of all enemies attacking one player
- Fixes for tutorial inventory
- Inventory floating sprite fix
- Removed barrels knockdown to streamline containers, which should fix some container bugs
- Bandits removed from the Sin boss location before the cutscene
- More attacked checked for halting during pause status
- Shifted introductory quest order a bit
- Fixed some map issues
- Added a warning icon over the escape red marks on the map
- Fix for unloading weapons with no stackable ammo
- Fix for a missing sprite
- Restrict various things in Stan's Shop if you can't obtain them. Example, no getting a weapon level up if there's no weapon levels possible
- Fix for some automatic weapon exploits
- Fix for being able to repair non-melee weapons
- Ronin's energy weapon recovery over time should now work properly

Big Balance Update, Version 0.9.9.6.2

We've been busy on testing branch for the last couple of weeks. Our focus this time has been general balance for the game based on player feedback, and we've made pretty extensive changes to difficulty and loot progression for both Horde Mode and Open World.

Also in this update, some big shotgun buffs I've been wanting to do for awhile. They just seemed too weak to me, outside of boss fights. And "outside of boss fights" is most of the game, where you're fighting giant groups of enemies so you really want something with cleave/penetration to deal with the crowds. Due to this, all shotguns now have 1 penetration, so every shotgun pellet can potentially hit 2 enemies instead of 1.

We're getting very close to the 1.0 launch! I'll post news on that when we get closer to it, but it's likely that this will happen some time in May. Please give us any feedback on the updates using the Official Discord or Twitter, links to them are in-game on the title menu.


[h2]Quick Summary of Update Changes[/h2]

- Lots of buffs for shotguns, especially the one that makes all shotguns have bullet penetration through one enemy
- Buffs for other underperforming weapons, such as tier 2 and 3 melee weapons
- Bosses and enemies in general are now much easier to stun
- Many tweaks for throwing items
- A lot of difficulty changes and tweaks, generally a slower ramp up of difficulty in Open World and a higher ramp up in Horde Defense
- New weapon upgrading system for Horde Mode

Full List of Changes (Version 0.9.9.6.2)


[h2]Major Changes[/h2]

- Many weapon tweaks, mostly buffs for underperforming weapons, higher tier melee, and the shotguns

- Lots of difficulty tweaking for the Open World modes, both Normal and Hard difficulties
- More chances for higher tier loot in Open World

- Faster XP gain in Horde Mode
- Weapons in Horde Mode are cheaper
- 12 turret building limit in Horde Mode!
- Less buildable space in Horde Mode

- Changed how throwable items are used. Use Item button primes it, then shooting throws it
- Bandages will be automatically added to your quick use slot if you have none equipped

- Character actions now only work with the screen focused
- You can hold SPACE to skip prologue cutscenes

- Enemies will sometimes attack the nearest turret

- Lola can now block and parry while drunk

[h2]Weapon Balancing[/h2]

- Shotguns all buffed to penetrate through 1 enemy, a massive buff
- Hunting Rifle now penetrates through 2 enemies, but gets a small damage nerf, 45 to 40 base
- Tactical Rifle, SWATTER, Minigun, and Minishark all buffed to penetrate through 1 enemy
- The Lighter and Flamethrower get 1 penetration value again

- Tier 1 and Tier 0 loot chances lowered much more as the days pass, making Tier 2 loot more common than it was before

- Shotgun range tweaks, generally now slightly shorter range but faster moving buckshot
- Street Sweeper now fires faster, 0.3 -> 0.25
- Auto Gun fire rate buffed 0.1 -> 0.06
- Super Scoper fire rate buffed to twice as fast, 1 -> 0.5

- Tier 2 and Tier 3 melee weapons lose durability slower
- Buffs to most tier 2 and tier 3 melee weapons, mostly for stamina efficiency
- Buster Sword damage buffed from 40 to 53
- Katana damage buff from 26 to 30, and speed buff from .15 seconds to .12 per swing

- Laserblade big damage nerf if the durability gets too low
- Laserblade now no longer uses battery energy, and can't be repaired

- Door Mines now take 5 seconds to explode when triggered, and prevent the door from being taken down during this
- A bunch of throwing weapons drop rate tweaks, with Door Mines and Water Balloons also now Tier 2

- Much easier stunning for bosses, they lose their stun values much more slowly
- Bosses lose their damage resistance now when stunned
- Reduced Stun breakpoint of Tentacle so it's easier to stun now, 150 -> 100
- Boss stun duration reduced 6 seconds -> 5
- All enemy stun values also easier to stun, same as bosses
- Nails Grenade nerf as the multihits were making it do way more damage than I thought, damage 100 -> 40 and stun 50 -> 20

- The Lighter now takes less premium parts to upgrade, it was using Tier 3 values before when the weapon is only Tier 2

[h2]Changes for the Open World Modes[/h2]

- Victory counter added to character select screen

- Fixed the bosses killed counter for a game being reset if you saved and loaded. This was messing up the endings

- Clamp on enemies limit per day, so crazy unlucky enemy amounts should not happen as much
- Missions no longer disappear when a horde or hunting party is up, they just reposition
- Survivor Sandbox: Survivors respawn with 50% food and life minimum
- Sandbox mode respawn updated
- Structures recover by 30% every dawn in Adventure Mode

- Update for the NPC quests, most will now give a specific tier 1, level 3 weapon and ammo specific to that quest. For example, Father Time will now reward a level 3 Revolver with 40 ammo

- More enemy types the later you go for the ending events

- Midbosses now get more health and damage based on how many previous midbosses you've killed, and no longer based on how many days have passed
- Midbosses spawn in set points now, instead of randomly in a building. Mostly done so the Piggy Bankers don't get stuck in the bank vault

- Shift+Q to change missions prompt moved so it blocks less
- You now get the base building mini-tutorial mission as soon as you complete the skill point spend mission
- Tutorial missions now moved up to the first slot

- Reduced the amount of enemies summoned by noise by 50%

- Amount of waves in Shots prologue quest reduced to 2, from 3

- Fix for radio messages
- Collider for bridge tank area fixed
- Fix for storage carts and its position on save restore
- Update for map position/scale and icons displayed
- Difficulty adjustement for enemy humans damage

- Stan Shop Repair and Upgrade items only applies to current equipped weapon

- Alterations to the Radio Missions to make it get stuck less on one mission type
- Got rid of the Memories missions completely, as they were more boring versions of the Clean Up Area missions

- Reduced human spawn chance, day and night, to about half in all 3 modes
- Tripled all human weight numbers except Scientist, to make them more rare

[h3]Normal Mode[/h3]

- Much more gradual progression of Cannibal Group sizes, with lower values in the early days
- Slightly slower progression of negative waves
- Negatives shouldn't spawn during the day in first couple days

[h3]Hard Mode[/h3]

- Human quantity day spawn ends at 10 instead of 9
- Smoother progression of Cannibal Quantity Day spawns, but nearly the same

[h3]Nightmare Mode (Work in Progress)[/h3]

- Human quantity spawns at day set to 12 up from 9
- Slight increase and leveling out of Cannibal day spawn quantities

[h2]Horde Mode Changes[/h2]

- New Workbench weapon improvement system in Horde Mode
- Connecting players in Horde Mode should now have a pause menu, which they can use to exit
- Horde Mode tutorial should stop playing if you've done it already

- Turret building limits, currently you can build 12 at a time now
- Coin counts update 50% faster
- Clamp on character creation values to reduce bugs
- Discount bug fixed for cooking
- Kitchen now makes a sound when purchasing food

- Reduced buildable area in Horde Mode by two tiles per side
- Stop Sign Shield now available in starting pre-wave "Weapon O Matic"
- More weapon improvement tweaks for Horde Mode

- Horde price adjustments for tier 2 and 3 weapons
- More Bonus XP in Horde
- In Horde Mode, more players now makes the size of each enemy group spawn in a single wave bigger. This means bigger groups and more danger with more players, instead of inflated playing times that made the last waves slow

- Fix for Horde Mode multiplayer XP sharing
- Fix for showing proper coins for player one in Horde
- Fix for Horde Mode game over screen player heads looking weird
- Buff in Horde for the Smelter
- XP buffs for all the Horde scenarios, so you level up a bit faster

- Fixed some floating eye sync issues in multiplayer
- Tweaks for horde vending machine menus, such as being able to buy with keyboard buttons in addition to mouse
- Possible fix for weirdness when the host player dies in Horde Mode
- Discount bug fix for Horde Mode
- Fix for a slowdown issue in Horde
- Life bar fix for Horde Mode
- Online fixes

[h2]Tweaks and Fixes[/h2]

- Restriction for how closely you can build base lighting

- Purple Eyes now have a brief startup period for their laser before it starts doing damage
- Fix for turrets shooting the player
- Fix for player damage immunity
- Fixed a player animation issue in cutscenes
- Fix for a revive bug

- Enemies no longer destroy environmental objects when you're in the map or inventory
- Removed "None" and "ToDo" placeholder items on game load
- Cannibals will no longer try to use null sprite objects (they were trying to use shields, that caused this)

- Increased the size of the Upgrade/Repair window
- Removed unused weapon blueprints (Shotgun, Boomstick, Hunting Rifle, Ballistic Bow, Rambow, Crossbow)

- Enemy laser rifled damage reduced
- Firefighter Midboss axe throw now does much more damage

- Fix for the home beacon compass icon glitching out
- Interaction UI fix
- Possible fix for enemies shooting more often than they should
- Fix for use of shotguns in quick slot
- Fix in multiplayer for player two getting the health up perks

- Mouse cursor now visible again when pausing, even if you're on a gamepad
- Fix for firefighter animation
- Upgrading base buildings now mentions the building's name
- Nerf Gun now drops premium parts when broken
- Close combat weapons now flash on loss durability
- Loot Notes quest fixes
- Fix for a UI issues
- Fixes for controls interactions
- Fix for a black screen tutorial bug
- Tweaks to controller connect/disconnect behavior
- Fix for some midboss attacks working on pause menu
- Fix for a bug involving the custom controls display
- Fix for a container graphic
- SHIFT+Q to change missions prompt removed if you hit ESC for the buttons menu
- Spanish grammar change