1. Cannibal Crossing
  2. News

Cannibal Crossing News

Cannibal Crossing Update 0.9.7.7

[h2]Major Changes[/h2]

- The game now does not autopause or mute when you switch to another window, by request. We may make the old autopause an option later
- Another fix for letting you unlock Ronin, Ash, and Black Jack
- You should now be able to better assign weapons with gamepad
- Keyboard "double tap sprint to keep sprinting" is now removed, but kept on gamepad
- When you loot a weapon, it will automatically unload ammo from it as long as you have space

[h2]Tweaks and Fixes[/h2]

- Testing a speech bubble message deactivator when facing big crowds
- Testing correct storage for character data on local multiplayer
- Only Player 1 can mess with the map and build menu now
- Don't let players open other inventory windows if one player already has a weapon open
- "Melt" prompt changed to "Smelt"
- Increased Deathstare teleport distance

Cannibal Crossing Update Version 0.9.7.6.9

New update that lets you properly unlock characters, along with other other fixes and feedback requests.

[h2]Major Changes[/h2]

- Characters should now be unlockable by beating their associated boss
- Characters that you haven't unlocked yet will show up more often
- On character select, it will give more details on what you need to unlock a character

- New panel that displays how many materials you have

- Major fix: Horde timers should stop when paused, and go faster when sleeping

[h2]Tweaks and Fixes[/h2]

- Visual changes to the lockpick minigame
- Player now can't use healing items if health is maxed out
- Changes to boss area distance checks, to help prevent the "your character runs away" bug
- Don't display keyboard names for controller users, on missions
- You can now only put throwable items in the quick throw slot
- Healing sound reduced 80% when sleeping
- Fixed a bug where other game modes were being shown other than Radio Silence and Escape from Earlsboro
- Fixed a bug where you could play the second character classes early
- Fix for characters not getting hungry over time
- Fixed a weird bug where containers could get messed up when dropping ammo
- Some fixes for getting stuck during an intro or mission scene
- Update for controls on getting into Build Mode
- 50% chance to get leather from Negative Hounds or Boars, 50% to get meat
- Update for Post Office items
- Fix for loot sounds being played when a container was empty
- Fix for invisible walls
- Another fix for icons falling out of the minimap
- Fix for unloading weapons with special ammo, such as charges
- Improved some UI sizes

Cannibal Crossing Hotfixes from 10/24 to 10/26

These were also all posted to the Rocketcat Discord in #cannibal-updates. For now, I'm going to be posting the changelogs for tiny updates there, and doing summary posts every so often on Steam Events. When things slow down a little from launch, I'll start posting every update here.

Lots more updates coming! Current plan is posting small updates as we continue work on a larger update.

10/24 Hotfix


- FIX: Door locks can no longer be broken against further lockpick attempts (including the Bank Vault)
- Fix for a freezing error
- More error checks when reloading your weapon, in order to catch a possible error
- FIX: You can now exit the game using a controller, instead of getting the cheevos screen

10/24 Hotfix Part 2: Return of the Fix


- Fix for a bug where map icons could fall out of your minimap/compass
- Fixes for being able to hit "Use Item" while in other panels and menus
- General performance and stability tweaks

10/26 Small Update


[h2]Fixes and Tweaks[/h2]

- Possible fix for your characters running for the hills at start of Serpent Boss
- Performance improvements related to lighting/explosions/fire
- Fix for the end missions
- Fix for turrets correctly being removed if they're destroyed
- The game should properly remember your hunger levels on saving/loading

[h2]Game Balance[/h2]

- More humans during day, less during night at maximum
- More gradual ramp up of cannibal amount
- Smaller cannibal groups at night
- Hounds become increasingly more rare as time goes on, rather than more common
- Mercenaries become more rare as time goes on
- Commandos become more common, but don't show up until day 4, where they're much less common
- Soldiers don't show up until day 8, where they're now still very rare.
- Soldiers become the predominant human on day 10
- Scientists (Hazmat Suit guys) can't show up until day 4, otherwise unchanged
- Humans slightly more rare early game, more common late game
- Cannibal (the basic, fodder melee one) spawn weights more consistent for math purposes, but not much changes
- Negatives during the day constrained to being half as common as they were

Cannibal Crossing Early Access Launch

[previewyoutube][/previewyoutube]

You can now play Cannibal Crossing! We're looking forward to any feedback that you have. Read on for details on contacting us, and also our upcoming plans for the development of the game!

Note: If you had the demo or Steam Festival version, clear your save in the Options menu before playing.

There are links on the title screen to our Discord, Twitter, and these Steam Discussions. You can post feedback and any bug reports to any of those three places. I will also link the Discord and Twitter below, so you have those handy.

Rocketcat Official Discord Rocketcat Twitter

In addition to any feedback on the how the game feels, monster behavior and difficulty, and in-game things, we're also very interested in any suggestions you may have for the game. We will have a lot of time for tweaks and considering new things, as we work on the new mode and getting co-op back into the game. We won't put every suggestion in, but we'll take a look at all of them.

We will be tracking our overall goals on a Trello board. I will likely update this a couple times a week, you can follow that here: Cannibal Crossing Early Access MEGABOARD

Upcoming Plans


[h2]Near Future Plans[/h2]

For the initial part of Early Access, our goal will be fleshing out the "Escape from Earlsboro" game mode, along with some extra polish for the "Radio Silence" game mode. "Escape from Earlsboro" will become the main game mode of the game, with "Radio Silence" as an alternative, quick-play mode. The difference in "Escape from Earlsboro" will be the addition of side quests and minibosses, and the ability to build a radio in your base that will point out the next quest if you've cleared your quest log.

We will also be bringing back the longer quest lines for the survivors. Every game, a percentage of the survivors you can find will have extra quest steps before their boss. The others will go straight to their boss quest, like in Radio Silence.

This will also be a time for us where we can focus on general game polish, based on feedback and suggestions. I would like to improve the loot balance, and make some new interesting loot options for special buildings. I'd like to take a look at AI buddy behavior, and reintroduce some special siege behavior for the enemies. Right now, they don't very reliably try to force their way into buildings that you're holed up in.

[h2]Next Big Goal[/h2]

As we work on the above, we are concurrently working on getting online multiplayer co-op back into the game. This was in the Steam Festival version, but I felt it was too buggy for a wide release. We will be initially attempting to bring online co-op back by adding an all-new game mode, "Base Defense". This is our next big goal after getting more work done on "Escape from Earlsboro".

"Base Defense" mode will take place on a very small map. You will be able to build a small base, then signal the start of a big, multiple wave attack on your base. If you survive these waves, you will be given points you can spend on weapon upgrades and building up your base further. Then you will have to face a tougher fights. This cycle will continue until you survive all the battles on a map, or until your entire team is wiped out.

This mode will be what we use to test out the reintroduction of our online multiplayer. Since the mode is smaller and more streamlined, we can better focus on multiplayer fixes. We are hoping we can use this to bring online back to the open-world modes.



Those are the current development plans! We have more plans listed in the "Further Goals" section of the Trello, if you want to check that out. As we complete enough of our goals, we will eventually hit 1.0 and leave Early Access. At that time, the price of the game will increase some, but we haven't decided on a final amount yet.

Let me know what you think of the game! We plan on being around a lot, to answer any questions and respond to feedback.

- Kepa Auwae
- Owner, Rocketcat Games and Gameplay Designer on Cannibal Crossing

Cannibal Crossing launches tomorrow!



We're excited to launch our game Cannibal Crossing tomorrow morning! I'm particularly looking forward to all the feedback. For Death Road to Canada and Wayward Souls, we changed and added a lot after the first releases. For an open-world game like this, I think Early Access will give us even more flexibility in what kinds of things we can change based on player suggestions.

During the entirety of Early Access to 1.0, and beyond that, you can reach us easily on our official Discord. Check that out here: Rocketcat Official Discord

Otherwise, you can reach us by posting to the Steam Discussions, or on my Twitter: Rocketcat Twitter

I've made a Trello board, much like we did with our previous two games, where you can see our potential plans for development that you will see in our frequent updates. See those here: Cannibal Crossing Early Access MEGABOARD

Tomorrow, as we launch, I will also be posting a new trailer for the game, and some further plans for things that are coming up next in the beginning of the Early Access updates.



I hope you end up enjoying both the game, and the back-and-forth process of watching the game grow during Early Access!

- Kepa Auwae
- Owner of Rocketcat Games, Gameplay Designer on Cannibal Crossing