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V13.0.7 Mini Update!!

Hey folks!

Just dropping a small patch today. This patch mostly addresses the vambie related issues that some players were experiencing. Want to thank everyone that sent in saves, video footage, and detailed bug reports- it all came together to help pinpoint issues that were difficult to reproduce.

While some of the causes behind these issues may be addressed by this patch, we can't replicate every single scenario where this occurs. We want to emphasize that if you are still experiencing these errors to try and get footage (if possible) or experiment to see if you can pinpoint the exact scenario by which the issue(s) can be reproduced.

This is also the initial roll out of a player held shield for defensive purposes. Because this is just the first pass of the shield, you do not need to craft or equip this shield. It also cannot be destroyed by the vambies. This is basically a functionality and usability test. The default button for blocking is T, but it can be modified in terms of keybinding.

Comments will be locked upon posting to divert folks to the proper Infected subforums for feedback, suggestions, and bugs. We appreciate you guys posting to these sections and working with our moderators & helpers to keep the community both active and on topic, it helps us locate and address posts/info more quickly.

FIXED - Vambie teleportation into player base
FIXED - Vambie teleportation/jumping into villages houses, instead they will remain ready to re-engage when you emerge.
FIXED - Vambie "invisible attacking" after/during teleportation.
ADDED - Player shield.



Keep in mind that some of these channels require you to be logged in to view or post, to determine game ownership.

General Chat is just for generally chatting! Please be polite and obey the moderators to make the best of your time with us.

Bug Reports is to report bugs/issues. Please read the pinned post(s) before posting.

Tips & Guides features helpful posts and guides from the community. Please read the pinned post(s) before posting.

Feature Wishlist is for you to post your suggestions and ideas. Please keep in mind this is for NEW ideas- a refinement of something currently in game belongs under the next channel, Game Feedback.

Game Feedback is for your feedback about things currently within the game and how you feel they should be improved and/or changed.


Experimental/Beta branch update v13.0.5

Just a small patch detailing some changes to the current version of the game on the Beta Branch only!

Version 13 will be moved to the live branch of the game on Monday, barring any earth shattering issues popping up over the weekend. A fresh start/new save will not be required for this update. As always, please post any feedback, issues or suggestions to the proper subforums and not to the comments on this thread.

  • Bugfix- Mike should no longer get stuck on top of watermelon crates.
  • Bugfix- Adjusted the targeting on being able to use the NPC bed to summon Mike.
  • Added- Remainder of the translations have been added.
  • Bugfix- Fixed issue with players unable to right click items in/out of the NPC storage crate.


The last change is a revision to the Mini Boss vambie. He will no longer take a strike without fighting back, but will instead retaliate against the player. This change will require some adaptation!

Experimental Branch Mini Patch- v13.0.3

This is a small patch that addresses many of the current issues players are experiencing with Mike, the friendly NPC. Again this is for the Beta Branch of the game only.

Some translations will be missing from this iteration of the game and will be added once they are in hand. Additionally we'll be changing all reference to AI - in regards to friendly folk, like Mike- to NPC.


  • Fixed issues with Mike not placing melons into chests.
  • Fixed the issue of Mike eating all types of food.
  • Added a new NPC storage chest, found under the NPC Buildings tab. This will be the only chest type that Mike can interact with in terms of withdraw & deposit. That makes it the spot to store his food and repair kits, and to fetch your harvested crops.
  • Mike can now open and close gates, making it easier for him to get in and out of the base.
  • Mike can no longer teleport to the top of buildings.
  • Vambie corpses should no longer disappear through the ground upon death.
  • Mike should no longer browse storage chests throughout your base as he looks for food.
  • Following community feedback, the loot table for MiniBoss vambies has been scaled down.
  • You can now summon Mike by interacting with his bed, which will teleport him back if he's lost/stuck.





[h2]Please continue to post feedback, suggestions and requests to the appropriately labeled sub-forum. We appreciate your input and your help in keeping things neat! [/h2]

V13.0 Update

Hey folks-happy patch day!

We're happy to finally be able to release patch V13.0 to the Beta Branch.

The patch will be available on the public beta branch until it's moved over to the live branch in about 1-2 weeks. That figure is dependent on bugs/feedback/changes. Some additional stuff was held back from this patch because we really want feedback from the community on how the changes deployed today feel in actual gameplay before stacking on more changes- like adding a second friendly AI. A lot of under the hood stuff has been tinkered with in order to change fundamental mechanics in the game and existing AI.

To access it, right click the game in your Steam library and hit properties. There you will find a BETAS tab, select BETA and launch your game as usual. Please read the entire patch note post-not just to see what changed, but to see what type of feedback we are looking for in regards to this patch. Note that ANY post on Steam related to the beta must be marked as beta-whether you’re posting to Bugs, Feedback, or Suggestions-be sure to include a [Beta] tag in your title. Also be sure to post in the relevant sub forum(s), as our Mod team will be removing/moving posts that are incorrect as always.

Let’s dive in!


[h2]Enemy AI [/h2]


The nighttime horde event has been removed from the game. Feedback on it seemed to fall into two camps; the folks who weren’t interested in it at all (who turn vambies off) and the folks who felt like it was obnoxious & boring instead of challenging. A new elite vambie- referred to here as a miniboss- has been added to the game. They’re a beefier version of the vambies you all know & love- and they’re ready to break into your base to get at you! They have more HP than a traditional vambie and the only home defense that’s effective against them is the new barbed wire because they demolish traditional spikes. This should provide a shift in gameplay.



This miniboss (MB) can be found in two different groupings of vambies.
Group A-is a daily spawner that brings in the MB and 2-4 attendant vambies.
Group B- is a roaming pack of one MB and 1-3 vambies, kinda out & about doing their thing.

Don’t want to put in too many details on the nitty gritty of their spawning patterns here for those that prefer to figure things out on their own, but you’ll be able to check our Wiki later in the week as our Wiki Minders update the pages.

If you’re worried about the MB, the new vambie groups, or not keen about fighting the Vambies at all-don’t worry! You can change/tweak vambie settings via the updated UI- increasing or decreasing their damage against the player (P) or buildings (B).

Developer Note: If you prefer to play without any Vambies at all-continue on! If you were a fan of the Horde night or having Vambies attack your base- be sure to play around with the new settings for the enemy AI and let us know what you think of the new setup via our Feedback sub-forum on Steam or via a Ticket on our Discord Server. (These are the only two spots we will be collecting Feedback and Suggestions.)




[h2]FRIENDLY AI[/h2]

It’s long been requested to have some type of helper AI and this patch implements the first of your new AI pals; Mike!

Developer Note: AI development and implementation has taken the bulk of the time when it comes to this patch, because of all the changes that have to be made under the hood. Currently the friendly AI cannot engage in any combat-this feature is planned but it’s still undergoing work and we’re waiting on supplied animations. We’re going to give a small breakdown of the AI down below but we’re actually going to leave the nitty gritty details on our Wiki page out of the game. The reason for this is that we’re looking for feedback from players on how intuitive/easy to puzzle out the entire process is of getting Mike situated, healed & back on his feet, and integrated within your day to day play- all from within the game/using the supplied hints or common sense puzzling in game. The notes on the wiki will just be to help folks that might be stuck on things. We’d also love to hear how useful - or not!- folks find having an AI, since additional AI are planned. And please remember to leave feedback via our Feedback subforum on Steam or via a Ticket on our Discord Server. (These are the only two spots we will be collecting Feedback and Suggestions.)

Mike will be found out in the world as the player explores- and while you’re able to find him from day 1, it may take you some time to get everything together to be successful in adding him to your home. Some new items were added to the Itempedia that are relevant to recovering and using the AI. He’s a bit under the weather when you find him, so may need a hand on locomotion. Mike’s willing to help out around your base and can assist you with your plants (harvesting, planting, watering), refilling your log stands, and repairing damaged items. You can even give him a priority list to work from so that he’s always working on the most important task.
While you won’t need to pay your AI, he does have needs-namely he can’t work without food! In fact you may even find that Mike just flat out won’t work if he’s hungry.
We recommend checking out your new AI related placeable list to get him set up and ready to live with you.


[h2]CHANGED[/h2]
  • Meat dropped from animals has been decreased
  • Removed Fish Oil from town loot tables
  • Food will no longer restore HP
  • Electrical relay now costs 1 Iron and 1 Copper Ingot


[h2]Added[/h2]
  • Repair kit
  • Watermelon crate and Pumpkin crate (No perish time will pass while items are in the crate)
  • Two new AI specific houses were added to the Itempedia
  • Small Medkit
  • New Wire Pole
  • New Barbed Wire Fence
  • Frogs
  • Antibiotic




Bug Fixes


BUGFIX- Fixed the inability for the player to pick up dead animals under the water.
BUGFIX-Placeable objects such as stands and gates for example would damage spike if overlapped.
BUGFIX-Fixed bug where some placeables would consume an entire stack of oil cans even when half the quantity would have refilled it.
BUGFIX-Stone Grinder bug where it would not restart automatically if players removed sand/fragments from it.
BUGFIX-Deleting the Jack O Lantern would not return the pumpkin correctly, the pumpkin was placed in my normal inventory as an invisible 1x1 item and should have been spawned on the ground
BUGFIX-When upgrading to cement, the corner ceiling said it required 5 cement but it took 6.
BUGFIX-When upgrading to bricks, the corner door frame said it required 10 dry bricks but it took 6.
BUGFIX-When upgrading to bricks, the corner window wall said it required 14 dry bricks but it took 8.
BUGFIX-AI Health setting for goats did not, the default value was not getting overwritten by the players selection.
BUGFIX-Oil Lamps could not be placed on the outside of Corner Window Frames.
BUGFIX-Moving furniture and placeables would result in lamps not being able to placed on them. For example, the oil lamp could be placed on a newly created table but not after the table was moved.

V12.3 Bug Fix Update!

Hey everyone,

Just a small update to fix a few bugs.

Have a great day


BUGFIX - Could not place the log cart in the garage.
BUGFIX - Chickens and birds were sometimes damaging spikes.
BUGFIX - Player character would get stuck on the truck when recalling it to the garage while standing in it.
BUGFIX - Aggressive AI damage/kill players while they were inside the truck.
BUGFIX - Adding crates and storage chests to the truck bed when its not on flat ground would result in these objects being angled.
BUGFIX - Dying when infected with food poisoning would not be reset after death.
BUGFIX - Dropping items from some crafting stations would not reset the recipe check and still allow players to craft the item.
BUGFIX - Bacon Pie mesh too large when added to the fridge.
BUGFIX - Raining/snowing through glass ceilings.
BUGFIX - Weapon / tool grinder bug. The durability tooltip did not update to 100% after repairing tools & weapons.
BUGFIX - Damaged cement corner railing would not repair.
BUGFIX - Unable to place solar panels on curved or small railings.
BUGFIX - Duplication bug with spoiled food and player inventories.
BUGFIX - Could not upgrade the wooden door frame with 6 dry bricks as the description claimed, required 10.