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Crashlands 2 News

Crashlands 2 v1.0.9 is out, and we've got a ROADMAP!

We've gotten a lot of feedback from players that essentially boils down to the feeling that the game opens up too slowly at the beginning. And you know what? That's fair! Also there are some things from the original game that players are bummed about not having in Crashlands 2 (the Compendium in particular). And, well, that's ALSO fair!

We just released Patch 1.0.9, which helps out with a bunch of stuff people were running into in the early game, and we're also ready to announce our plans for the next couple of major patches ๐Ÿ‘€

[h2]Patch 1.0.9[/h2]

โœ… Available now!

[h3]Gameplay & Progression[/h3]


  • Rayblade Shanker is now part of the Rascal set, applies bleeds, and has had its overall damage increased. That should make early combat a lot more fun!
  • Baarli's letter will no longer end up in your DED dummy when you die. WHOOPS.
  • Butterpads insight has been sped up a bit. Don't waste the 20 seconds of your life we gave back to you!
  • Removed Impaala's Staff as a component of the Stalking Stick, so if you never found it, THAT'S OKAY! (This was the only weapon you found on the map instead of crafting, but since it was previously required to craft the next staff then players could only play with staffs if they found the first one.)
  • Added an additional dock to the abandoned Haarlipol cabin to make it easier to get in from the back.


[h3]User Interface[/h3]


  • Added a 6th loadout slot, for those who really like to experiment with equipment
  • Buddies will now show an icon over their head if they have available Insights but aren't researching them. Previously there was no way to know they had unresearched Insights unless you opened that menu, so people would sometimes go a long time without pushing their research forwards.
  • If you open the home UI and there are buddies who aren't researching, the home UI will default to the Insights tab. This also helps keep your research flowing!
  • The low-health fullscreen effect will now show more visibly as soon as you drop below 40% health. Early players often didn't notice this, so they wouldn't realize they needed to heal to STAY SAFE.
  • Fixed an issue where placing a nest would sometimes show items in your build mode selector that you normally wouldn't be able to use in Build Mode.


[h3]Map Improvements[/h3]


  • Jems on the world map are now represented by a Jem icon instead of a yellow circle. A point for THEMATIC CONSISTENCY!
  • A Space Wok map marker will now show up once you've placed Graal's floors, and it will go away when you pick up the Wok. That should help the newcomers realize it's there in the first place.
  • There is now a marker on the world map to direct you where to find Jak in the first JEF once you've spoken with Snak. If that sentence made sense to you then you're ON YOUR GAME.
  • Juicebox is now marked on the map after getting the Raychete until freed. A lot of people forgot why they were supposed to make the Raychete in the first place and wandered off. Poor Juicebox. Trapped in the bushes forever.
  • Eenid and Meervyn are now shown on the map before you've made your choice of whom to apprentice with.
  • A map marker for the cabin has been added for placing Graal's floors. Some new players were just sorta wandering off, so this should get them back on track.
  • Emblaa is now map marked if Matt tells you about her. What, you don't want to just RANDOMLY SEARCH the ENTIRE WORLD? Back in my day we didn't even have maps! Kids these days, I tell ya.
  • Additional map markers for the cabin have been added after freeing Juicebox. Again with the wandering off.
  • Soon's planters are now map marked in Threshold.
  • Oowee is now marked on the map as soon as you enter Haarlipol. Did I mentioned the wandering?


[h3]Quests[/h3]


  • Moved Oowee's Hearth quest to start after giving Emblaa overpowering stinkbait instead of after fishing up the box.
  • Emblaa should no longer leave Maarla's Mantle until after you've completed her 'Fishing up the Box' quest, and should fire her Mantle quests only within the mantle.



Roadmap (1.1 and 1.2)


Whew, 1.0.9 had a bunch of things! But those were all just to make improvements with what is already in the game. We've got some big plans for upcoming patches that we're starting work on RIGHT NOW! We don't have an ETA on these, but we'll keep you informed as we progress.

[h2]Patch 1.1: The Enslickening![/h2]

๐Ÿš€ In progress!

We've heard you that some stuff in the game is just too hard, or slow, or annoying, or confusing... So we're making some big improvements!

[h3]The Compendium[/h3]

Back by popular demand, we will be adding a new tab to the in-game menu that shows you a list of all the creatures, critters, robots, and resources you've encountered on your adventures. With the power of THE COMPENDIUM, you'll go from being confused and lost to just lost!

[h3]Cozy Mode[/h3]

Some of our players want an EVEN MORE chill experience than what Chill Mode offers. We'll be adding another difficulty mode that is designed to tone down combat encounters dramatically, allowing you to just vibe and never feel a sense of impending doom.

[h3]Earlier Versatility[/h3]

We got a variety of feedback that all pointed to one thing: early game combat doesn't have enough variety. Once you get into the end of Act 1 and beyond you have tons of ways to mix and match items for different playstyles, but at the beginning there's really just one. So, to open up more build variety earlier in the game and give more choices right off the hop, we'll be backfilling some weapons and items so players can access them much sooner.

[h3]Nighttime Visibility Boost[/h3]

A bunch of people noted that nighttime is AWFULLY DARK, especially in Withered areas and in the darker parts of Marlaa's Mantle. Depending on a person's device it could be a lot darker than we even intended, and depending on a person's eyeballs what we intended was often just too dark anyway! So we'll be tweaking some things to make that less of a problem.

[h3]Controller Tweaks[/h3]

We'll be looking at ways to allow more flexibility in controller keybinds so people can finally use the exalted and holy "A" button instead of the disgusting and evil Right Trigger, for certain interfaces.

Patch 1.2: FLEX!


โŒ Not yet started. After 1.1!

Patch 1.2 will add a CUSTOM GAME MODE that allows for customizable difficulty by playing with a whole bunch of different aspects of game balance. Turn knobs, flip dials, and curate your perfect Crashlands 2 experience!

Also other stuff, probably. But we don't want to commit to anything specific until 1.1 goes out.

FIN


Thanks so much for you feedback and patience as we get these final coats of paint slapped onto the game. Keep it coming!

๐Ÿ’– Happy Gaming!

P.S. The Discord is poppin' off with people helping each other out, sharing tips on loadouts, sharing their fancy home bases, etc. It's a great place to hang out!

Crashlands 2 v1.0.5-rc.2: NPCs on the world map, and other bug fixes.

With version 1.0.5-rc.2, we are adding a few quality of life changes and bug fixes:



User Interface

  • NPCs are now shown on the world map in areas you've discovered. They are represented by small colored dots.
  • NPC names are now visible on the world map when you zoom in. Some of them may overlap, but if you squint real hard and tilt your head, it won't help.
  • There is now a keyboard hotkey for advancing through dialogue instead of just a mouse click. It defaults to space bar and can be rebound at Settings -> Controls -> Game Moments -> Advance.


Fixes

  • Buddies now move faster for scene changes, such as when Graal moves toward the cabin at the start of the game. This should help to prevent an issue where if you left while Graal was still approaching the cabin, they would despawn and be stuck in place outside the cabin until you reloaded your save.


Known Issues

Stylish survival game sequel Crashlands 2 gets off to a great start on Steam

Astonishingly, it's been nine years since indie survival game Crashlands won our hearts. It blended robust crafting mechanics with the ability to tame pets and a silly sense of humour that earned it a cult reputation among players as a worthy counterpart to the likes of Don't Starve. Now, almost a decade later, developer Butterscotch Shenanigans has launched Crashlands 2, a similarly delightful and expanded successor that's already following in its footsteps with an excellent early reception from players on Steam.


Read the rest of the story...

Crashlands 2 v1.0.5: Fixed Bugs and STATUS REPORT!

A huge thanks to everyone who has played CL2 so far! We've been reading everyone's reviews and feedback, and have just deployed a fix for a few bugs that cropped up:


  • Changed how the key is acquired in the JEF in Maarla's Mantle (the "Lead Pipes" quest) to resolve an issue where players couldn't progress due to the key not dropping. If you are stuck on this quest, you can now check the small building in the JEF, and the key will be in there.
  • Updated the Creepthorns in the Abandoned Grove for the Cultist rituals so they are more visible.
  • Mouse selection now pioritizes your DED dummy, so you will be able to easily pick it up even if you die behind a teleporter.


We've also been reading through the things that you don't like, or wish the game also had. Keep giving us that feedback! Once things calm down from the launch we'll go through everything to find all the patterns to figure out what will go into the next game update.

[h2]Known Issues[/h2]

People are running into some issues that we can't resolve on our side. Here's what we know:


  • If you are seeing an error window with the message mentioning
    Async Event: Save-Load for object o_async_manager
    , this means the game save folder is inaccessible. Please check the properties of the save folder at
    C:\Users\{YOUR_USER_NAME}\AppData\Local\Crashlands2
    and make sure it is not hidden, read-only, or restricted by anti-virus software.
  • If you are having FPS issues, please check that your Windows and Graphics Drivers are up to date and add your details to our megathread. We aren't sure if performance issues people are seeing are caused by one thing, or are unique to each person. Our best guess is that it's happening to people who have outdated Windows and/or drivers, or whose antivirus software doesn't like the game. We are still investigating the issue and would appreciate information from you to help us debug the problem!




[h2]How's the launch going?[/h2]

Otherwise the launch has gone great! Here are some fun stats:


  • We've now accrued 30 years of playtime since launch day. That might sound like a lot, but... it is.
  • Our peak player concurrency on Steam was over 8000! That's WILD!
  • We're hovering right around 95% positive on Steam. Thanks to everyone who has reviewed the game so far! And if you haven't yet, go ahead and leave a review and it'll help the game's visibility as we head into the weekend. We appreciate it ๐Ÿ’–


And our Discord is really hoppin', so pop in and say hello if you haven't!

We appreciate you all checking out the game and making this launch pop off like it has. It warms our hearts to get such a great response after all these years of work!

Crashlands 2 is out NOW!

I've been waiting to say this for FOUR HUNDRED YEARS:

[h2]Crashlands 2 is OUT!!![/h2]

https://store.steampowered.com/app/1401730/

Cue the air horns! Release the doves! Fire the cannons! (But not at the doves!)

What a journey it's been. The original Crashlands came out in 2016 (9 years ago!), and we've spent nearly the last 5 years working on this sequel. We've put all of our blood (ow!), sweat (ew!), and tears (dew!) into this thing, and I'm incredibly proud of what we've made with our tiny little team of desiccated husks. I hope you love it as much as we do!

We've already got some great early reviews and previews. I'll just plop my favorites here:


  • Vice calls it "a Crafting/Survival Masterclass" in a review thatโ€™s so glowing it made me blush!
  • Hardcore Gamer calls it "a crazy-fun adventure featuring a pair of ridiculously likable characters, set in a world that's usually bursting with humor but is smart enough to know when to take itself seriously"
  • Wanderbots posted a charming preview video of the first hour of gameplay


We already knew we made something good, but itโ€™s still a huge relief to hear other people agree!

As much as I'd love to spend a bunch of paragraphs bloviating about what it took to make this game and all the great things people are saying about it, I want to let you go actually play it. So I'll just leave you with some pro tips to streamline your first session:


  • Explore! Try things! The game doesn't require you to do everything, but you'll have a lot more fun (and things will be better balanced) if you do more than just check off your quests. There are goodies and characters all over the map, so explore every nook and cranny.
  • Harvest everything! Resources stay useful for quite a while, so you might as well harvest them as you run by. Then you'll already have them when you need them!
  • Keep your research going! Return to your base often and talk to your Buddies to get your next Insights going. Each Buddy can only research one thing at a time, so returning to them often will let you get new stuff faster.
  • You can change the difficulty at any time. If it's too hard, make it easier! If it's too easy, make it harder!
  • You can continue your save across platforms if you get the game on Steam and mobile! Personally, I constantly bounce between my PC, my Android Phone, and the family Steam Deck.


If you run into trouble, there are a few places you can get help:



I hope you have a blast!

๐Ÿ’–,

Adam Coster

Webslinger @Butterscotch Shenanigans

P.S. Please drop a review! Those early reviews can really help a game be successful!

P.P.S. What happens next? Mostly we'll just have to see how the launch goes. But! We do have a couple of things in the pipe: Sam's working on an art book about the design and art of Crashlands 2, and we might even have... SURPRISE MERCH!?