1. Poached : Hunt The Hunter
  2. News

Poached : Hunt The Hunter News

Early Access Update V0.8.5

Poached : Hunt The Hunter V0.8.5

Update Notes:

  1. Improved enemy A.I. animation jitteriness.
  2. Improved enemy A.I. cover finding and flanking abilities.
  3. Improved enemy A.I. movement including speed and general pathfinding.
  4. Improved enemy A.I. general behavior, while still maintaining their personality as stupid bumbling poachers.
  5. Optimized enemy internal resources and memory management systems used by scriptable objects for state management.
  6. Fixed responsiveness issues with reloading and jumping caused by input functions inside physics FixedUpdate() loops.
  7. Doubled carbine weapon texture detail size.
  8. Doubled silenced SMG weapon texture detail size.
  9. Doubled rhino animal texture detail size.
  10. Increased enemy A.I. chance of shooting you from a far distance.
  11. Dead animal ragdolls are now "baked" after a few seconds when a mission starts to improve performance and also prevent weird movements and behavior on the still corpse.
  12. Re-baked occlusion culling for all scenes to make sure culling is up to date for all geometry.
  13. Decreased likelihood of player shooting up into the air when de-crouching after being pinched into geometry.
  14. Pressing "Jump" while crouched will now un-crouch the player.
  15. Sprinting from a crouched position will now also un-crouch the player into sprint.
  16. Improved rhino path stampede finding A.I. to prevent strange behavior such as freezing or running on the spot for more immersive animation.
  17. Vehicle driving is now mapped to the customizable movement keys instead of hardcoded to WASD/Arrow Keys.
  18. Fixed missing collider and some minor texture issues on transport vehicle used to leave shooting range.
  19. Improved AK47 ADS aiming alignment.
  20. Deprecated the Scarr/Mufasa rifle to keep game more realistic and also spare more texture memory space to increase detail on other more commonly used weapons. If you did have a game saved with this weapon, you will be given a silenced SMG instead.
  21. Fixed missing cactus colliders outside shebeen and other areas.
  22. Added "Cactus Damage" to all cactus objects, which multiplies damage by magnitude of relative velocity of the player. So lightly touch a cactus and not much will happen, run into it with force and feel the pain. Just like a real cactus!!!
  23. When the player already has an RPG equipped, and takes the ammo from another RPG weapon lying around the model will now show as an RPG with the rocket missing to show that its been taken out of the RPG and added to the players ammunition.
  24. Fixed some trees with exposed roots showing holes in the mesh.
  25. Fixed issue with certain areas of the wall not receiving light when using flashlight/lantern inside Mission 6 warehouse.
  26. Fixed issue with Tranquilizer Rifle reload animation not resetting if players switches weapon while Tranquilizer Rifle is being reloaded.
  27. Fixed issue with Rocket Launcher reload animation not resetting if players switches weapon while Rocket Launcher is being reloaded.
  28. Fixed some texture issues in final mission bunker.
  29. Fixed some minor audio compression issues in final boss fight.
  30. Made poacher conversation heard in camp when returning to find it invaded after first mission more audible.
  31. Added 6 more enemies to wave 2 of mission 3 when playing on "Hard" difficulty setting for extra mayhem.
  32. Made running audio of coins and bullets jingling in players pocket while sprinting slightly less high pitched and easier on the ears when heard for long period of time.
  33. Made television audio in shebeen more audible.
  34. Made "Piet of the Jungle" Arcade cabinet music more audible in shebeen.
  35. Made "Piet of the Jungle" Arcade cabinet controls work with custom binded movement keys instead of defaulting to WASD/arrow keys.
  36. Made "Memoirs of General Gideon" Tape 02 - The Hippo - as found in the shebeen more audible.
  37. Fixed missing enemy finder waypoint in Mission 7.
  38. Fixed some waypoint issues in Mission 10 that could cause certain enemies to stand idle without a purpose.
  39. Enemy A.I. head-look inverse kinematics now makes the enemy face their personal target position instead of only the player, to prevent unrealistic animation scenarios when enemies are hunting for the player while staring directly at them.
  40. Fixed issue with binoculars sometimes leaving behind their loot "ghost" highlight after being picked up.
  41. Fixed strange fishing rod animation issues.
  42. Added asynchronous loading to the intro splash screen to prevent issues before loading main menu on older/slower systems.
  43. Improved main starting menu loading speed.
  44. Fixed issue with weird red overlay on death screen when being killed by a rhino.
  45. Increased Rhino stampede collision detection accuracy.
  46. Fixed issue with master audio volume sometimes not saving when restarting game or any other parameters caused by prefs not always being saved if user exits menu with escape key instead of the back button.
  47. Fixed issue with poachers in Mission 1 camped by water tower sometimes hearing you a little too soon before you have approached the mission zone.
  48. Fixed issue causing visual side-effect from hallucinogenic "Bird of Madness" healing item to not display.
  49. New improved pencil-sketch style loading screens.
  50. Fixed issue that would sometimes cause pistol ironsights to be misaligned if reload animation is played when the weapon is selected.
  51. Added audio cues for when buying or selling stock from the online stock market.
  52. Increased weight and torque of vehicle to reduce floatyness while driving.
  53. New achievement for acquiring the Hiking Boots from the online shopping same day delivery service to increase running stamina time.
  54. Cleaned up many unused scripting assemblies and references.
  55. Optimized game scripting and memory usage as well as general performance.
  56. Fixed issue causing leader ragdoll to sometimes exhibit weird breakdance-like behavior when defeated during Mission 8 rescue battle.
  57. Inventory window can now also be closed with "ESC" key instead of only by pressing the inventory key. ["Tab" by default]
  58. Mission 8 rescue mission waypoint now points directly to the target instead of the target area in case target strays too far from the objective.
  59. Added new Graphics Option "HUD DAMAGE EFFECT" which can be used to disable the red flash on screen when getting hit, if desired.
  60. Added an option slider to adjust intensity of screen-shake effect when getting hit.
  61. Mission 8 rescue mission waypoint now points directly to the target instead of the target area in case target strays too far from the objective.
  62. When game autosaves progress after completing an enemy wave it will do so without a screenshot so as to not cause weird flashing during the heat of battle end, as well as when loading a new level to not have a black and white screenshot as the new level loads or during a end of mission scoreboard so the screenshot does not interrupt the screen.
  63. Picking up a weapon with a lower magazine capacity while you have a higher amount of bullets stored will no longer cause an overflow situation where your weapon has more bullets in the magazine than its technically able to store and the excess bullets from the magazine will be added back to the ammunition pool.
  64. "Extreme" Violence mode now won't increase the size of the blood pools, as they already a bit excessive but it will still activate the "Blood-On-Hands" effect when picking up weapons from a fallen enemy.
  65. Ammo text label is now invisible when "Unarmed" weapon slot for dragging items is selected to eliminate any possible confusion.
  66. Removed all black emissive properties from materials that weren't doing anything with the emission.
  67. Fixed a small 2 second delay in lighting when opening graphics menu from main menu causing lighting to switch from dark to light.
  68. V-Sync is now off by default.
  69. Doubled framerate of "Death" screen by removing unnecessary camera layers.
  70. Removed unnecessary blend shapes from certain skinned meshes.
  71. Simplified dung beetle & rhino beetle mesh skinning rigs.
  72. Made animal bone skinning weights adhere to graphics settings.
  73. Added 2 more enemies to Mission 1 Wave 2 when playing on "Hard" difficulty.
  74. Added 1 more enemy to Mission 2 Wave 1 when playing on "Hard" difficulty.
  75. Fixed an issue causing some poachers in mission 3 to be significantly shorter than other enemies in such a fashion that just looked simply ridiculous.
  76. Removed all discrepancies between trees placed as meshes and trees instanced as part of the terrain data, allowing for less scene memory usage and increase billboard optimization when rendering trees from a distance.
  77. Added further optimization to "Zone" culling when loading in extra detail groups outside of the main reserve area.
  78. Recalculated bounds for all LOD groups in the environment map to increase the accuracy of all Level Of Detail Meshes.
  79. Optimized A.I. nav-meshes with different more concise configurations for each mission.
  80. Fixed a glitch that causes the female gardener NPC's head to disappear if you move too close to them during the Tutorial mission.
  81. Fixed issue causing anti-aliasing settings to not save properly.
  82. Adjusted maximum "Exposure" threshold in options and added an additional "Contrast" setting slider.
  83. Made "Exposure" slider from left to right like all the other sliders to minimize confusion.
  84. Moved "Contrast" / "Exposure" to advanced graphics menu to make more space for gameplay options.
  85. Fixed once and for all issues relating to spawned enemies in Chapter 2 sometimes appearing in trees or inside rocks by creating fixed spawn points around the map that are randomly selected as opposed to nav-mesh approximation based random spawning.
  86. Improved quality and brightness of night vision goggles.
  87. Equipping night vision goggles will now deactivate the flashlight if equipped and vice versa. The lantern can still be used in conjunction with either item, but only flashlight or night vision can be equipped at one time.
  88. Improved grenade throwing through inventory. Now after selecting the grenade you can aim it and press the mouse to throw it instead of just throwing it on click.
  89. Re-thought the layout of Mission 3, forcing the player to venture out much further to find the enemies for a more realistic mission as opposed to poachers camping right outside the rangers base, as well as new grizzly set dressing for the poachers operations to drive home the nature of their activities to the player.
  90. Various other small fixes & improvements.



    Important Notice:

  • This is the the last major update planned for 2023, on account of the fact that I will be taking a small break away between 19 December - 5 January, and I don't want to introduce any new features that might possibly break while I am away from my development PC. That being said, I will still continue to patch this update just launched and fix any bugs found up until 18 December, so please do submit your bug reports to the discussions forum and Discord. [If any.]

  • While I am away, I will still be checking in periodically on the forums and Discord and reading all your suggestions on my laptop so keep them coming!

  • Next year is going to be a huge one with hundreds of updates and changes as well as many new features and content which I have planned, so stay tuned and as always - thank you all for the overwhelming support!



Speak soon. :)

- Twelv

Early Access Update V0.8.4

  1. Made games overall volume louder to match other games of the same genre as a few players were complaining the game is too soft even on max volume. The game max volume is now about +8db louder while still retaining the built in compression and dynamic normalization implementation which prevents sounds from getting too loud or distorted.
  2. Fixed stitching in-between multiple terrain tiles causing minor small slits to be seen in-between terrain tiles.
  3. Made poacher dialogue slightly louder
  4. Missed enemy bullets will now create audio as they whizz past the players head for increased immersion.
  5. Adjusted possible maximum music volume slider setting.
  6. Fixed issue making it difficult to adjust music volume properly during an action sequence.
  7. Optimized hippo navigation tree as well as animation code.
  8. Improved Hippo A.I. slightly to facilitate more realistic behavior when attacking player.
  9. Improved player left arm rig position when holding sniper rifle.
  10. Fixed issue causing inventory to stretch on ultra-wide monitors.
  11. Fixed weird texture tiling on concrete pipe found in informal settlement. (Was not there previously)
  12. Decreased the "Anti-Bunny-Hop-Factor" on player controller to allow for more frequent jumping, based on user request.
  13. Improved character #2 arm texture materials.
  14. Fixed issue causing RPG rockets to shoot go through large rocks.
  15. Made further optimizations to internal animation hashing codes.
  16. Made numerous internal script optimizations and code cleanups.
  17. Optimized internal geometries and removed unnecessary LOD groups.
  18. Made a few adjustments to certain text/notes found around the reserve.
  19. Fixed issue causing Camo Vest to turn into a bullet proof vest when loading game.
  20. Added a fourth optional reticle to choose from, a traditional plus shaped "crosshair".
  21. New dog petting based achievement acquirable after completing the game by visiting the shebeen.
  22. Changed "BEST" to "VERY HIGH" in graphics settings to eliminate confusion, since "ULTRA" is technically "best". [Except for anti-aliasing, as those are different algorithms not quality levels.]
  23. Fixed issue causing crosshair/reticle selection to not save properly.
  24. Removed the redundant "sharpen" AA algorithm. [Will still be activated by console commands for the vision impaired if deemed necessary]
  25. Fixed issue causing "Set Defaults" to not reset Screen Space Reflections settings.
  26. Increased visibility of braai tooltip helper.
  27. Added collision audio to bakkie/vehicle.
  28. Made some adjustments to the post-game state, I won't mention them here due to potential spoilers, but in general things will return to a relatively normal state once they have been dealt with.
  29. Made third person character driving animation less spastic. Fixed issues with character throwing back head constantly.
  30. Fixed small type in Mission 5. ["reconnaissance"]
  31. Fixed issue causing camouflage vest to freeze game if players gets close to boundary related to an issue with the camouflage trigger colliding with the map boundary instant death trigger walls.
  32. Optimized shop keeper distance check used for deciding whether the character should speak or make noise.
  33. Fixed occlusion issues on character #3 pants texture.
  34. Drone in drone dispenser now not visible when the drone is being deployed.
  35. Fixed rare issue that could cause player to become stuck in Mission 4 if they let the leader escape the same time as defeating the final enemy.
  36. Reworked some tooltips for better clarity, such as "hold aim/zoom to view mission notes" instead of "mouse 1"
  37. Fixed issue causing health healed by sleeping in caravan to not save when going back outside.
  38. Made all black & white achievement icons match their color achieved counterparts.
  39. Fixed issue causing fleeing goats/zebras to get stuck in a running loop against the vehicle should they collide with it while stationary.
  40. Fixed issues with pool table in shebeen and added some clearer instructions to interact.
  41. Improved drone collider to prevent it from being flown through the floor of the terrain and other such collider mishaps.
  42. Added some more descriptive clues in Chapter 2 to help players complete the game story and figure out how to handle the enemy wave system.
  43. Re-wired exploding B.I.R.D. scout drones now have proximity sensor beeping for better player spatial awareness.
  44. Optimized bird flock "scaring" as found near drone charging stations to only calculate methods when player is nearby.
  45. Made idle chatter from poachers when they are unaware of your presence slightly less frequent now that their chatter is so much more audible with the new audio work done on the game.
  46. Fixed issue causing the bakkie vehicle chassis to be as light as a loaf of bread once the truck has exploded and it's parts lie on the terrain.
  47. Fixed a recursive function found inside the dynamic music system that wasn't doing anything except plundering precious resources for no reason.
  48. Re-ordered advance graphics menu options for better coherence.
  49. Added graphics button menu highlighting to make buttons and clickable areas more obvious.
  50. Added some missing audio feedback to save slot selection overwrite warning modal.
  51. Fixed weird burst of audio loudness that would occur for half a second in-between mission loading transitions.
  52. Fixed some weird comically small ammo pickups found in Mission 8.
  53. Made some minor adjustments to the final bunker.
  54. Added some more terrain grass to certain outskirt areas near the leader hideout.
  55. Fixed some intersecting geometries on character #2 third person avatar when viewed from drone.
  56. Drone control now deactivates after B.I.R.D. scout has finished mapping location so that player doesn't get confused and try to activate the drone again while the second missing briefing is incoming.
  57. Fixed issue causing playing tutorial after starting a new game to overwrite your save game and bring you back to tutorial when loading a game.
  58. Neatened appearance of the customizable day length slider accessed by the time of day cheat code in options menu.
  59. Fixed issue causing night vision goggles to not carry over into next mission when collected in Mission 7.
  60. Fixed issues with leaderboard cutting off on 4K ultra-wide screens.
  61. Fixed issue of not being able to exit leaderboard by pressing 'Escape' and only being able to use the back button.
  62. Fixed issue causing tutorial phase 2 to begin fully completed if playing tutorial for a second time.
  63. Fixed issue causing personal computer to become unresponsive until 'ESC' key is pressed if online shopping is exited from the shop menu instead of pressing 'ESC'.
  64. Fixed issue causing E-Mails in caravan PC to not be reset when starting a new game on a save slot.
  65. Improved scaling appearance of FN FAL rifle when being used by player in FPS view.
  66. Added Steam Cloud support for save game synchronization.
  67. Updated demo to latest build.
  68. Various other small fixes & improvements.

Early Access Update V0.8.3

The "Personal Computer" Update, which adds a whole new dimension to the PC inside your rangers caravan. Introducing a new "Go Online" mode which allows you to trade stocks in the new virtual stock market in game as well as shop online for new upgrades to your camp and lifestyle. In addition I have many other fixes, additions and improvements based on user submitted feedback as well as my own testing.

  1. Improved PC user interface slightly.
  2. Added new online section as index 1 instead of book golf appointment. Golf appointment bookings have been moved to online, but you won't be able to actually book any yet for as you know - they are very hard to come by.
  3. Added new stock market mini game available from online. Trade & buy stocks to make money, or lose it all and overnight. The choice is yours!
  4. New online shopping that can be used for other purchases apart from the on-site shop. Order special seeds to plant around your camp which will be delivered directly to your door the next day or save up and purchase upgrades for your camp. I've started with only a few things you can buy, and will slowly add more as the game development progresses.
  5. New email inbox available from online. Receive spam email from various sources or even legitimate ones sometimes, perhaps if you look closely enough one day you might find a lead for some secret bonus missions or even win a custom knife in an online sweepstakes! You never know. Added 20 inbox emails for now, will expand on this in future updates to include new emails that appear the further along the story you go and including some important emails that can unlock new quests or features.
  6. Capped Ingozi Games splash screen frame rate to prevent GPU squealing caused by FPS of over 2000-3000FPS+ (on certain cards)
  7. Removed some unnecessary detail from crafting table that was potentially affecting performance.
  8. Optimized game texture memory usage for increased performance.
  9. Optimized scene memory footprint in open world map areas.
  10. Fixed rare scaling issues for mouse sensitivity slider on certain screen sizes.
  11. New plants to be grown and some other new "craftable" items as listed below in the shopping purchases section.
  12. Improved fishing mini-game challenge aspect by adding a QuickTime event to prevent the fish from escape the line once caught. Hold down the fire button to fight against the fish, but let go of the button when the line turns red to prevent it from snapping.
  13. Shebeen fumigation event that occurs after the game is finished will now only occur once the player has visited the shebeen before, otherwise will happen the next time they visit it if they are visiting it after the game end for the first time. Also improved the appearance of the actual fishing line renderer as well.
  14. Fixed issue causing glass window to still show in vehicle if the player broke the glass from the outside via shooting it.
  15. Fixed issue causing it to rain inside the vehicle at times.
  16. Fixed issue allowing items such as fires/tents to sometimes be crafted or placed indoors with descriptive tooltip.
  17. Due to unforeseen economic inflation the price of RPG rockets has been regrettably increased by 300%
  18. Made optimizations to the games animation system.
  19. Experimental procedural generation has been phased out, but still accessible through cheat commands/mods.
  20. New graphics option to enable/disable "Screen Space Reflections" [Reflections have always been on by default in all previous versions, just now users can disable them in case of very old GPU's that struggle with SSR]
  21. Optimized bird flocking code procedure as well as fish schooling algorithm.
  22. Optimized player internal player controller and weapon/ironsights code.
  23. Vehicle third person state preference will now be remembered during game session.
  24. Fishing rod animations for "reeling in" now look more realistic and custom tailored to the situation instead of looking like the player is simply trying to beat the fish to death.
  25. Various other small improvements and fixes.


Online shopping purchases that can be made:
  • Hiking Boots : These will show in your inventory but are automatically equipped. Owning a pair will increase your characters running stamina, allowing you to run for longer times. Add some coffee to the mix for even more stamina boost!
  • Tent: Already a common item, but you can never have enough. Used to sleep anywhere, anytime as most players would already know.
  • Herb Seeds: Use to grow your own medicinal herbs.
  • Tiki Torch: Use to create beautiful ambiance in your camp and light up the night. Can be toggled on or off, or shot to be removed completely.
  • Character controller Update Loop code optimizations.

- More to follow soon!

The next update after this one is going to focus on adding new content, including optional side quests that can be accessed by the caravan at any time as well as new NPC companion A.I. and some major potential camp upgrades that can be purchased through the new online shop. Alongside the new content will also be a bunch of new Steam achievements that can be acquired by playing the new content. As well as any other reported bugs, the next few updates should add quite a few more hours of gameplay to the game, and many new items to purchase as well as any polishes to the new systems such as stock market, fishing and more.

Early Access Update V0.8.2

Weekly update fixing issues raised by users as well as developer planned updates and enhancements including a new fishing mini-game as well as seed planting mechanics and more.

  1. Made water look beautiful with realistic translucency that reacts to changes in the environmental ambient lighting.
  2. Fishing mini-game now available in the nearby pond. Follow the fishing way-point when using the radio or vehicle in order to access the game. Select the rod to fish, use fire/left mouse to cast a line or zoom/right mouse to cancel a cast depending on what you've assigned those actions to. The line will automatically retract if you catch a fish so you only need to manually reel back in if you wish to re-cast.
  3. You can now grow plants using seeds! You can plant them anywhere but its best to plant them in your grow hut or campsite. Locate some seeds in the bar or on the reserve and then plant them using the inventory. You can locate your new fully grown plant in the next mission after the one you planted them in. Currently available seeds can be only be used to grow "Elder Thyme" power-up used for slowing down time. More will soon be available to purchase online using the PC. Once seeds have been planted you will need to wait until at least the next mission for them to be fully grown.
  4. Removed weird bubbles coming from the fish inside the pond.
  5. Fixed strange colliders near fishing pond.
  6. Improved some detail in certain terrain areas near outskirts.
  7. Improved pistol hand holding position.
  8. Improved some character arm skin materials.
  9. Optimized post-processing code for color grading and sun shafts.
  10. Optimized various scripting modules and code performance.
  11. Fixed numerous typos found in subtitles.
  12. Fixed ability to attain infinite money in final bunker through relentless quick loading.
  13. Fixed collision for pool balls to stop them from falling through the floor at times.
  14. Fixed overlapping notepad text in final bunker.
  15. Improved Silenced SMG Left hand thumb holding position appearance. (76.4)
  16. Procedural generation now off by default, as it is only an experimental feature to fill up the outskirts of the terrain where I've been too lazy to detail it by hand but after latest updates it is unnecessary unless you crave pure chaos/randomness in your bush exploration. Feel free to activate it if desired, and also to turn it on/off when exploring thick bush outskirts for a comparison of what it does. Procedural generation quality slider is now also deactivated when the option is off. I plan to phase this option out entirely in future so consider it as a purely experimental feature at the moment.
  17. Cleaned out resources database of un-used inventory icons and resource files and optimized crafting "ghost" objects.
  18. Fixed issue of time of day being frozen in place during Chapter 2.
  19. Final boss fight will now always take place in the day regardless of time when entering the final bunker.
  20. In the previous update the game had allowed custom "Time Of Day" to be set with a slider, after testing and fine tuning with this, a new system has been integrated which makes the days twice as long, and the nights 2x shorter for a gameplay balance. If you wish to re-enable the custom time of day, simply type "TIMEOFDAY" in the options menu while paused.
  21. Game score will now submit to the leader-board if "Submit Score" is enabled whenever the player exits the game to prevent high scores from being lost if a player does not complete an enemy wave beforehand.
  22. Changed wording when defeating all enemies in Chapter 2 to "Wave Completed" instead of "Mission Completed" since the enemies will keep respawning indefinitely in this part.
  23. Leader-board now displays the top 100 scores/players instead of only the top 40.
  24. Added slightly more detail to bar interior.
  25. Removed some shaders from game memory that are no longer being used.
  26. Increased volume of "Introduction" speech when playing a new game.
  27. Secret level ["Noise Complaint"] can now be found when finishing the game if the player misses the warp zone for it in Mission 1. After you have completed the game, you need to sleep in your caravan to activate it, although if you skip it after this or complete it - it will not activate again.
  28. Fixed some issues with terrain textures not loading properly in Secret Level
  29. Improved visual clarity when using PC inside caravan domicile.
  30. Improved loading times for Main Menu from splash screen.
  31. Added new states for the bar in chapter 2 where you can find more people or even at times find it closed due to fumigation complete with new NPC's to discover.
  32. Any cheat codes entered will now save/persist between sessions until deactivated with the same code again such as unlocking the mods menu or modifying the time of day mode.
  33. Removed a large amount of un-used code from the internal game codebase including some unnecessary asynchronous mission briefing methods.
  34. Added a "peaceful mode" to the unlockable mods menu which will allow players to deactivate the infinitely spawning enemy waves during chapter 2. This will not deactivate enemies during chapter 1 as in this chapter defeating the enemies is the only way to advance the story. When the game is out of E.A. the mods menu will unlock after completing the game and all side quests, currently it can only be unlocked through a cheat code which is available on request.
  35. Added descriptions to all mods in the unlockable mods menu.
  36. Disabled stack trace logging in the built game to increase game performance. I also plan to move the game over from Mono scripting backend to the IL2CPP backend for further runtime optimization once I am done with more development, as the internal editor stack trace logging with IL2CPP has some issues that make it harder to debug certain things.
  37. Increased enemy A.I. hearing distance when considering nearby gunshots by 30%.
  38. The dustbin near the caravan which provides a unique random mystery item near the campsite can now only be harvested once per mission.
  39. Fixed issue making it impossible to leave the shooting range with the "Leave" button.
  40. Shooting range can now also be exited by pressing "Use" on a nearby vehicle which is implied as the method of transport in and out of the range.
  41. Hippo Bonus mission can now also be exited back to the main story campaign by using the "Leave" button.
  42. Fixed weird texture tiling on the hippo bonus mission totem statue.
  43. Fixed some missing water collider sounds near waterfall with baby elephant as well as some other water sources not triggering the sound of the player wading through them, as well as optimized water scripting.
  44. Updated early access information on store page to reflect the games current story campaign completability state as the story campaign was not yet finished when the game launched into early access 22 days ago but it now is.
  45. Updated store page to show support for English subtitles. More languages are on the way hopefully by the end of the year.
  46. Fixed some internal warning issues for binoculars relating to the parenting of tagged waypoints to the main waypoint canvas.
  47. Fixed issue causing the FAL FN rifle to behave as a silenced weapon when it is in fact rather loud.
  48. Fixed issue causing bullet proof vests and anti-venom to spawn again when loading a game even if they were taken allowing for infinite amounts of that item in their respective missions.
  49. Fixed an issue causing game loading to fail and lose your inventory items if a new pickup item is added to the game loader registry and game is updated during a playthrough
  50. Optimized the open world maps internal geometry memory resources by removing unnecessary hidden meshes.
  51. Fixed issue causing "Noise Complaint" mission to become incompletable if players made a certain choice near the end of the mission.
  52. Improved character #4 FPS hand fingernail texture.
  53. Made achievement description for "All In A Day’s Work" clearer, specifying that you need to "Progress to the next mission by sleeping in your bed on Medium or Hard." as when playing on Easy you exclusively use the radio tower to progress to the next mission instead of the bed.
  54. Fixed some floating geometry near the informal settlement outside zone B.
  55. Optimized shader loading time with a newly baked Shader Variant Collection to preload shaders on game start.


The next update after this one is going to focus on improving the amount of things you can do with the Personal Computer located inside the ranger caravan including online shopping, an E-Mail inbox and a mini stock market game that you can use to generate income for yourself by buying and selling stocks from various organizations.

Thank you everybody for submitting all your feedback in the community forums and on the Discord. I have been listening closely and my appreciation for you all is endless! Keep it coming.

Early Access Update V0.8.1

[h3]Regular weekly update addressing minor issues put forward by users on the Discord as well as Community forums.[/h3]

  1. Made snake that appears near the toilet in Mission 2 now only appear when playing on "HARD" difficulty setting.
  2. Improved aiming with iron sights when using the R4, FAL & Silenced SMG rifles.
  3. Improved aiming with iron sights when using the Glock, ZC75 and M83 pistols.
  4. Made third person bakkie camera mouse control adhere to the players current mouse sensitivity settings.
  5. Added tooltips to crafting menu to show missing ingredient labels.
  6. Added a ZC75 Pickup to Mission 4 as the weapon was previously only attainable in the shooting range and not during the story campaign.
  7. Improved appearance of the Rare "Mufasa" Rifle only found in Chapter 2, as well as improved its ADS aiming alignment.
  8. Spiders in caves are no longer mysteriously invincible.
  9. Made leaderboards show the top 40 scores instead of only the top 20.
  10. If your own score is part of the top 40, it will now be highlighted in red.
  11. Game day/night time cycle length can now be set from the games menu. Minimum is 30 minutes, maximum is 120 minutes/2 hours. This is the amount of time it takes for 24 virtual hours in game to pass.
  12. Made jackpot achievement trigger whenever you leave or save the game if your score is over 100,000 instead of only just when completing an enemy wave.
  13. Made the tracking of animals in the tutorial easier and requiring less distance between them and the player in order to trigger the task completion.
  14. Made tooltips regarding the braai and vehicle stay up longer the first time a player uses them.
  15. Improved colliders in the shooting range for increased accuracy when testing weapons.
  16. Some minor memory optimizations removing un-used elements in game scene hierarchy.
  17. Improved "Bread" inventory item icon.
  18. Small internal script optimizations and fixes.
  19. Fixed a hole issue inside cave #2 that could cause you to plummet forever.
  20. Fixed issue in both caves that caused items to infinitely spawn each time you entered without saving their state when you collected them.
  21. Fixed rare/weird issue where going into caves caused your tent and identity document to double in number.
  22. Added more information to hippo bonus mission tooltips to let players know to find a tranquilizer rifle by the waypoint instead of sometimes frantically searching the entire camp for R8000 to buy one first.
  23. Made inventory item info text clearer.
  24. Added numerical option selection for PC in caravan.
  25. Added missing subtitles to final game section/boss fight.
  26. Removed "Game Saved" message when in boss fight, tutorials or bonus missions when pressing quick-save since the game is not able to be saved during this time and the message is basically a lie.
  27. Added a few more content creator Easter eggs.
  28. Optimized R4 rifle GPU Draw Calls when using as a selected player weapon.
  29. Fixed newly introduced issue causing ducks to not fly properly when scared by player as they did previously.
  30. Completing the hippo bonus mission will now make the hippo totem used to access the mission from the shebeen in Mission 1 & 2 no longer appear to prevent players from unfairly farming points by repeating the mission over and over.
  31. Fixed issue causing radio locator to not show nearest poacher waypoint in Chapter 2 when clearing out enemies.
  32. Fixed issue causing subtitles to stick after completing game and also causing the final radio transmission prior to defeating the boss to play again.
  33. Fixed the persisting issue of enemies sometimes spawning in trees or under rocks in Chapter 2.
  34. Numerous small tweaks & fixes as always too small to be worth mentioning.
  35. Fixed issues with excessively high frame rates in caves and other indoor areas even when using V-Sync
  36. Slight tweaks to rhino stampede A.I. to not freeze when it cannot reach the players destination but to select a destination as close as possible to the players position to prevent unrealistic behavior when the player jumps to a place of safety during a stampede. Still a work in progress.
  37. Added Steam Community Leaderboard support to show your high scores on your Steam profile.


[h3]Final Important Note:[/h3]
Found a rare scenario, where clearing out all the enemies in Chapter 2 would prevent players from finding and fighting the final boss [? waypoint] while also telling players they had finished the game without defeating the final boss or giving the final achievement. Also players who had already cleared out all the enemies in Chapter 2, would not be able to locate the final area and boss without starting a new game. For players stuck in this situation, the game will now detect if the final achievement for completing the game has not yet been achieved, and set the game back to the pre-completed state and allow players to locate the final boss by following the [?] waypoint using their radio.